From 574b404c2db3de8f6612460326a6881ac85c9f61 Mon Sep 17 00:00:00 2001 From: Ayumi Date: Wed, 7 Jun 2023 11:29:12 +0200 Subject: [PATCH] Musik Anderswelt & Effekte --- .gitattributes | 54 - .gitignore | 75 - Assets/AssetsFORELLE.meta | 8 - Assets/AssetsFORELLE/AddedTransp.meta | 8 - .../AddedTransp/BathwaterFrank.png | 3 - .../AddedTransp/BathwaterFrank.png.meta | 135 - .../AddedTransp/BathwaterFrankTransp.png | 3 - .../AddedTransp/BathwaterFrankTransp.png.meta | 135 - .../AssetsFORELLE/AddedTransp/Delphinator.png | 3 - .../AddedTransp/Delphinator.png.meta | 135 - .../AddedTransp/DelphinatorTransp.png | 3 - .../AddedTransp/DelphinatorTransp.png.meta | 135 - .../AddedTransp/FrankOtherworld.png | 3 - .../AddedTransp/FrankOtherworld.png.meta | 135 - .../AddedTransp/FrankOtherworldTransp.png | 3 - .../FrankOtherworldTransp.png.meta | 135 - .../AssetsFORELLE/AddedTransp/Frankinator.png | 3 - .../AddedTransp/Frankinator.png.meta | 135 - .../AddedTransp/FrankinatorTransp.png | 3 - 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file mode 100644 index ac04326..0000000 --- a/.gitattributes +++ /dev/null @@ -1,54 +0,0 @@ -# 3D models -*.3dm filter=lfs diff=lfs merge=lfs -text -*.3ds filter=lfs diff=lfs merge=lfs -text -*.blend filter=lfs diff=lfs merge=lfs -text -*.c4d filter=lfs diff=lfs merge=lfs -text -*.collada filter=lfs diff=lfs merge=lfs -text -*.dae filter=lfs diff=lfs merge=lfs -text -*.dxf filter=lfs diff=lfs merge=lfs -text -*.fbx filter=lfs diff=lfs merge=lfs -text -*.jas filter=lfs diff=lfs merge=lfs -text -*.lws filter=lfs diff=lfs merge=lfs -text -*.lxo filter=lfs diff=lfs merge=lfs -text -*.ma filter=lfs diff=lfs merge=lfs -text -*.max filter=lfs diff=lfs merge=lfs -text -*.mb filter=lfs diff=lfs merge=lfs -text -*.obj filter=lfs diff=lfs merge=lfs -text -*.ply filter=lfs diff=lfs merge=lfs -text -*.skp filter=lfs diff=lfs merge=lfs -text -*.stl filter=lfs diff=lfs merge=lfs -text -*.ztl filter=lfs diff=lfs merge=lfs -text -# Audio -*.aif filter=lfs diff=lfs merge=lfs -text -*.aiff filter=lfs diff=lfs merge=lfs -text -*.it filter=lfs diff=lfs merge=lfs -text -*.mod filter=lfs diff=lfs merge=lfs -text -*.mp3 filter=lfs diff=lfs merge=lfs -text -*.ogg filter=lfs diff=lfs merge=lfs -text -*.s3m filter=lfs diff=lfs merge=lfs -text -*.wav filter=lfs diff=lfs merge=lfs -text -*.xm filter=lfs diff=lfs merge=lfs -text -# Fonts -*.otf filter=lfs diff=lfs merge=lfs -text -*.ttf filter=lfs diff=lfs merge=lfs -text -# Images -*.bmp filter=lfs diff=lfs merge=lfs -text -*.exr filter=lfs diff=lfs merge=lfs -text -*.gif filter=lfs diff=lfs merge=lfs -text -*.hdr filter=lfs diff=lfs merge=lfs -text -*.iff filter=lfs diff=lfs merge=lfs -text -*.jpeg filter=lfs diff=lfs merge=lfs -text -*.jpg filter=lfs diff=lfs merge=lfs -text -*.pict filter=lfs diff=lfs merge=lfs -text -*.png filter=lfs diff=lfs merge=lfs -text -*.psd filter=lfs diff=lfs merge=lfs -text -*.tga filter=lfs diff=lfs merge=lfs -text -*.tif filter=lfs diff=lfs merge=lfs -text -*.tiff filter=lfs diff=lfs merge=lfs -text -# 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BoxCollider2D bc; - [SerializeField] private PhysicsMaterial2D frictionless; - [SerializeField] private PhysicsMaterial2D frictionful; - - void Start() - { - rb = GetComponent(); - bc = GetComponent(); - rb.mass = 8; - rb.drag = 1; - - } - - // Update is called once per frame - void Update() - { - - } - - void OnCollisionEnter2D(Collision2D col) - { - bc.sharedMaterial = frictionless; - rb.drag = 3; - - } - - void OnCollisionExit2D(Collision2D col) - { - bc.sharedMaterial = frictionful; - rb.drag = 1; - - } - -} diff --git a/Assets/AssetsFORELLE/Script/BoulderFix.cs.meta b/Assets/AssetsFORELLE/Script/BoulderFix.cs.meta deleted file mode 100644 index d5d85aa..0000000 --- a/Assets/AssetsFORELLE/Script/BoulderFix.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2de907f50474c5b40bb803c5f51866f7 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/ButtonBoth.cs b/Assets/AssetsFORELLE/Script/ButtonBoth.cs deleted file mode 100644 index 2d6a6e0..0000000 --- a/Assets/AssetsFORELLE/Script/ButtonBoth.cs +++ /dev/null @@ -1,52 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class ButtonBoth:MonoBehaviour -{ - -public GameObject door; -public SpriteRenderer spriteRenderer; -public Sprite originalSprite; -public Sprite activatedSprite; -public bool startActivated = false; -private Collider2D Stein = null; - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - if (startActivated == true ) { - spriteRenderer.sprite = activatedSprite; - } else { -spriteRenderer.sprite = originalSprite;} - - if(Stein!=null && Stein.CompareTag("PlayerIsOnIt")){ - startActivated = true; - spriteRenderer.sprite = activatedSprite; -openDoor(); - } - } - -void OnTriggerEnter2D(Collider2D other) { - Stein = other; - if (other.CompareTag("PlayerIsOnIt")) { - startActivated = true; - spriteRenderer.sprite = activatedSprite; - openDoor(); - } - - -} - -void openDoor(){ -door.SetActive(false); -} -} - - - diff --git a/Assets/AssetsFORELLE/Script/ButtonBoth.cs.meta b/Assets/AssetsFORELLE/Script/ButtonBoth.cs.meta deleted file mode 100644 index b695afb..0000000 --- a/Assets/AssetsFORELLE/Script/ButtonBoth.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2dc9b878c80754a479afe39d30c684de -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/ButtonObj.cs b/Assets/AssetsFORELLE/Script/ButtonObj.cs deleted file mode 100644 index 7fa0f97..0000000 --- a/Assets/AssetsFORELLE/Script/ButtonObj.cs +++ /dev/null @@ -1,34 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class ButtonObj:MonoBehaviour -{ -public SpriteRenderer spriteRenderer; -public Sprite originalSprite; -public Sprite activatedSprite; -public bool startActivated = false; - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - if (startActivated == true ) { - spriteRenderer.sprite = activatedSprite; - } else { -spriteRenderer.sprite = originalSprite;} - } - -void OnTriggerEnter2D(Collider2D other) { - if (other.CompareTag("PressurePlatable")|| other.CompareTag("PlayerIsOnIt")) { - startActivated = true; - spriteRenderer.sprite = activatedSprite; - } -} - - -} diff --git a/Assets/AssetsFORELLE/Script/ButtonObj.cs.meta b/Assets/AssetsFORELLE/Script/ButtonObj.cs.meta deleted file mode 100644 index 449091d..0000000 --- a/Assets/AssetsFORELLE/Script/ButtonObj.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ce077c3c105211642bd53a5866b50b4d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/ButtonPlayer.cs b/Assets/AssetsFORELLE/Script/ButtonPlayer.cs deleted file mode 100644 index de6bbe2..0000000 --- a/Assets/AssetsFORELLE/Script/ButtonPlayer.cs +++ /dev/null @@ -1,34 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class ButtonPlayer:MonoBehaviour -{ -public SpriteRenderer spriteRenderer; -public Sprite originalSprite; -public Sprite activatedSprite; -public bool startActivated = false; - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - if (startActivated == true ) { - spriteRenderer.sprite = activatedSprite; - } else { - spriteRenderer.sprite = originalSprite;} - } - -void OnTriggerEnter2D(Collider2D other) { - if (other.CompareTag("Player")) { - spriteRenderer.sprite = activatedSprite; - startActivated = true; - } -} - - -} diff --git a/Assets/AssetsFORELLE/Script/ButtonPlayer.cs.meta b/Assets/AssetsFORELLE/Script/ButtonPlayer.cs.meta deleted file mode 100644 index d06ea7a..0000000 --- a/Assets/AssetsFORELLE/Script/ButtonPlayer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: bc263b7f4d037fc4187b6b8fc095cb15 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/CameraController.cs b/Assets/AssetsFORELLE/Script/CameraController.cs deleted file mode 100644 index 78207a8..0000000 --- a/Assets/AssetsFORELLE/Script/CameraController.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - - -/* -Static Class which takes role of Controller for all the Cameras/Triggers -IMPORTANT!!! -The Priority of the FIRST Camera that should be shown has to be set manually to 100 -The Priorities of the OTHER cameras can be anything else then 100 -IMPORTANT!!! -*/ -public static class CameraController -{ - public static Camera currentCam; - static List cameras = new List(); - - public static void Register(Camera cam) - { - cameras.Add(cam); - } - - - public static void ActivateCamera(Camera cam) - { - cam.depth = 100; - currentCam = cam; - foreach (Camera c in cameras) - { - if(c != currentCam) c.depth = 0; - } - - } - - public static Camera CurrentCamera() - { - return currentCam; - } - -} diff --git a/Assets/AssetsFORELLE/Script/CameraController.cs.meta b/Assets/AssetsFORELLE/Script/CameraController.cs.meta deleted file mode 100644 index 4853869..0000000 --- a/Assets/AssetsFORELLE/Script/CameraController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c367d6ffd5aab154a8e755b921c7176c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/ChangeScene.cs b/Assets/AssetsFORELLE/Script/ChangeScene.cs deleted file mode 100644 index d007f92..0000000 --- a/Assets/AssetsFORELLE/Script/ChangeScene.cs +++ /dev/null @@ -1,29 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.SceneManagement; - -public class ChangeScene : MonoBehaviour -{ - public Scene changeTo; - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } - - private void OnCollisionEnter2D(Collision2D other) - { - if (other.gameObject.CompareTag("SceneChanger")) - { - SceneManager.LoadScene(other.gameObject.name); - } - } -} diff --git a/Assets/AssetsFORELLE/Script/ChangeScene.cs.meta b/Assets/AssetsFORELLE/Script/ChangeScene.cs.meta deleted file mode 100644 index b7a879d..0000000 --- a/Assets/AssetsFORELLE/Script/ChangeScene.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: deb75ec73a5f4ec2b6cd07709279ceba -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/CharController.cs b/Assets/AssetsFORELLE/Script/CharController.cs deleted file mode 100644 index e4afd60..0000000 --- a/Assets/AssetsFORELLE/Script/CharController.cs +++ /dev/null @@ -1,99 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class CharController : MonoBehaviour -{ - - public float maxSpeed = 3.4f; - public float jumpHeight = 6.5f; - public float gravityScale = 1.5f; - public Camera mainCamera; - - - bool facingRight = true; - public bool grounded = false; - Vector3 cameraPos; - float moveDirection = 0; - Rigidbody2D rb; - CapsuleCollider2D mainCollider; - CapsuleCollider2D friction; - Transform t; - - - // Start is called before the first frame update - void Start() - { - t = transform; - rb = GetComponent(); - mainCollider = GetComponent(); - friction = GetComponent(); - rb.freezeRotation = true; - rb.gravityScale = gravityScale; - - if(mainCamera) - { - cameraPos = mainCamera.transform.position; - } - - } - - // Update is called once per frame - void Update() - { - - //if(grounded || Mathf.Abs(rb.velocity.x) > 0.01f) - moveDirection = Input.GetAxisRaw("Horizontal"); - - if(moveDirection != 0) - { - if (moveDirection > 0 && !facingRight) - { - facingRight = true; - t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z); - } - if (moveDirection < 0 && facingRight) - { - facingRight = false; - t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z); - } - } - - - if(Input.GetButtonDown("Jump") && grounded) - { - rb.velocity = new Vector2(rb.velocity.x, jumpHeight); - } - - if (mainCamera) - { - mainCamera.transform.position = new Vector3(t.position.x, t.position.y, cameraPos.z); - } - } - - void FixedUpdate() - { - - Bounds colliderBounds = mainCollider.bounds; - float colliderRadius = mainCollider.size.x * 0.4f * Mathf.Abs(transform.localScale.x); - Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, colliderRadius * 0.9f, 0); - - Collider2D[] colliders = Physics2D.OverlapCircleAll(groundCheckPos, colliderRadius); - - grounded = false; - if (colliders.Length > 2) - { - foreach (Collider2D hit in colliders){ - if (hit != mainCollider){ - grounded = true; - break; - } - } - } - - rb.velocity = new Vector2(moveDirection * maxSpeed, rb.velocity.y); - - Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, colliderRadius, 0), grounded ? Color.green : Color.red); - Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(colliderRadius, 0, 0), grounded ? Color.green : Color.red); - } -} diff --git a/Assets/AssetsFORELLE/Script/CharController.cs.meta b/Assets/AssetsFORELLE/Script/CharController.cs.meta deleted file