49 lines
2.3 KiB
C#
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2023-05-28 11:44:55 +02:00
using UnityEditor;
using UnityEngine;
[CustomPropertyDrawer(typeof(RPGTalkCinematicBehaviour))]
public class RPGTalkCinematicDrawer : PropertyDrawer
{
public override float GetPropertyHeight (SerializedProperty property, GUIContent label)
{
int fieldCount = 0;
return fieldCount * EditorGUIUtility.singleLineHeight;
}
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty txtToParseProp= property.FindPropertyRelative("txtToParse");
SerializedProperty lineToStartProp = property.FindPropertyRelative("lineToStart");
SerializedProperty lineToBreakProp = property.FindPropertyRelative("lineToBreak");
SerializedProperty textSpeedProp = property.FindPropertyRelative("textSpeed");
SerializedProperty pauseUntilTalkEndProp = property.FindPropertyRelative("pauseUntilTalkEnd");
SerializedProperty autoPass = property.FindPropertyRelative("autoPass");
SerializedProperty secondsAutoPass = property.FindPropertyRelative("secondsAutoPass");
EditorGUILayout.LabelField("Put below the Text file to be parsed and become the talks!");
EditorGUILayout.PropertyField (txtToParseProp,GUIContent.none);
if (txtToParseProp.objectReferenceValue == null) {
EditorGUILayout.HelpBox("If no text is setted, it will be used the same that already is in the RPGTalk reference", MessageType.Info, true);
}
pauseUntilTalkEndProp.boolValue = GUILayout.Toggle(pauseUntilTalkEndProp.boolValue, "Pause Timeline while waiting for player's action?");
autoPass.boolValue = GUILayout.Toggle(autoPass.boolValue, "Automatically Pass the Talk?");
if (autoPass.boolValue)
{
EditorGUILayout.PropertyField(secondsAutoPass,true);
}
EditorGUILayout.LabelField("What line should the talk start? And in what should it end?");
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.PropertyField (lineToStartProp,GUIContent.none);
if (pauseUntilTalkEndProp.boolValue || autoPass.boolValue) {
EditorGUILayout.PropertyField (lineToBreakProp, GUIContent.none);
} else {
EditorGUILayout.HelpBox("If you not wait for player input or make the talk auto pass, each RPGTalk Cinematic Clip can only contain one line", MessageType.Info, true);
}
EditorGUILayout.EndHorizontal ();
EditorGUILayout.PropertyField (textSpeedProp);
}
}