mode 100644 index 7f389c1..0000000 --- a/Assets/AssetsFORELLE/Script/CharController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 57eab097b9fc58c4c88a5c9ba60e9c64 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/CharControllerMod.cs b/Assets/AssetsFORELLE/Script/CharControllerMod.cs deleted file mode 100644 index fe183b2..0000000 --- a/Assets/AssetsFORELLE/Script/CharControllerMod.cs +++ /dev/null @@ -1,99 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class CharControllerMod : MonoBehaviour -{ - - public float maxSpeed = 3.4f; - public float jumpHeight = 6.5f; - public float gravityScale = 1.5f; - public Camera mainCamera; - - - bool facingRight = true; - public bool grounded = false; - Vector3 cameraPos; - float moveDirection = 0; - Rigidbody2D rb; - CapsuleCollider2D mainCollider; - CapsuleCollider2D friction; - Transform t; - - - // Start is called before the first frame update - void Start() - { - t = transform; - rb = GetComponent(); - mainCollider = GetComponent(); - friction = GetComponent(); - rb.freezeRotation = true; - rb.gravityScale = gravityScale; - - if(mainCamera) - { - cameraPos = mainCamera.transform.position; - } - - } - - // Update is called once per frame - void Update() - { - - //if(grounded || Mathf.Abs(rb.velocity.x) > 0.01f) - moveDirection = Input.GetAxisRaw("Horizontal"); - - if(moveDirection != 0) - { - if (moveDirection > 0 && !facingRight) - { - facingRight = true; - t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z); - } - if (moveDirection < 0 && facingRight) - { - facingRight = false; - t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z); - } - } - - - if(Input.GetButtonDown("Jump") && grounded) - { - rb.velocity = new Vector2(rb.velocity.x, jumpHeight); - } - - if (mainCamera) - { - mainCamera.transform.position = new Vector3(t.position.x, t.position.y, cameraPos.z); - } - } - - void FixedUpdate() - { - - Bounds colliderBounds = mainCollider.bounds; - float colliderRadius = mainCollider.size.x * 0.4f * Mathf.Abs(transform.localScale.x); - Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, colliderRadius * 0.9f, 0); - - Collider2D[] colliders = Physics2D.OverlapCircleAll(groundCheckPos, colliderRadius); - - grounded = false; - if (colliders.Length > 2) - { - foreach (Collider2D hit in colliders){ - if (hit != mainCollider){ - grounded = true; - break; - } - } - } - - rb.velocity = new Vector2(moveDirection * maxSpeed, rb.velocity.y); - - Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, colliderRadius, 0), grounded ? Color.green : Color.red); - Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(colliderRadius, 0, 0), grounded ? Color.green : Color.red); - } -} diff --git a/Assets/AssetsFORELLE/Script/CharControllerMod.cs.meta b/Assets/AssetsFORELLE/Script/CharControllerMod.cs.meta deleted file mode 100644 index a22ba30..0000000 --- a/Assets/AssetsFORELLE/Script/CharControllerMod.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b722d4a418b0d3d49afc9f83ef56cc7b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/DimShift.cs b/Assets/AssetsFORELLE/Script/DimShift.cs deleted file mode 100644 index 673d891..0000000 --- a/Assets/AssetsFORELLE/Script/DimShift.cs +++ /dev/null @@ -1,48 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -// Kann sein das das nur für statische Objekte funktioniert -public class DimShift : MonoBehaviour -{ - // 0 = inactive in Dimension 1 - // 1 = active in Dimension 1 - public bool inFirstDim; - GameObject Dim1; - GameObject Dim2; - - void Start() - { - Dim1 = GameObject.Find("Dim1"); - Dim2 = GameObject.Find("Dim2"); - - if (inFirstDim) - { - Dim1.SetActive(true); - Dim2.SetActive(false); - - } else - { - Dim2.SetActive(true); - Dim1.SetActive(false); - } - } - - void Update() - { - if (Input.GetKeyDown(KeyCode.LeftShift)&&inFirstDim) - { - Dim2.SetActive(true); - Dim1.SetActive(false); - inFirstDim = !inFirstDim; - } else - { - if (Input.GetKeyDown(KeyCode.LeftShift)&&!inFirstDim) - { - Dim1.SetActive(true); - Dim2.SetActive(false); - inFirstDim = !inFirstDim; - } - } - } -} diff --git a/Assets/AssetsFORELLE/Script/DimShift.cs.meta b/Assets/AssetsFORELLE/Script/DimShift.cs.meta deleted file mode 100644 index 913a6c9..0000000 --- a/Assets/AssetsFORELLE/Script/DimShift.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: bef524aa2ad305d4faf6b90a610e5be4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/Enemy.cs b/Assets/AssetsFORELLE/Script/Enemy.cs deleted file mode 100644 index efb7d49..0000000 --- a/Assets/AssetsFORELLE/Script/Enemy.cs +++ /dev/null @@ -1,34 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class Enemy : MonoBehaviour -{ - public float maxSpeed; - private Rigidbody2D rb; - private CapsuleCollider2D cc; - private SpriteRenderer sr; - - void Start() - { - rb = GetComponent(); - cc = GetComponent(); - sr = GetComponent(); - - } - - // Update is called once per frame - void FixedUpdate() - { - rb.velocity = new Vector2(maxSpeed, rb.velocity.y); - } - - void OnTriggerEnter2D(Collider2D cc) - { - if (!cc.gameObject.CompareTag("Player")) - { - maxSpeed = -maxSpeed; - sr.flipX = !sr.flipX; - } - } -} diff --git a/Assets/AssetsFORELLE/Script/Enemy.cs.meta b/Assets/AssetsFORELLE/Script/Enemy.cs.meta deleted file mode 100644 index 4377822..0000000 --- a/Assets/AssetsFORELLE/Script/Enemy.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f90e1f9169948b4499e0a5541c86d7bb -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/FadingPlatform.cs b/Assets/AssetsFORELLE/Script/FadingPlatform.cs deleted file mode 100644 index 2b1cb77..0000000 --- a/Assets/AssetsFORELLE/Script/FadingPlatform.cs +++ /dev/null @@ -1,57 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class FadingPlatform : MonoBehaviour -{ - -private SpriteRenderer spriteRenderer; -private BoxCollider2D col; -private EdgeCollider2D edge; -public float fadeTime; -public float refractoryTime; -private bool gone; - - - void Start() - { - spriteRenderer = GetComponent(); - col = GetComponent(); - edge = GetComponent(); - gone = false; - } - - void Update() - { - if(gone) - { - StartCoroutine(Switch()); - } - } - - void OnTriggerEnter2D(Collider2D edge) { - if(!gone){ - StartCoroutine(Switch()); - } - } - - // Muss IEnumerator sein weil ich ansonsten den Timer nicht implementieren kann - IEnumerator Switch(){ - - if(gone) - { - yield return new WaitForSeconds (refractoryTime); - spriteRenderer.enabled = true; - col.enabled = true; - edge.enabled = true; - gone = false; - } else { - yield return new WaitForSeconds (fadeTime); - spriteRenderer.enabled = false; - col.enabled = false; - edge.enabled = false; - gone = true; - } - } - -} diff --git a/Assets/AssetsFORELLE/Script/FadingPlatform.cs.meta b/Assets/AssetsFORELLE/Script/FadingPlatform.cs.meta deleted file mode 100644 index 5bf9987..0000000 --- a/Assets/AssetsFORELLE/Script/FadingPlatform.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 06a513c030dd05c408207938c16e432d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/InventoryBasic.cs b/Assets/AssetsFORELLE/Script/InventoryBasic.cs deleted file mode 100644 index 431dcd5..0000000 --- a/Assets/AssetsFORELLE/Script/InventoryBasic.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System.Collections.Generic; -using System.Linq; -using UnityEngine; - -public class InventoryBasic : MonoBehaviour -{ - private List items; - // Start is called before the first frame update - void Start() - { - items = new List(); - } - - // Update is called once per frame - void Update() - { - - } - - private void OnCollisionEnter2D(Collision2D other) - { - switch (other.gameObject.tag) // switch-case hier damit in zukunft einfach fälle hinzugefügt werden können - { - case "Item": - other.gameObject.SetActive(false); - items.Add(other.gameObject); - Debug.Log("Pickup: Take " + other.gameObject.name); - break; - - case "Openable": - // Entfernt den ersten "Key" welcher unter den Items gefunden wird, falls es einen gibt - if ( items.Remove((from item in items where item.name == "Key" select item).First()) ) - { // falls ein "Key" gefunden wurde, wird dieser genutzt - other.gameObject.SetActive(false); - Debug.Log("Pickup: Use Key"); - } - break; - } - } -} diff --git a/Assets/AssetsFORELLE/Script/InventoryBasic.cs.meta b/Assets/AssetsFORELLE/Script/InventoryBasic.cs.meta deleted file mode 100644 index a9bcb83..0000000 --- a/Assets/AssetsFORELLE/Script/InventoryBasic.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5c8672c5b58eae84da6091aa48615de7 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/IsMovingTester.cs b/Assets/AssetsFORELLE/Script/IsMovingTester.cs deleted file mode 100644 index 7485b28..0000000 --- a/Assets/AssetsFORELLE/Script/IsMovingTester.cs +++ /dev/null @@ -1,27 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class IsMovingTester : MonoBehaviour -{ - private Animator animator; - private Rigidbody2D rb; - - void Start() - { - animator = GetComponent(); - rb = GetComponent(); - } - - void Update() - { - if (rb.velocity.magnitude > 0.1f) - { - animator.SetBool("IsMoving", true); - } - else - { - animator.SetBool("IsMoving", false); - } - } -} diff --git a/Assets/AssetsFORELLE/Script/IsMovingTester.cs.meta b/Assets/AssetsFORELLE/Script/IsMovingTester.cs.meta deleted file mode 100644 index 720cbc3..0000000 --- a/Assets/AssetsFORELLE/Script/IsMovingTester.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4760965f3d035f84db6a6741d746428c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/IsPlayerOnTop.cs b/Assets/AssetsFORELLE/Script/IsPlayerOnTop.cs deleted file mode 100644 index 3a457c9..0000000 --- a/Assets/AssetsFORELLE/Script/IsPlayerOnTop.cs +++ /dev/null @@ -1,31 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class IsPlayerOnTop:MonoBehaviour -{ - - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } - -void OnTriggerEnter2D(Collider2D other) { - if (other.CompareTag("Player")) { - gameObject.tag = "PlayerIsOnIt"; - } -} - -void OnTriggerExit2D(Collider2D other) { - if (other.CompareTag("Player")) { - gameObject.tag = "PressurePlatable"; - } -} -} diff --git a/Assets/AssetsFORELLE/Script/IsPlayerOnTop.cs.meta b/Assets/AssetsFORELLE/Script/IsPlayerOnTop.cs.meta deleted file mode 100644 index 28a4c0f..0000000 --- a/Assets/AssetsFORELLE/Script/IsPlayerOnTop.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1a9bf412d91f64d47b4e4be6ff9f4f5e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/MovingPlatform.cs b/Assets/AssetsFORELLE/Script/MovingPlatform.cs deleted file mode 100644 index 35b5cba..0000000 --- a/Assets/AssetsFORELLE/Script/MovingPlatform.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class MovingPlatform : MonoBehaviour -{ - public float speed; - public int startingPoint; - public Transform[] points; - private int i; - - void Start() - { - transform.position = points[startingPoint].position; - } - - // Update is called once per frame - void Update() - { - if (Vector2.Distance(transform.position, points[i].position)<0.02f) - { - i++; - if(i==points.Length) - { - i = 0; - } - } - transform.position = Vector2.MoveTowards(transform.position, points[i].position, speed * Time.deltaTime); - } - - private void OnCollisionEnter2D(Collision2D coll) - { - coll.transform.SetParent(transform); - } - - private void OnCollisionExit2D(Collision2D coll) - { - coll.transform.SetParent(null); - } -} diff --git a/Assets/AssetsFORELLE/Script/MovingPlatform.cs.meta b/Assets/AssetsFORELLE/Script/MovingPlatform.cs.meta deleted file mode 100644 index 7edef29..0000000 --- a/Assets/AssetsFORELLE/Script/MovingPlatform.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 625cd88d174208441afb47c124a0f800 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/ObjPressurePlate.cs b/Assets/AssetsFORELLE/Script/ObjPressurePlate.cs deleted file mode 100644 index 5085667..0000000 --- a/Assets/AssetsFORELLE/Script/ObjPressurePlate.cs +++ /dev/null @@ -1,33 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class ObjPressurePlate: MonoBehaviour -{ -public SpriteRenderer spriteRenderer; -public Sprite originalSprite; -public Sprite activatedSprite; - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } - -void OnTriggerEnter2D(Collider2D other) { - if (other.CompareTag("PressurePlatable") || other.CompareTag("PlayerIsOnIt")){ - spriteRenderer.sprite = activatedSprite; - } -} - -void OnTriggerExit2D(Collider2D other) { - if (other.CompareTag("PressurePlatable")|| other.CompareTag("PlayerIsOnIt")) { - spriteRenderer.sprite = originalSprite; - } -} -} diff --git a/Assets/AssetsFORELLE/Script/ObjPressurePlate.cs.meta b/Assets/AssetsFORELLE/Script/ObjPressurePlate.cs.meta deleted file mode 100644 index 202d45e..0000000 --- a/Assets/AssetsFORELLE/Script/ObjPressurePlate.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6c98bff63d012cd46ae3f1da27d9c742 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/ObjPressurePlateMod.cs b/Assets/AssetsFORELLE/Script/ObjPressurePlateMod.cs deleted file mode 100644 index 4ce074c..0000000 --- a/Assets/AssetsFORELLE/Script/ObjPressurePlateMod.cs +++ /dev/null @@ -1,34 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class ObjPressurePlateMod: MonoBehaviour -{ -public GameObject door; - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } - -void OnTriggerEnter2D(Collider2D other) { - if (other.CompareTag("PressurePlatable")){ - door.SetActive(false); - } -} - - -/* -void OnTriggerExit2D(Collider2D other) { - if (other.CompareTag("PressurePlatable")) { - door.SetActive(true); - } -} -*/ -} diff --git a/Assets/AssetsFORELLE/Script/ObjPressurePlateMod.cs.meta b/Assets/AssetsFORELLE/Script/ObjPressurePlateMod.cs.meta deleted file mode 100644 index ebcc3a8..0000000 --- a/Assets/AssetsFORELLE/Script/ObjPressurePlateMod.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f13286b50fb8ea143ba03b353cd38288 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/PlayerPressurePlate.cs b/Assets/AssetsFORELLE/Script/PlayerPressurePlate.cs deleted file mode 100644 index d85792a..0000000 --- a/Assets/AssetsFORELLE/Script/PlayerPressurePlate.cs +++ /dev/null @@ -1,33 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class PlayerPressurePlate: MonoBehaviour -{ -public SpriteRenderer spriteRenderer; -public Sprite originalSprite; -public Sprite activatedSprite; - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } - -void OnTriggerEnter2D(Collider2D other) { - if (other.CompareTag("Player")) { - spriteRenderer.sprite = activatedSprite; - } -} - -void OnTriggerExit2D(Collider2D other) { - if (other.CompareTag("Player")) { - spriteRenderer.sprite = originalSprite; - } -} -} diff --git a/Assets/AssetsFORELLE/Script/PlayerPressurePlate.cs.meta b/Assets/AssetsFORELLE/Script/PlayerPressurePlate.cs.meta deleted file mode 100644 index 4c257b1..0000000 --- a/Assets/AssetsFORELLE/Script/PlayerPressurePlate.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f4fc276bfd5b40942b9ca5950733343d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/PlayerPressurePlateMod.cs b/Assets/AssetsFORELLE/Script/PlayerPressurePlateMod.cs deleted file mode 100644 index bc6c178..0000000 --- a/Assets/AssetsFORELLE/Script/PlayerPressurePlateMod.cs +++ /dev/null @@ -1,34 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class PlayerPressurePlateMod: MonoBehaviour -{ -public GameObject door; - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } - -void OnTriggerEnter2D(Collider2D other) { - //if (other.CompareTag("Player")) { - // spriteRenderer.sprite = activatedSprite; - //} - door.SetActive(false); -} - -/* -void OnTriggerExit2D(Collider2D other) { - if (other.CompareTag("Player")) { - spriteRenderer.sprite = originalSprite; - } -} -*/ -} diff --git a/Assets/AssetsFORELLE/Script/PlayerPressurePlateMod.cs.meta b/Assets/AssetsFORELLE/Script/PlayerPressurePlateMod.cs.meta deleted file mode 100644 index 5e2b5e7..0000000 --- a/Assets/AssetsFORELLE/Script/PlayerPressurePlateMod.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3b50f5f9ee7ebdb4bbeea9d8bf3c1b62 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/ReactiveCamera.cs b/Assets/AssetsFORELLE/Script/ReactiveCamera.cs deleted file mode 100644 index 64bb373..0000000 --- a/Assets/AssetsFORELLE/Script/ReactiveCamera.cs +++ /dev/null @@ -1,33 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -/* - Sends the necessary Requests to the CameraController saying "Hi i want to be rendered" - The CameraController then obliges like the nice Guy he is :) -*/ -public class ReactiveCamera : MonoBehaviour -{ - - [SerializeField] private Camera cam; - [SerializeField] private EdgeCollider2D col; - Rigidbody2D rb; - - void Start() - { - col = GetComponent(); - rb = GetComponent(); - cam = GetComponentInChildren(); - rb.isKinematic = true; - CameraController.Register(cam); - } - - // Update is called once per frame - void OnTriggerEnter2D(Collider2D other) - { - if(other.gameObject.CompareTag("Player")) - { - if(CameraController.CurrentCamera() != cam) CameraController.ActivateCamera(cam); - } - } -} diff --git a/Assets/AssetsFORELLE/Script/ReactiveCamera.cs.meta b/Assets/AssetsFORELLE/Script/ReactiveCamera.cs.meta deleted file mode 100644 index 0635b35..0000000 --- a/Assets/AssetsFORELLE/Script/ReactiveCamera.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1d469014f8afb2d4ea0308a0a86bef05 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/respawn.cs b/Assets/AssetsFORELLE/Script/respawn.cs deleted file mode 100644 index 74c093d..0000000 --- a/Assets/AssetsFORELLE/Script/respawn.cs +++ /dev/null @@ -1,24 +0,0 @@ -using UnityEngine; - -public class respawn : MonoBehaviour -{ - public GameObject player; - public Transform respawnPoint; - - void Start() - { - } - - void Update() - { - } - - private void OnCollisionEnter2D(Collision2D other) - { - if (other.gameObject.CompareTag("Player")) - { - player.transform.position = respawnPoint.position; - Debug.Log("Respawn: Move"); - } - } -} diff --git a/Assets/AssetsFORELLE/Script/respawn.cs.meta b/Assets/AssetsFORELLE/Script/respawn.cs.meta deleted file mode 100644 index b3b2865..0000000 --- a/Assets/AssetsFORELLE/Script/respawn.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 13af0af2052bc354cbdcc5815507a4fe -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AssetsFORELLE/Script/respawnReload.cs b/Assets/AssetsFORELLE/Script/respawnReload.cs deleted file mode 100644 index 7244dda..0000000 --- a/Assets/AssetsFORELLE/Script/respawnReload.cs +++ /dev/null @@ -1,22 +0,0 @@ -using UnityEngine.SceneManagement; -using UnityEngine; - -public class respawnReload : MonoBehaviour -{ - void Start() - { - } - - void Update() - { - } - - private void OnCollisionEnter2D(Collision2D other) - { - if (other.gameObject.CompareTag("Player")) - { - SceneManager.LoadScene(SceneManager.GetActiveScene().name); - Debug.Log("Respawn: Reload"); - } - } -} diff --git a/Assets/AssetsFORELLE/Script/respawnReload.cs.meta b/Assets/AssetsFORELLE/Script/respawnReload.cs.meta deleted file mode 100644 index a977a8b..0000000 --- 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public float speed = 10f; - - //A few variables to move/animate this guy - Rigidbody2D rigid; - Animator anim; - SpriteRenderer render; - - //The user can move the hero? - public bool controls; - - //We will sometimes initialize the talk by script, so let's keep a instance of the current RPGTalk - public RPGTalk rpgTalk; - - //A canvas that will be shown asking for the player's name - public GameObject askWho; - //The input that the player should write its name - public InputField myName; - - //A wall to desappear and a particle to play when that happens - public GameObject wall; - public GameObject particle; - - //We want to specify callbacks to different parts of the conversation - public UnityEvent OnIKnowYou, OnByWall; - - public RPGTalkLanguage languageEN, languagePT; - - // Get the right references... - void Start () { - rigid = GetComponent (); - anim = GetComponent (); - render = GetComponent (); - //In the tagsDemo scene, we want to do something when we make a choice... - rpgTalk.OnMadeChoice += OnMadeChoice; - } - - // Update is called once per frame - void Update () { - - //skip the Talk to the end if the player hit Return - if(Input.GetKeyDown(KeyCode.Return)){ - rpgTalk.EndTalk (); - } - - - - //if the user have the controls - if (controls) { - - //let's move around! - float moveX = Input.GetAxis ("Horizontal"); - float moveY = Input.GetAxis ("Vertical"); - rigid.MovePosition (new Vector2 (transform.position.x + moveX * speed, transform.position.y + moveY * speed)); - - //Not the best way to do it but... change the animator - if (moveX > 0) { - anim.SetBool ("side", true); - anim.SetBool ("top", false); - anim.SetBool ("bottom", false); - render.flipX = true; - anim.speed = 1; - } else if (moveX < 0) { - anim.SetBool ("side", true); - anim.SetBool ("top", false); - anim.SetBool ("bottom", false); - render.flipX = false; - anim.speed = 1; - } else if (moveY < 0) { - anim.SetBool ("side", false); - anim.SetBool ("top", false); - anim.SetBool ("bottom", true); - anim.speed = 1; - } else if (moveY > 0) { - anim.SetBool ("side", false); - anim.SetBool ("top", true); - anim.SetBool ("bottom", false); - anim.speed = 1; - } else { - anim.speed = 0; - } - - - } else { - anim.speed = 0; - } - } - - //the player cant move - public void CancelControls(){ - controls = false; - } - - //give back the controls to player - public void GiveBackControls(){ - controls = true; - } - - //Open the screen to enter Player's name - public void WhoAreYou(){ - askWho.SetActive(true); - myName.Select (); - } - - //This callback will be called by RPGTalk after the first talk ends with the "FunnyGuy" - //Here, we will change the value of a variable in RPGTalk to be the name of the player - //And then, we will start a new talk =D - public void IKnowYouNow(){ - askWho.SetActive (false); - rpgTalk.variables [0].variableValue = myName.text; - rpgTalk.NewTalk ("17", "25", rpgTalk.txtToParse, OnIKnowYou); - } - - //Let's get rid of that wall. 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You can start a talk using a button. This dialog window is also a button, you can click it to pass the talk! -Girl:Exactly. This comportament is perfect for mobile games. -*PlayerName*:Those arrows above our heads... They are also auto-created, right? -Girl:Yes they are! RPGTalk smart pointer! Pretty useful for when you don't have the control to the exact character position. -*PlayerName*:Pretty cool. The arrow indicating that the talk continues and the ability to follow characters are now snippets too, right? What else can they do? -[save start=FollowUp_Cutscene_0_SaveNode_0_begin break=FollowUp_Cutscene_0_SaveNode_0_end data=FollowingSSQuestion mod=-1] -[save start=FollowUp_Cutscene_0_SaveNode_1_begin break=FollowUp_Cutscene_0_SaveNode_1_end data=FollowingSSQuestion mod=0] -[save start=FollowUp_Cutscene_0_SaveNode_2_begin break=FollowUp_Cutscene_0_SaveNode_2_end data=FollowingSSQuestion mod=1] -[title=Cutscene_0_end] -[title=FollowUp_Cutscene_0_SaveNode_0_begin] -Girl:Well... You haven't played this demo before, right? It has the ability to save your choices and change the conversation based on it. -*PlayerName*:Are you kidding!? That's why you know I haven't played this demo before! Come on! Make me a question so I can test it again! -Girl:[question=FollowingSSQuestion]Ok... Hum... Are you already following Seize Studios on social media? -[choice]Yes, I am![newtalk start=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_begin break=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_end] -[choice]No, I'm not...[newtalk start=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_begin break=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_end] -[title=FollowUp_Cutscene_0_SaveNode_0_end] -[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_begin] -Girl:Nice! This is the best way to show your support for such an amazing and free asset! Now Start the talk again and see my lines changing. -[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_end] -[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_begin] -Girl:Wow... Why not? They did their best to deliver this awesome and free asset. You should follow them! Either way, Start the talk again and see my lines changing. -[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_end] -[title=FollowUp_Cutscene_0_SaveNode_1_begin] -Girl:We already had this conversation today! And you said you were following Seize Studios on social media. I'm going to believe in you! That is very important. -[title=FollowUp_Cutscene_0_SaveNode_1_end] -[title=FollowUp_Cutscene_0_SaveNode_2_begin] -Girl:I won't talk to you anymore, you said you weren't following Seize Studios on social media =( -[title=FollowUp_Cutscene_0_SaveNode_2_end] - - -[title=TMPdemo_begin] -Text Mesh Pro is fully supported! They way it does sprites change a little bit, be sure to check the Documentation. -Also, with it you can use the [jitter=5 angle=1]jitter[/jitter] tag! a nice way of saying something [jitter=10 angle=5]spooky[/jitter] -[title=TMPdemo_end] \ No newline at end of file diff --git a/Assets/RPGTALK/Demo/Talks/DemoSnippets.txt.meta b/Assets/RPGTALK/Demo/Talks/DemoSnippets.txt.meta deleted file mode 100644 index 8e31e55..0000000 --- a/Assets/RPGTALK/Demo/Talks/DemoSnippets.txt.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5ef128cb8df764b628526bc4daf41b8e -timeCreated: 1445881609 -licenseType: Store -TextScriptImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Demo/Talks/DemoTagsText.txt b/Assets/RPGTALK/Demo/Talks/DemoTagsText.txt deleted file mode 100644 index b0211af..0000000 --- a/Assets/RPGTALK/Demo/Talks/DemoTagsText.txt +++ /dev/null @@ -1,42 +0,0 @@ -[title=cutscene1-begin] -FunnyGuy: [dub=0]hum hum hummm... hum hum humm... \n hum hum huhum hum hummmm... -*PlayerName*: [dub=1]Cof, Cof -FunnyGuy: Oh, I'm sorry. I haven't seen you there. What can I help you? -*PlayerName*: I'm here to learn about tags in RPGTalk! -FunnyGuy: Well you have already used one! Using the dub tag, you can make a sound! Thanks to the [sprite=0] RPGTalkDubSounds Component. -*PlayerName*: [dub=1]Cof, Cof... \n Wow! It is true! And I just breaked a line! -FunnyGuy: Also, Rich text is fully supported now. You can make anything bold, italic, change text Size or even its color -*PlayerName*: NICE -FunnyGuy: You can now change text speed during the text, so I can tell you something with quite an [speed=5]impact. [/speed] Looks important, right? -*PlayerName*: Yes! [sprite=1] RPGTalk is getting really amazing! Wait... Did i just used [speed=5]sprites[/speed] inside the text? -FunnyGuy: Sure! You can have an image occupying space inside the text using the sprite tag. Really cool. -FunnyGuy: Useful to show tutorial like "press [sprite=2]" or "get [sprite=3] to continue". -*PlayerName*: Really cool! And that balloon above our heads... It is changed by script? -FunnyGuy: Not at all! RPGTalk uses our names to define who the canvas should follow! -*PlayerName*: AWESOME! It would only be better if I could make choices or change the language... -FunnyGuy: Well... Why don't you talk to the girl on the other room? -*PlayerName*: You are joking?!? -FunnyGuy: [dub=0]hum hum hummm... hum hum humm... hum hum huhum hum hummmm... -[title=cutscene1-end] - -[title=cutscene2-begin] -*PlayerName*: So... I heard you can tell more about Choices or Languages? -Girl: Of course! You can now change language easily using [sprite=0] RPGTalkLocalization. -Girl: It doesn't even need to be something inside RPGTalk! You can use [sprite=1] RPGTalkLocalizationString to change any UI Text. -*PlayerName*: [expression=surprised] Looks amazing! How can I test it? Wait, my photo is action accordingly to my expression? -Girl: [question=0]You wanted to know about choices? So choose your language: -[choice]American English [newtalk start=choseEnglish_begin break=choseEnglish_end] -[choice]Brazilian Portuguese [newtalk start=chosePortuguese_begin break=chosePortuguese_end] -[title=cutscene2-end] - -[title=languageUI] -Current Language: American English - - -[title=chosePortuguese_begin] -Girl: Portuguese? Ok! I can work with that. Bada-bin-bada-bum, when this talk ends, you have everything in the right language! -[title=chosePortuguese_end] - -[title=choseEnglish_begin] -Girl: English? But you are already in english! -[title=choseEnglish_end] \ No newline at end of file diff --git a/Assets/RPGTALK/Demo/Talks/DemoTagsText.txt.meta b/Assets/RPGTALK/Demo/Talks/DemoTagsText.txt.meta deleted file mode 100644 index e4560a9..0000000 --- a/Assets/RPGTALK/Demo/Talks/DemoTagsText.txt.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 021225d7446054118b462c3c95deb3ab -timeCreated: 1445881609 -licenseType: Store -TextScriptImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Demo/Talks/DemoTagsText_PT_BR.txt b/Assets/RPGTALK/Demo/Talks/DemoTagsText_PT_BR.txt deleted file mode 100644 index af78172..0000000 --- a/Assets/RPGTALK/Demo/Talks/DemoTagsText_PT_BR.txt +++ /dev/null @@ -1,42 +0,0 @@ -[title=cutscene1-begin] -FunnyGuy: [dub=0]hum hum hummm... hum hum humm... hum hum huhum hum hummmm... -*PlayerName*: [dub=1]Cof, Cof -FunnyGuy: Oh, Me desculpe. Não vi você aí. No que posso te ajudar? -*PlayerName*: Estou aqui para aprender sobre tags no RPGTalk! -FunnyGuy: Bem, você já usou uma! Usando a tag dub, você consegue fazer um som! Graças ao componente [sprite=0] RPGTalkDubSounds. -*PlayerName*: [dub=1]Cof, Cof... Wow! É verdade! -FunnyGuy: Além disso, Rich text agora é totalmete suportado. Você pode fazer qualquer coisa negrito, itálico, mudar o Tamanho do texto ou até sua cor -*PlayerName*: LEGAL -FunnyGuy: Você também pode mudar a velocidade durante o texto, assim eu posso te falar algo com algum [speed=5]impacto. [/speed] Parece importante, não é? -*PlayerName*: Sim! [sprite=1] RPGTalk está ficando realmente incrível! Espera... Eu acabei de usar [speed=5]sprites[/speed] dentro de um texto? -FunnyGuy: Com certeza! Você pode ter uma imagem ocupando espaço dentro do texto usando a tag sprite. Bem legal. -FunnyGuy: Útil para mostrar tutoriais como "pressione [sprite=2]" ou "pegue [sprite=3] para continuar". -*PlayerName*: Realmente ótimo! E esse balão nas nossas cabeças... É trocado por script? -FunnyGuy: Não mesmo! RPGTalk usa os nossos nomes para definir quem esse canvas deve seguir. -*PlayerName*: Incrível! Só seria melhor se eu pudesse fazer escolhas ou mudar a língua... -FunnyGuy: Bem... Por que você não fala com a garota na outra sala? -*PlayerName*: Tá falando sério!? -FunnyGuy: [dub=0]hum hum hummm... hum hum humm... hum hum huhum hum hummmm... -[title=cutscene1-end] - - -[title=cutscene2-begin] -*PlayerName*: Então... Ouvi falar que você pode me dizer mais sobre Escolhas e Línguas? -Girl: Claro! Você pode mudar de língua fácil usando [sprite=0] RPGTalkLocalization. -Girl: Não precisa nem ser algo dentro do RPGTalk! você pode usar [sprite=1] RPGTalkLocalizationString para mudar qualquer texto de UI. -*PlayerName*: [expression=surprised] Parece ótimo! Como eu testo isso? Espera, eu estou com a foto reagindo a minha expressão? -Girl: [question=0]Você queria saber sobre escolhas? Escolha sua língua: -[choice]Inglês Americano [newtalk start=choseEnglish_begin break=choseEnglish_end] -[choice]Português Brasileiro [newtalk start=chosePortuguese_begin break=chosePortuguese_end] -[title=cutscene2-end] - -[title=languageUI] -Língua Atual: Português Brasileiro - -[title=chosePortuguese_begin] -Girl: Português? Você já está em português! -[title=chosePortuguese_end] - -[title=choseEnglish_begin] -Girl: Inglês? Ok! Bada-bin-bada-bum, quando a conversa acabar, tudo vai estar assim! -[title=choseEnglish_end] diff --git a/Assets/RPGTALK/Demo/Talks/DemoTagsText_PT_BR.txt.meta b/Assets/RPGTALK/Demo/Talks/DemoTagsText_PT_BR.txt.meta deleted file mode 100644 index 6600290..0000000 --- a/Assets/RPGTALK/Demo/Talks/DemoTagsText_PT_BR.txt.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: cb87d0b218a1b455187320ce74fe7926 -timeCreated: 1445881609 -licenseType: Store -TextScriptImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Demo/Talks/DemoTimeline.txt b/Assets/RPGTALK/Demo/Talks/DemoTimeline.txt deleted file mode 100644 index 9b210b8..0000000 --- a/Assets/RPGTALK/Demo/Talks/DemoTimeline.txt +++ /dev/null @@ -1,12 +0,0 @@ -Unity-chan...? What are you doing here? -I'm here to learn more about Timeline in Unity and RPGTalk! -Well, RPGTalk is now integrated with Timeline, so you can build your cutscenes easily! -Really? Awesome! -I guess that the sounds can be played used te Timeline itself or using the RPGTalkDubSounds, so we can have something like different sounds for different languages. -That's right. These talks can be scripted but RPGTalk can also pause the timeline while waiting the player to finish the talk. -Really? Let me test it! -[dub=0]3... 2... 1... -[dub=1]Start! -It is true! -Yes it is! Now is even easier to build your own cutscenes! -I see! Thank you! Unity-chan is out! \ No newline at end of file diff --git a/Assets/RPGTALK/Demo/Talks/DemoTimeline.txt.meta b/Assets/RPGTALK/Demo/Talks/DemoTimeline.txt.meta deleted file mode 100644 index 36200e3..0000000 --- a/Assets/RPGTALK/Demo/Talks/DemoTimeline.txt.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c3d22b59287bf4be0afadd2e4ab3bacc -timeCreated: 1445881609 -licenseType: Store -TextScriptImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Demo/Talks/DemosText.txt b/Assets/RPGTALK/Demo/Talks/DemosText.txt deleted file mode 100644 index 5eec666..0000000 --- a/Assets/RPGTALK/Demo/Talks/DemosText.txt +++ /dev/null @@ -1 +0,0 @@ -Frank: Dieser Text steht in der DemosText datei. 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-############################## RPGTalk ############################## - -RPGTalk was made by Seize Studios and its totally free. -Be sure to show your support, following us on the Social Medias: -Facebook: https://www.facebook.com/seizestudios/ -Twitter: https://twitter.com/seizestudios - -######### What's new? Version 1.3 ######### -Version 1.3: - --Talks can pass themselves --TextUI now accepts Text Mesh Pro classes --Language is easier to set --Characters now can be set differently, and have its own expressions or animators. --Follow character now is a snippet --The "Can pass" signal is now a snippet --We have a smart pointer, a snippet for Line Renderers pointers. --Save Instance snippet, making it easier to change dialog based on saved conversations --NewTalk tag, making it easier to change the dialog midway --Jitter tag for TMP, making part of the text Jitter --BETA: Node Editor! Visually change your TXTs instead of writing it outside Unity. - -Note: Every time that you update a Plugin, backup your project. -A lot has changed in RPGTalk base on this update to accept TMP. -You can loose your TextUI and DialogerUI references. -The way the Dialog Window follow a character has also changed, you will need to revision it. -Localisation have changed so it have to be set on an Asset. -The Callback on RPGTalkHolder is now a UnityEvent. You will loose your previous references. - -######### - - -######### What's new? Version 1.2 ######### -Version 1.2: - --Rich Text is now officially supported, even if the begging and the end tag are separated by different lines; --Now is possible to place sprites inside the text, occupying space as if it were a character in the text; --You can change the speed of the text while the talk is running; --Timeline ready; --Localization inside RPGTalk or any UI Text; --Easier to change Target Follow during the talk; --RPGTalk Area to change the text or interact with a character without any code; --Line To Start and Line To Break can now be titles instead of fixed line numbers; --The player can now make choices in the text; --Dubbing is possible in every line and fully integrated with Localization. - -Note: Every time that you update a Plugin, backup your project. In this update of RPGTalk you shouldn’t have much trouble, but you can loose your references to the targetFollow variable. - -######### - -If you need help, check out the documentation at http://www.seizestudios.com - -And have some fun with the demos. -Oh! Talking about the demos, we used some open source assets in it: - -The background was from the Roguelike pack by Kenney Vleugels (http://www.kenney.nl) - -The characters was from Hetalia RPG by Chi171912 (http://chi171812.deviantart.com/) - -The UI was from Golden UI by Buch (http://opengameart.org/users/buch) - -The Font was Visitor, author unknow (http://www.dafont.com/visitor.font) - -The coin animation is from Tutpad (https://www.tutpad.com/tutorials/how-to-create-an-animated-pixel-art-coin) - -The sprites and voices in the Timeline demo are from our beloved Unity-chan © UTJ/UCL (http://unity-chan.com/) - -Node Editor was created based on the awesome Node Editor Framework by Levin Gäher (http://www.levingaeher.com/NodeEditor/index.html) - -############################################################################### \ No newline at end of file diff --git a/Assets/RPGTALK/ReadMe.txt.meta b/Assets/RPGTALK/ReadMe.txt.meta deleted file mode 100644 index 4f4ed83..0000000 --- a/Assets/RPGTALK/ReadMe.txt.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 660bf8cf19511499f8434d0b07dcb271 -timeCreated: 1475703547 -licenseType: Store -TextScriptImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts.meta b/Assets/RPGTALK/Scripts.meta deleted file mode 100644 index d97b991..0000000 --- a/Assets/RPGTALK/Scripts.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: aa3dfc2385c6345a39b7ce6c1ba28089 -folderAsset: yes -timeCreated: 1505769486 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor.meta b/Assets/RPGTALK/Scripts/Editor.meta deleted file mode 100644 index 72bd7b1..0000000 --- a/Assets/RPGTALK/Scripts/Editor.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: da8ee1bb313f247c89ff89d20159eaea -folderAsset: yes -timeCreated: 1476472685 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor.meta deleted file mode 100644 index cf37b4a..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7e5d11f91b8c8414b946af0c721ca498 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop.meta deleted file mode 100644 index 2320968..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1489a6ef1472d474fb683e194b4d4c15 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor.meta deleted file mode 100644 index b8be796..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6d653b7bfccdc42bea469909a90ddd52 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor.meta deleted file mode 100644 index 763a545..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 950a4a0d67693445ba94259715a8a51b -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/CanvasInspector.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/CanvasInspector.cs deleted file mode 100644 index 274030d..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/CanvasInspector.cs +++ /dev/null @@ -1,82 +0,0 @@ -using UnityEngine; 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public NodeEditorInterface editorInterface; - - // GUI - private Rect canvasWindowRect { get { return new Rect(0, editorInterface.toolbarHeight, position.width, position.height - editorInterface.toolbarHeight); } } - - - #region General - - //RPGTalk changed to make it to LockReloadAssemblies preventing the bug that makes choices and saves becoming -1. This a provisory workaround. Needs to be revised - //Also changed the names to make it easier for the noob user - - /// - /// Opens the Node Editor window and loads the last session - /// - [MenuItem("RPGTalk/Node Editor - BETA")] - public static NodeEditorWindow OpenNodeEditor () - { - _editor = GetWindow(); - _editor.minSize = new Vector2(400, 200); - - NodeEditor.ReInit (false); - Texture iconTexture = ResourceManager.LoadTexture (EditorGUIUtility.isProSkin? "Textures/Icon_Dark.png" : "Textures/Icon_Light.png"); - _editor.titleContent = new GUIContent ("Node Editor - BETA", iconTexture); - - return _editor; - } - - /* - /// - /// Assures that the canvas is opened when double-clicking a canvas asset - /// - [UnityEditor.Callbacks.OnOpenAsset(1)] - private static bool AutoOpenCanvas(int instanceID, int line) - { - if (Selection.activeObject != null && Selection.activeObject is NodeCanvas) - { - string NodeCanvasPath = AssetDatabase.GetAssetPath(instanceID); - OpenNodeEditor().canvasCache.LoadNodeCanvas(NodeCanvasPath); - return true; - } - return false; - } - */ - - private void OnEnable() - { - _editor = this; - NormalReInit(); - - // Subscribe to events - NodeEditor.ClientRepaints -= Repaint; - NodeEditor.ClientRepaints += Repaint; - EditorLoadingControl.justLeftPlayMode -= NormalReInit; - EditorLoadingControl.justLeftPlayMode += NormalReInit; - EditorLoadingControl.justOpenedNewScene -= NormalReInit; - EditorLoadingControl.justOpenedNewScene += NormalReInit; - SceneView.onSceneGUIDelegate -= OnSceneGUI; - SceneView.onSceneGUIDelegate += OnSceneGUI; - - EditorApplication.LockReloadAssemblies(); - } - - void OnDisable() - { - EditorApplication.UnlockReloadAssemblies(); - } - - private void OnDestroy() - { - // Unsubscribe from events - NodeEditor.ClientRepaints -= Repaint; - EditorLoadingControl.justLeftPlayMode -= NormalReInit; - EditorLoadingControl.justOpenedNewScene -= NormalReInit; - SceneView.onSceneGUIDelegate -= OnSceneGUI; - - // Clear Cache - canvasCache.ClearCacheEvents(); - } - - private void OnLostFocus () - { // Save any changes made while focussing this window - // Will also save before possible assembly reload, scene switch, etc. because these require focussing of a different window - canvasCache.SaveCache(); - } - - private void OnFocus () - { // Make sure the canvas hasn't been corrupted externally - NormalReInit(); - } - - private void NormalReInit() - { - NodeEditor.ReInit(false); - AssureSetup(); - if (canvasCache.nodeCanvas) - canvasCache.nodeCanvas.Validate(); - } - - private void AssureSetup() - { - if (canvasCache == null) - { // Create cache - canvasCache = new NodeEditorUserCache(Path.GetDirectoryName(AssetDatabase.GetAssetPath(MonoScript.FromScriptableObject(this)))); - } - canvasCache.AssureCanvas(); - if (editorInterface == null) - { // Setup editor interface - editorInterface = new NodeEditorInterface(); - editorInterface.canvasCache = canvasCache; - editorInterface.ShowNotificationAction = ShowNotification; - } - } - - #endregion - - #region GUI - - private void OnGUI() - { - // Initiation - NodeEditor.checkInit(true); - if (NodeEditor.InitiationError) - { - GUILayout.Label("Node Editor Initiation failed! Check console for more information!"); - return; - } - AssureEditor (); - AssureSetup(); - - // ROOT: Start Overlay GUI for popups - OverlayGUI.StartOverlayGUI("NodeEditorWindow"); - - // Begin Node Editor GUI and set canvas rect - NodeEditorGUI.StartNodeGUI(true); - canvasCache.editorState.canvasRect = canvasWindowRect; - - try - { // Perform drawing with error-handling - NodeEditor.DrawCanvas(canvasCache.nodeCanvas, canvasCache.editorState); - } - catch (UnityException e) - { // On exceptions in drawing flush the canvas to avoid locking the UI - canvasCache.NewNodeCanvas(); - NodeEditor.ReInit(true); - Debug.LogError("Unloaded Canvas due to an exception during the drawing phase!"); - Debug.LogException(e); - } - - // Draw Interface - editorInterface.DrawToolbarGUI(new Rect(0, 0, Screen.width, 0)); - editorInterface.DrawModalPanel(); - - // End Node Editor GUI - NodeEditorGUI.EndNodeGUI(); - - // END ROOT: End Overlay GUI and draw popups - OverlayGUI.EndOverlayGUI(); - } - - private void OnSceneGUI(SceneView sceneview) - { - AssureSetup(); - if (canvasCache.editorState != null && canvasCache.editorState.selectedNode != null) - canvasCache.editorState.selectedNode.OnSceneGUI(); - SceneView.lastActiveSceneView.Repaint(); - } - - #endregion - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/NodeEditorWindow.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/NodeEditorWindow.cs.meta deleted file mode 100644 index 0914bc8..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/NodeEditorWindow.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: ba199a36d34de0b45b5bc689cf5d53c9 -timeCreated: 1482685504 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/NodeInspector.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/NodeInspector.cs deleted file mode 100644 index fdf12ec..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/NodeInspector.cs +++ /dev/null @@ -1,72 +0,0 @@ -using UnityEngine; -using UnityEditor; -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework.Standard -{ - [CustomEditor(typeof(Node), true)] - public class NodeInspector : Editor - { - public static GUIStyle titleStyle; - public static GUIStyle boldLabelStyle; - public Node node; - - public void OnEnable() - { - node = (Node)target; - } - - public override void OnInspectorGUI() - { - if (node == null) - node = (Node)target; - if (node == null) - return; - if (titleStyle == null) - { - titleStyle = new GUIStyle(GUI.skin.label); - titleStyle.fontStyle = FontStyle.Bold; - titleStyle.alignment = TextAnchor.MiddleCenter; - titleStyle.fontSize = 16; - } - if (boldLabelStyle == null) - { - boldLabelStyle = new GUIStyle(GUI.skin.label); - boldLabelStyle.fontStyle = FontStyle.Bold; - } - - OverlayGUI.StartOverlayGUI("NodeInspector"); - - EditorGUI.BeginChangeCheck(); - - GUILayout.Space(10); - - GUILayout.Label(node.Title, titleStyle); - - GUILayout.Space(10); - - GUILayout.Label("Rect: " + node.rect.ToString()); - node.backgroundColor = EditorGUILayout.ColorField("Color", node.backgroundColor); - - GUILayout.Space(10); - - GUILayout.Label("Connection Ports", boldLabelStyle); - foreach (ConnectionPort port in node.connectionPorts) - { - string labelPrefix = port.direction == Direction.In ? "Input " : (port.direction == Direction.Out ? "Output " : ""); - string label = labelPrefix + port.styleID + " '" + port.name + "'"; - EditorGUILayout.ObjectField(label, port, port.GetType(), true); - } - - GUILayout.Space(10); - - GUILayout.Label("Property Editor", boldLabelStyle); - node.DrawNodePropertyEditor(); - - if (EditorGUI.EndChangeCheck()) - NodeEditor.RepaintClients(); - - OverlayGUI.EndOverlayGUI(); - } - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/NodeInspector.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/NodeInspector.cs.meta deleted file mode 100644 index ee86112..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/NodeInspector.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 4f4b4fa804bb6a641b473d0ca1e833b7 -timeCreated: 1482685504 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTCanvasCalculatorEditor.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTCanvasCalculatorEditor.cs deleted file mode 100644 index ad97c00..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTCanvasCalculatorEditor.cs +++ /dev/null @@ -1,46 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; -using System.Linq; -using NodeEditorFramework; - -namespace NodeEditorFramework.Standard -{ - [CustomEditor (typeof(RTCanvasCalculator))] - public class RTCanvasCalculatorEditor : Editor - { - public RTCanvasCalculator RTCalc; - - public List inputNodes; - - public void OnEnable () - { - RTCalc = (RTCanvasCalculator)target; - } - - public override void OnInspectorGUI () - { - RTCalc.canvas = EditorGUILayout.ObjectField ("Canvas", RTCalc.canvas, typeof(NodeCanvas), false) as NodeCanvas; - if (RTCalc.canvas == null) - return; - - if (GUILayout.Button ("Calculate and debug Output")) - RTCalc.CalculateCanvas (); - - DisplayInputValues (); - } - - private void DisplayInputValues () - { - if (inputNodes == null) - inputNodes = RTCalc.getInputNodes (); - foreach (Node inputNode in inputNodes) - { - string outValueLog = "(IN) " + inputNode.name + ": "; - foreach (ValueConnectionKnob knob in inputNode.outputKnobs.OfType ()) - outValueLog += knob.styleID + " " + knob.name + " = " + (knob.IsValueNull? "NULL" : knob.GetValue ().ToString ()) + "; "; - GUILayout.Label (outValueLog); - } - } - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTCanvasCalculatorEditor.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTCanvasCalculatorEditor.cs.meta deleted file mode 100644 index 9de88cc..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTCanvasCalculatorEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: a27c7af4ec1f131429372fc89cb3cabc -timeCreated: 1482685504 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTNodeEditorInspector.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTNodeEditorInspector.cs deleted file mode 100644 index 60060d6..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTNodeEditorInspector.cs +++ /dev/null @@ -1,45 +0,0 @@ -using UnityEngine; -using UnityEditor; - -namespace NodeEditorFramework.Standard -{ - [CustomEditor (typeof(RTNodeEditor))] - public class RTNodeEditorInspector : Editor - { - public RTNodeEditor RTNE; - private string[] sceneCanvasNames; - - public void OnEnable () - { - RTNE = (RTNodeEditor)target; - sceneCanvasNames = NodeEditorSaveManager.GetSceneSaves(); - } - - public override void OnInspectorGUI () - { - GUILayout.BeginHorizontal(); - // Reference canvas - RTNE.canvas = EditorGUILayout.ObjectField ("Canvas", RTNE.canvas, typeof(NodeCanvas), true, - RTNE.canvas == null ? GUILayout.ExpandWidth(false) : GUILayout.ExpandWidth(true)) as NodeCanvas; - if (RTNE.canvas != null) - RTNE.loadSceneName = null; - // Select canvas to load from scene - int prevCanvasIndex = ArrayUtility.IndexOf(sceneCanvasNames, RTNE.loadSceneName); - int newCanvasIndex = EditorGUILayout.Popup(prevCanvasIndex, sceneCanvasNames, - string.IsNullOrEmpty(RTNE.loadSceneName) ? GUILayout.Width(30) : GUILayout.ExpandWidth (true)); - if (prevCanvasIndex != newCanvasIndex && newCanvasIndex >= 0) - { - RTNE.loadSceneName = sceneCanvasNames[newCanvasIndex]; - RTNE.canvas = null; - } - else if (newCanvasIndex < 0) - RTNE.loadSceneName = null; - GUILayout.EndHorizontal(); - - RTNE.screenSize = !EditorGUILayout.BeginToggleGroup (new GUIContent ("Specify Rect", "Specify Rects explicitly instead of adapting to the screen size"), !RTNE.screenSize); - RTNE.specifiedRootRect = EditorGUILayout.RectField (new GUIContent ("Root Rect", "The root/group rect of the actual canvas rect. If left blank it is ignored."), RTNE.specifiedRootRect); - RTNE.specifiedCanvasRect = EditorGUILayout.RectField (new GUIContent ("Canvas Rect", "The rect of the canvas."), RTNE.specifiedCanvasRect); - EditorGUILayout.EndToggleGroup (); - } - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTNodeEditorInspector.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTNodeEditorInspector.cs.meta deleted file mode 100644 index 0c9d743..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Editor/Node_Editor/RTNodeEditorInspector.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 6c9cdcf36237a684bad680baa79ede80 -timeCreated: 1482685504 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor.meta deleted file mode 100644 index 22abdd7..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: dda1d53ab14d7447da34a555b825683b -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default.meta deleted file mode 100644 index c9cf9e6..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: edfe4486466684dc9a2ac4d1486eda21 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base.meta deleted file mode 100644 index 2646374..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4bac99074a8ab4156beee749b4ac628e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CalculationCanvasType.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CalculationCanvasType.cs deleted file mode 100644 index e015177..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CalculationCanvasType.cs +++ /dev/null @@ -1,25 +0,0 @@ -namespace NodeEditorFramework.Standard -{ - [NodeCanvasType("Calculation")] - public class CalculationCanvasType : NodeCanvas - { - public override string canvasName { get { return "Calculation Canvas"; } } - - protected override void OnCreate () - { - Traversal = new CanvasCalculator (this); - } - - public void OnEnable () - { - // Register to other callbacks, f.E.: - //NodeEditorCallbacks.OnDeleteNode += OnDeleteNode; - } - - protected override void ValidateSelf () - { - if (Traversal == null) - Traversal = new CanvasCalculator (this); - } - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CalculationCanvasType.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CalculationCanvasType.cs.meta deleted file mode 100644 index 1913474..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CalculationCanvasType.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 26a89c36c30b2e940804d7efcccaf0bd -timeCreated: 1481402892 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CanvasCalculator.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CanvasCalculator.cs deleted file mode 100644 index 7fbd2e3..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CanvasCalculator.cs +++ /dev/null @@ -1,102 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -namespace NodeEditorFramework.Standard -{ - public class CanvasCalculator : NodeCanvasTraversal - { - // A list of Nodes from which calculation originates -> Call StartCalculation - public List workList; - - public CanvasCalculator (NodeCanvas canvas) : base(canvas) {} - - /// - /// Recalculate from every node regarded as an input node - /// - public override void TraverseAll () - { - workList = new List (); - for (int i = 0; i < nodeCanvas.nodes.Count; i++) - { - Node node = nodeCanvas.nodes[i]; - if (node.isInput ()) - { // Add all Inputs - node.ClearCalculation (); - workList.Add (node); - } - } - StartCalculation (); - } - - /// - /// Recalculate from the specified node - /// - public override void OnChange (Node node) - { - node.ClearCalculation (); - workList = new List { node }; - StartCalculation (); - } - - /// - /// Iteratively calculates all nodes from the worklist, including child nodes, until no further calculation is possible - /// - private void StartCalculation () - { - if (workList == null || workList.Count == 0) - return; - - bool limitReached = false; - while (!limitReached) - { // Runs until the whole workList is calculated thoroughly or no further calculation is possible - limitReached = true; - for (int workCnt = 0; workCnt < workList.Count; workCnt++) - { // Iteratively check workList - if (ContinueCalculation (workList[workCnt])) - limitReached = false; - } - } - if (workList.Count > 0) - { - Debug.LogError("Did not complete calculation! " + workList.Count + " nodes block calculation from advancing!"); - foreach (Node node in workList) - Debug.LogError("" + node.name + " blocks calculation!"); - } - } - - /// - /// Recursively calculates this node and it's children - /// All nodes that could not be calculated in the current state are added to the workList for later calculation - /// Returns whether calculation could advance at all - /// - private bool ContinueCalculation (Node node) - { - if (node.calculated && !node.AllowRecursion) - { // Already calulated - workList.Remove (node); - return true; - } - if (node.ancestorsCalculated () && node.Calculate ()) - { // Calculation was successful - node.calculated = true; - workList.Remove (node); - if (node.ContinueCalculation) - { // Continue with children - for (int i = 0; i < node.outputPorts.Count; i++) - { - ConnectionPort outPort = node.outputPorts[i]; - for (int t = 0; t < outPort.connections.Count; t++) - ContinueCalculation(outPort.connections[t].body); - } - } - return true; - } - else if (!workList.Contains (node)) - { // Calculation failed, record to calculate later on - workList.Add (node); - } - return false; - } - } -} - diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CanvasCalculator.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CanvasCalculator.cs.meta deleted file mode 100644 index 19b5550..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/CanvasCalculator.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 82570dd096e3133488c3ad08f4bd59e9 -timeCreated: 1481043527 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/FloatCalculation.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/FloatCalculation.cs deleted file mode 100644 index f68a8a2..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/FloatCalculation.cs +++ /dev/null @@ -1,12 +0,0 @@ -using UnityEngine; -using System; - -namespace NodeEditorFramework.Standard -{ - public class FloatConnectionType : ValueConnectionType - { - public override string Identifier { get { return "Float"; } } - public override Color Color { get { return Color.cyan; } } - public override Type Type { get { return typeof(float); } } - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/FloatCalculation.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/FloatCalculation.cs.meta deleted file mode 100644 index 7111048..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Calculation Base/FloatCalculation.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d6d37d55559ce304fb864e95081c872e -timeCreated: 1484482479 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/IO Formats.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/IO Formats.meta deleted file mode 100644 index 323cc3e..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/IO Formats.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 564d0ee5bdae641debbcbf419c5cdcf5 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/IO Formats/XMLImportExport.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/IO Formats/XMLImportExport.cs deleted file mode 100644 index b4bae42..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/IO Formats/XMLImportExport.cs +++ /dev/null @@ -1,453 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using System.IO; -using System.Text; -using System.Xml; -using System.Xml.Serialization; -using System.Xml.XPath; -using System.Reflection; -using UnityEngine; - -namespace NodeEditorFramework.IO -{ - public class XMLImportExport : StructuredImportExportFormat - { - public override string FormatIdentifier { get { return "XML"; } } - public override string FormatExtension { get { return "xml"; } } - - public override void ExportData(CanvasData data, params object[] args) - { - if (args == null || args.Length != 1 || args[0].GetType() != typeof(string)) - throw new ArgumentException("Location Arguments"); - string path = (string)args[0]; - - XmlDocument saveDoc = new XmlDocument(); - XmlDeclaration decl = saveDoc.CreateXmlDeclaration("1.0", "UTF-8", null); - saveDoc.InsertBefore(decl, saveDoc.DocumentElement); - - // CANVAS - - XmlElement canvas = saveDoc.CreateElement("NodeCanvas"); - canvas.SetAttribute("type", data.type.FullName); - saveDoc.AppendChild(canvas); - - // EDITOR STATES - - XmlElement editorStates = saveDoc.CreateElement("EditorStates"); - canvas.AppendChild(editorStates); - foreach (EditorStateData stateData in data.editorStates) - { - XmlElement editorState = saveDoc.CreateElement("EditorState"); - editorState.SetAttribute("selected", stateData.selectedNode != null ? stateData.selectedNode.nodeID.ToString() : ""); - editorState.SetAttribute("pan", stateData.panOffset.x + "," + stateData.panOffset.y); - editorState.SetAttribute("zoom", stateData.zoom.ToString()); - editorStates.AppendChild(editorState); - } - - // GROUPS - - XmlElement groups = saveDoc.CreateElement("Groups"); - canvas.AppendChild(groups); - foreach (GroupData groupData in data.groups) - { - XmlElement group = saveDoc.CreateElement("Group"); - group.SetAttribute("name", groupData.name); - group.SetAttribute("rect", groupData.rect.x + "," + groupData.rect.y + "," + groupData.rect.width + "," + groupData.rect.height); - group.SetAttribute("color", groupData.color.r + "," + groupData.color.g + "," + groupData.color.b + "," + groupData.color.a); - groups.AppendChild(group); - } - - // NODES - - XmlElement nodes = saveDoc.CreateElement("Nodes"); - canvas.AppendChild(nodes); - foreach (NodeData nodeData in data.nodes.Values) - { - XmlElement node = saveDoc.CreateElement("Node"); - node.SetAttribute("name", nodeData.name); - node.SetAttribute("ID", nodeData.nodeID.ToString()); - node.SetAttribute("type", nodeData.typeID); - node.SetAttribute("pos", nodeData.nodePos.x + "," + nodeData.nodePos.y); - nodes.AppendChild(node); - - // NODE PORTS - - foreach (PortData portData in nodeData.connectionPorts) - { - XmlElement port = saveDoc.CreateElement("Port"); - port.SetAttribute("ID", portData.portID.ToString()); - port.SetAttribute("name", portData.name); - port.SetAttribute("dynamic", portData.dynamic.ToString()); - if (portData.dynamic) - { // Serialize dynamic port - port.SetAttribute("type", portData.dynaType.FullName); - foreach (string fieldName in portData.port.AdditionalDynamicKnobData()) - SerializeFieldToXML(port, portData.port, fieldName); // Serialize all dynamic knob variables - } - node.AppendChild(port); - } - - // NODE VARIABLES - - foreach (VariableData varData in nodeData.variables) - { // Serialize all node variables - if (varData.refObject != null) - { // Serialize reference-type variables as 'Variable' element - XmlElement variable = saveDoc.CreateElement("Variable"); - variable.SetAttribute("name", varData.name); - variable.SetAttribute("refID", varData.refObject.refID.ToString()); - node.AppendChild(variable); - } - else // Serialize value-type fields in-line - SerializeFieldToXML(node, nodeData.node, varData.name); - } - } - - // CONNECTIONS - - XmlElement connections = saveDoc.CreateElement("Connections"); - canvas.AppendChild(connections); - foreach (ConnectionData connectionData in data.connections) - { - XmlElement connection = saveDoc.CreateElement("Connection"); - connection.SetAttribute("port1ID", connectionData.port1.portID.ToString()); - connection.SetAttribute("port2ID", connectionData.port2.portID.ToString()); - connections.AppendChild(connection); - } - - // OBJECTS - - XmlElement objects = saveDoc.CreateElement("Objects"); - canvas.AppendChild(objects); - foreach (ObjectData objectData in data.objects.Values) - { - XmlElement obj = saveDoc.CreateElement("Object"); - obj.SetAttribute("refID", objectData.refID.ToString()); - obj.SetAttribute("type", objectData.data.GetType().FullName); - objects.AppendChild(obj); - SerializeObjectToXML(obj, objectData.data); - } - - // WRITE - - Directory.CreateDirectory(Path.GetDirectoryName(path)); - using (XmlTextWriter writer = new XmlTextWriter(path, Encoding.UTF8)) - { - writer.Formatting = Formatting.Indented; - writer.Indentation = 1; - writer.IndentChar = '\t'; - saveDoc.Save(writer); - } - } - - public override CanvasData ImportData(params object[] args) - { - if (args == null || args.Length != 1 || args[0].GetType() != typeof(string)) - throw new ArgumentException("Location Arguments"); - string path = (string)args[0]; - - using (FileStream fs = new FileStream(path, FileMode.Open)) - { - XmlDocument data = new XmlDocument(); - data.Load(fs); - - // CANVAS - - string canvasName = Path.GetFileNameWithoutExtension(path); - XmlElement xmlCanvas = (XmlElement)data.SelectSingleNode("//NodeCanvas"); - Type canvasType = NodeCanvasManager.GetCanvasTypeData(xmlCanvas.GetAttribute("type")).CanvasType; - if (canvasType == null) - throw new XmlException("Could not find NodeCanvas of type '" + xmlCanvas.GetAttribute("type") + "'!"); - CanvasData canvasData = new CanvasData(canvasType, canvasName); - Dictionary ports = new Dictionary(); - - // OBJECTS - - IEnumerable xmlObjects = xmlCanvas.SelectNodes("Objects/Object").OfType(); - foreach (XmlElement xmlObject in xmlObjects) - { - int refID = GetIntegerAttribute(xmlObject, "refID"); - string typeName = xmlObject.GetAttribute("type"); - Type type = Type.GetType(typeName, true); - object obj = DeserializeObjectFromXML(xmlObject, type); - ObjectData objData = new ObjectData(refID, obj); - canvasData.objects.Add(refID, objData); - } - - // NODES - - IEnumerable xmlNodes = xmlCanvas.SelectNodes("Nodes/Node").OfType(); - foreach (XmlElement xmlNode in xmlNodes) - { - string name = xmlNode.GetAttribute("name"); - int nodeID = GetIntegerAttribute(xmlNode, "ID"); - string typeID = xmlNode.GetAttribute("type"); - Vector2 nodePos = GetVectorAttribute(xmlNode, "pos"); - // Record - NodeData node = new NodeData(name, typeID, nodeID, nodePos); - canvasData.nodes.Add(nodeID, node); - - // NODE PORTS - - IEnumerable xmlConnectionPorts = xmlNode.SelectNodes("Port").OfType(); - foreach (XmlElement xmlPort in xmlConnectionPorts) - { - int portID = GetIntegerAttribute(xmlPort, "ID"); - string portName = xmlPort.GetAttribute("name"); - if (string.IsNullOrEmpty(portName)) // Fallback to old save - portName = xmlPort.GetAttribute("varName"); - bool dynamic = GetBooleanAttribute(xmlPort, "dynamic", false); - PortData portData; - if (!dynamic) // Record static port - portData = new PortData(node, portName, portID); - else - { // Deserialize dynamic port - string typeName = xmlPort.GetAttribute("type"); - Type portType = Type.GetType(typeName, true); - if (portType != typeof(ConnectionPort) && !portType.IsSubclassOf(typeof(ConnectionPort))) - continue; // Invalid type stored - ConnectionPort port = (ConnectionPort)ScriptableObject.CreateInstance(portType); - port.name = portName; - foreach (XmlElement portVar in xmlPort.ChildNodes.OfType()) - DeserializeFieldFromXML(portVar, port); - portData = new PortData(node, port, portID); - } - node.connectionPorts.Add(portData); - ports.Add(portID, portData); - } - - // NODE VARIABLES - - foreach (XmlElement variable in xmlNode.ChildNodes.OfType()) - { // Deserialize all value-type variables - if (variable.Name != "Variable" && variable.Name != "Port") - { - string varName = variable.GetAttribute("name"); - object varValue = DeserializeFieldFromXML(variable, node.type, null); - VariableData varData = new VariableData(varName); - varData.value = varValue; - node.variables.Add(varData); - } - } - - IEnumerable xmlVariables = xmlNode.SelectNodes("Variable").OfType(); - foreach (XmlElement xmlVariable in xmlVariables) - { // Deserialize all reference-type variables (and also value type variables in old save files) - string varName = xmlVariable.GetAttribute("name"); - VariableData varData = new VariableData(varName); - if (xmlVariable.HasAttribute("refID")) - { // Read reference-type variables from objects - int refID = GetIntegerAttribute(xmlVariable, "refID"); - ObjectData objData; - if (canvasData.objects.TryGetValue(refID, out objData)) - varData.refObject = objData; - } - else - { // Read value-type variable (old save file only) TODO: Remove - string typeName = xmlVariable.GetAttribute("type"); - Type type = Type.GetType(typeName, true); - varData.value = DeserializeObjectFromXML(xmlVariable, type); - } - node.variables.Add(varData); - } - } - - // CONNECTIONS - - IEnumerable xmlConnections = xmlCanvas.SelectNodes("Connections/Connection").OfType(); - foreach (XmlElement xmlConnection in xmlConnections) - { - int port1ID = GetIntegerAttribute(xmlConnection, "port1ID"); - int port2ID = GetIntegerAttribute(xmlConnection, "port2ID"); - PortData port1, port2; - if (ports.TryGetValue(port1ID, out port1) && ports.TryGetValue(port2ID, out port2)) - canvasData.RecordConnection(port1, port2); - } - - // GROUPS - - IEnumerable xmlGroups = xmlCanvas.SelectNodes("Groups/Group").OfType(); - foreach (XmlElement xmlGroup in xmlGroups) - { - string name = xmlGroup.GetAttribute("name"); - Rect rect = GetRectAttribute(xmlGroup, "rect"); - Color color = GetColorAttribute(xmlGroup, "color"); - canvasData.groups.Add(new GroupData(name, rect, color)); - } - - // EDITOR STATES - - IEnumerable xmlEditorStates = xmlCanvas.SelectNodes("EditorStates/EditorState").OfType(); - List editorStates = new List(); - foreach (XmlElement xmlEditorState in xmlEditorStates) - { - Vector2 pan = GetVectorAttribute(xmlEditorState, "pan"); - float zoom; - if (!float.TryParse(xmlEditorState.GetAttribute("zoom"), out zoom)) - zoom = 1; - // Selected Node - NodeData selectedNode = null; - int selectedNodeID; - if (int.TryParse(xmlEditorState.GetAttribute("selected"), out selectedNodeID)) - selectedNode = canvasData.FindNode(selectedNodeID); - // Create state - editorStates.Add(new EditorStateData(selectedNode, pan, zoom)); - } - canvasData.editorStates = editorStates.ToArray(); - - return canvasData; - } - } - - #region Utility - - private XmlElement SerializeFieldToXML(XmlElement parent, object obj, string fieldName) - { - Type type = obj.GetType(); - FieldInfo field = type.GetField(fieldName); - if (field == null) - { - Debug.LogWarning("Failed to find field " + fieldName + " on type " + type.Name); - return null; - } - object fieldValue = field.GetValue(obj); - XmlElement serializedValue = SerializeObjectToXML(parent, fieldValue); - if (serializedValue != null) - { - serializedValue.SetAttribute("name", fieldName); - return serializedValue; - } - return null; - } - - private object DeserializeFieldFromXML(XmlElement xmlElement, object obj) - { - Type type = obj.GetType(); - return DeserializeFieldFromXML(xmlElement, type, obj); - } - - private object DeserializeFieldFromXML(XmlElement xmlElement, Type type, object obj = null) - { - string fieldName = xmlElement.GetAttribute("name"); - FieldInfo field = type.GetField(fieldName); - if (field == null) - { - Debug.LogWarning("Failed to find field " + fieldName + " on type " + type.Name); - return null; - } - object fieldValue = DeserializeObjectFromXML(xmlElement, field.FieldType, false); - if (obj != null) - field.SetValue(obj, fieldValue); - return fieldValue; - } - - private XmlElement SerializeObjectToXML(XmlElement parent, object obj) - { - // TODO: Need to handle asset references - // Because of runtime compability, always try to embed objects - // If that fails, try to find references to assets (e.g. for textures) - try - { // Try to embed object - XmlSerializer serializer = new XmlSerializer(obj.GetType()); - XPathNavigator navigator = parent.CreateNavigator(); - using (XmlWriter writer = navigator.AppendChild()) - serializer.Serialize(writer, obj); - return (XmlElement)parent.LastChild; - } - catch (Exception) - { - Debug.Log("Could not serialize " + obj.ToString()); - return null; - } - } - - private object DeserializeObjectFromXML(XmlElement xmlElement, Type type, bool isParent = true) - { - if (isParent && !xmlElement.HasChildNodes) - return null; - XmlSerializer serializer = new XmlSerializer(type); - XPathNavigator navigator = (isParent ? xmlElement.FirstChild : xmlElement).CreateNavigator(); - using (XmlReader reader = navigator.ReadSubtree()) - return serializer.Deserialize(reader); - } - - public delegate bool TryParseHandler(string value, out T result); - private T GetAttribute(XmlElement element, string attribute, TryParseHandler handler, T defaultValue) - { - T result; - if (handler(element.GetAttribute(attribute), out result)) - return result; - return defaultValue; - } - private T GetAttribute(XmlElement element, string attribute, TryParseHandler handler) - { - T result; - if (!handler(element.GetAttribute(attribute), out result)) - throw new XmlException("Invalid " + typeof(T).Name + " " + attribute + " for element " + element.Name + "!"); - return result; - } - - private int GetIntegerAttribute(XmlElement element, string attribute, bool throwIfInvalid = true) - { - int result = 0; - if (!int.TryParse(element.GetAttribute(attribute), out result) && throwIfInvalid) - throw new XmlException("Invalid Int " + attribute + " for element " + element.Name + "!"); - return result; - } - - private float GetFloatAttribute(XmlElement element, string attribute, bool throwIfInvalid = true) - { - float result = 0; - if (!float.TryParse(element.GetAttribute(attribute), out result) && throwIfInvalid) - throw new XmlException("Invalid Float " + attribute + " for element " + element.Name + "!"); - return result; - } - - private bool GetBooleanAttribute(XmlElement element, string attribute, bool throwIfInvalid = true) - { - bool result = false; - if (!bool.TryParse(element.GetAttribute(attribute), out result) && throwIfInvalid) - throw new XmlException("Invalid Bool " + attribute + " for element " + element.Name + "!"); - return result; - } - - private Vector2 GetVectorAttribute(XmlElement element, string attribute, bool throwIfInvalid = false) - { - string[] vecString = element.GetAttribute(attribute).Split(','); - Vector2 vector = new Vector2(0, 0); - float vecX, vecY; - if (vecString.Length == 2 && float.TryParse(vecString[0], out vecX) && float.TryParse(vecString[1], out vecY)) - vector = new Vector2(vecX, vecY); - else if (throwIfInvalid) - throw new XmlException("Invalid Vector2 " + attribute + " for element " + element.Name + "!"); - return vector; - } - - private Color GetColorAttribute(XmlElement element, string attribute, bool throwIfInvalid = false) - { - string[] vecString = element.GetAttribute(attribute).Split(','); - Color color = Color.white; - float colR, colG, colB, colA; - if (vecString.Length == 4 && float.TryParse(vecString[0], out colR) && float.TryParse(vecString[1], out colG) && float.TryParse(vecString[2], out colB) && float.TryParse(vecString[3], out colA)) - color = new Color(colR, colG, colB, colA); - else if (throwIfInvalid) - throw new XmlException("Invalid Color " + attribute + " for element " + element.Name + "!"); - return color; - } - - private Rect GetRectAttribute(XmlElement element, string attribute, bool throwIfInvalid = false) - { - string[] vecString = element.GetAttribute(attribute).Split(','); - Rect rect = new Rect(0, 0, 100, 100); - float x, y, w, h; - if (vecString.Length == 4 && float.TryParse(vecString[0], out x) && float.TryParse(vecString[1], out y) && float.TryParse(vecString[2], out w) && float.TryParse(vecString[3], out h)) - rect = new Rect(x, y, w, h); - else if (throwIfInvalid) - throw new XmlException("Invalid Rect " + attribute + " for element " + element.Name + "!"); - return rect; - } - - #endregion - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/IO Formats/XMLImportExport.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/IO Formats/XMLImportExport.cs.meta deleted file mode 100644 index a7935ab..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/IO Formats/XMLImportExport.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 4b4fed10ebd11f149aca4caaba5a4c9b -timeCreated: 1497983217 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples.meta deleted file mode 100644 index c3d3a1f..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9f260887e1c2342aab6c92a1afdcdcf3 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTCanvasCalculator.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTCanvasCalculator.cs deleted file mode 100644 index de49ee9..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTCanvasCalculator.cs +++ /dev/null @@ -1,73 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -using System.Linq; - -namespace NodeEditorFramework.Standard -{ - /// - /// Example of accessing and using the canvas at runtime - /// - public class RTCanvasCalculator : MonoBehaviour - { - public NodeCanvas canvas; - - /// - /// Assures the canvas is loaded - /// - public void AssureCanvas () - { - if (canvas == null) - throw new UnityException ("No canvas specified to calculate on " + name + "!"); - } - - /// - /// Calculates the currently loaded canvas and debugs the various outputs - /// - public void CalculateCanvas () - { - AssureCanvas (); - NodeEditor.checkInit (false); - canvas.Validate (); - canvas.TraverseAll (); - DebugOutputResults (); - } - - /// - /// Debugs the values of all possible output nodes - /// Could be done more precisely but it atleast shows how to get them - /// - private void DebugOutputResults () - { - AssureCanvas (); - Debug.Log ("Calculating '" + canvas.saveName + "':"); - List outputNodes = getOutputNodes (); - foreach (Node outputNode in outputNodes) - { // Display value of all output nodes - string outValueLog = "(OUT) " + outputNode.name + ": "; - // Use knob values - either output knobs, or input knobs if there are now output knobs - List sourceValueKnobs = outputNode.outputKnobs.Count == 0? outputNode.inputKnobs : outputNode.outputKnobs; - foreach (ValueConnectionKnob knob in sourceValueKnobs.OfType ()) - outValueLog += knob.styleID + " " + knob.name + " = " + (knob.IsValueNull? "NULL" : knob.GetValue ().ToString ()) + "; "; - Debug.Log (outValueLog); - } - } - - /// - /// Gets all nodes that either have no inputs or no input connections assigned - /// - public List getInputNodes () - { - AssureCanvas (); - return canvas.nodes.Where ((Node node) => node.isInput ()).ToList (); - } - - /// - /// Gets all nodes that either have no output or no output connections leading to a followup node - /// - public List getOutputNodes () - { - AssureCanvas (); - return canvas.nodes.Where ((Node node) => node.isOutput ()).ToList (); - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTCanvasCalculator.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTCanvasCalculator.cs.meta deleted file mode 100644 index 72f57dc..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTCanvasCalculator.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 11b12ccbf5533274f9abf5008f057a67 -timeCreated: 1472742778 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTNodeEditor.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTNodeEditor.cs deleted file mode 100644 index 65571e7..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTNodeEditor.cs +++ /dev/null @@ -1,109 +0,0 @@ -using UnityEngine; -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework.Standard -{ - /// - /// Example of displaying the Node Editor at runtime including GUI - /// - public class RTNodeEditor : MonoBehaviour - { - // Startup-canvas, cache and interface - public NodeCanvas canvas; - public string loadSceneName; - private NodeEditorUserCache canvasCache; - private NodeEditorInterface editorInterface; - - // GUI rects - public bool screenSize = false; - public Rect specifiedRootRect = new Rect(0, 0, 1000, 500); - public Rect specifiedCanvasRect = new Rect(50, 50, 900, 400); - public Rect rootRect { get { return new Rect(screenSize ? screenRect : specifiedRootRect); } } - public Rect canvasRect { get { return screenSize ? screenRect : specifiedCanvasRect; } } - private Rect screenRect { get { return new Rect(0, 0, Screen.width, Screen.height); } } - - - private void Start () - { - NormalReInit(); - } - - private void Update () - { - NodeEditor.Update (); - } - - private void NormalReInit() - { - NodeEditor.ReInit(false); - AssureSetup(); - if (canvasCache.nodeCanvas) - canvasCache.nodeCanvas.Validate(); - } - - private void AssureSetup() - { - if (canvasCache == null) - { // Create cache and load startup-canvas - canvasCache = new NodeEditorUserCache(); - if (canvas != null) - canvasCache.SetCanvas(NodeEditorSaveManager.CreateWorkingCopy(canvas)); - else if (!string.IsNullOrEmpty (loadSceneName)) - canvasCache.LoadSceneNodeCanvas(loadSceneName); - } - canvasCache.AssureCanvas(); - if (editorInterface == null) - { // Setup editor interface - editorInterface = new NodeEditorInterface(); - editorInterface.canvasCache = canvasCache; - } - } - - private void OnGUI () - { - // Initiation - NodeEditor.checkInit(true); - if (NodeEditor.InitiationError) - { - GUILayout.Label("Node Editor Initiation failed! Check console for more information!"); - return; - } - AssureSetup(); - - // ROOT: Start Overlay GUI for popups - OverlayGUI.StartOverlayGUI("RTNodeEditor"); - - // Set various nested groups - GUI.BeginGroup(rootRect, GUI.skin.box); - - // Begin Node Editor GUI and set canvas rect - NodeEditorGUI.StartNodeGUI(false); - canvasCache.editorState.canvasRect = new Rect (canvasRect.x, canvasRect.y + editorInterface.toolbarHeight, canvasRect.width, canvasRect.height - editorInterface.toolbarHeight); - - try - { // Perform drawing with error-handling - NodeEditor.DrawCanvas (canvasCache.nodeCanvas, canvasCache.editorState); - } - catch (UnityException e) - { // On exceptions in drawing flush the canvas to avoid locking the UI - canvasCache.NewNodeCanvas (); - NodeEditor.ReInit (true); - Debug.LogError ("Unloaded Canvas due to exception in Draw!"); - Debug.LogException (e); - } - - // Draw Interface - editorInterface.DrawToolbarGUI(canvasRect); - editorInterface.DrawModalPanel(); - - // End Node Editor GUI - NodeEditorGUI.EndNodeGUI(); - - // End various nested groups - GUI.EndGroup(); - - // END ROOT: End Overlay GUI and draw popups - OverlayGUI.EndOverlayGUI(); - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTNodeEditor.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTNodeEditor.cs.meta deleted file mode 100644 index 19f4791..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Default/Runtime Examples/RTNodeEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 058701fb26fe9874f8dffda7e66a0fe9 -timeCreated: 1450128681 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework.meta deleted file mode 100644 index 69a0699..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2f914d6007a514dd29e283e7a78b9a2b -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core.meta deleted file mode 100644 index 1b05fcb..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 566520f8843ed45ce873494911e4b2ec -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionKnob.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionKnob.cs deleted file mode 100644 index a73908a..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionKnob.cs +++ /dev/null @@ -1,397 +0,0 @@ -using UnityEngine; -using System; -using System.Linq; -using System.Collections.Generic; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - [System.Serializable] - public class ConnectionKnob : ConnectionPort - { - // Properties - public override ConnectionShape shape { get { return ConnectionShape.Bezier; } } - - // Connections - new public List connections { get { return _connections.OfType ().ToList (); } } - - // Knob Style - protected override Type styleBaseClass { get { return typeof(ConnectionKnobStyle); } } - new protected ConnectionKnobStyle ConnectionStyle { get { CheckConnectionStyle (); return (ConnectionKnobStyle)_connectionStyle; } } - - // Knob GUI - protected Texture2D knobTexture; - private float knobAspect { get { return knobTexture != null? knobTexture.width/knobTexture.height : 1; } } - private GUIStyle labelStyle { get { return side == NodeSide.Right? NodeEditorGUI.nodeLabelRight : NodeEditorGUI.nodeLabelLeft; } } - - // Knob Position - private NodeSide defaultSide { get { return direction == Direction.Out? NodeSide.Right : NodeSide.Left; } } - public NodeSide side; - public float sidePosition = 0; // Position on the side, top->bottom, left->right - public float sideOffset = 0; // Offset from the side - - public void Init (Node body, string name, Direction dir) - { - base.Init (body, name); - direction = dir; - maxConnectionCount = dir == Direction.In? ConnectionCount.Single : ConnectionCount.Multi; - side = dir == Direction.Out? NodeSide.Right : NodeSide.Left; - sidePosition = 0; - } - - public void Init (Node body, string name, Direction dir, NodeSide nodeSide, float nodeSidePosition = 0) - { - base.Init (body, name); - direction = dir; - maxConnectionCount = dir == Direction.In? ConnectionCount.Single : ConnectionCount.Multi; - side = nodeSide; - sidePosition = nodeSidePosition; - } - - new public ConnectionKnob connection (int index) - { - if (connections.Count <= index) - throw new IndexOutOfRangeException ("connections[" + index + "] of '" + name + "'"); - return connections[index]; - } - - public override IEnumerable AdditionalDynamicKnobData() - { - return base.AdditionalDynamicKnobData ().Concat (new List() { "side", "sidePosition", "sideOffset" }); - } - - #region Knob Texture - - /// - /// Checks the texture and requests to load it again if necessary - /// - internal void CheckKnobTexture () - { - if (side == 0) - side = defaultSide; - if (knobTexture == null) - UpdateKnobTexture (); - } - - /// - /// Requests to reload the knobTexture and adapts it to the position and orientation - /// - protected void UpdateKnobTexture () - { - ReloadTexture (); - if (knobTexture == null) - throw new UnityException ("Knob texture of " + name + " could not be loaded!"); - if (side != defaultSide) - { // Rotate Knob texture according to the side it's used on - int rotationSteps = getRotationStepsAntiCW (defaultSide, side); - string[] mods = new string[] { "Rotation:" + rotationSteps }; - Texture2D modKnobTex = null; - - // Try to get standard texture in memory - ResourceManager.MemoryTexture memoryTex = ResourceManager.FindInMemory (knobTexture); - if (memoryTex != null) - { // Texture does exist in memory, so built a mod including rotation and try to find it again - mods = ResourceManager.AppendMod (memoryTex.modifications, "Rotation:" + rotationSteps); - ResourceManager.TryGetTexture (memoryTex.path, ref modKnobTex, mods); - } - - if (modKnobTex == null) - { // Rotated version does not exist yet, so create and record it - modKnobTex = RTEditorGUI.RotateTextureCCW (knobTexture, rotationSteps); - ResourceManager.AddTextureToMemory (memoryTex.path, modKnobTex, mods); - } - - knobTexture = modKnobTex; - } - } - - /// - /// Requests to reload the source knob texture - /// - protected virtual void ReloadTexture () - { -// knobTexture = RTEditorGUI.ColorToTex (1, Color.red); -// knobTexture = ResourceManager.GetTintedTexture (direction == Direction.Out? "Textures/Out_Knob.png" : "Textures/In_Knob.png", color); - knobTexture = ConnectionStyle == null? Texture2D.whiteTexture : (direction == Direction.Out? ConnectionStyle.OutKnobTex : ConnectionStyle.InKnobTex); - } - - #endregion - - #region Knob Position - - /// - /// Gets the Knob rect in GUI space, NOT ZOOMED - /// - public Rect GetGUIKnob () - { - Rect rect = GetCanvasSpaceKnob (); - rect.position += NodeEditor.curEditorState.zoomPanAdjust + NodeEditor.curEditorState.panOffset; - return rect; - } - - /// - /// Get the Knob rect in screen space, ZOOMED, for Input detection purposes - /// - public Rect GetCanvasSpaceKnob () - { - Vector2 knobSize = new Vector2 (NodeEditorGUI.knobSize * knobAspect, - NodeEditorGUI.knobSize / knobAspect); - Vector2 knobCenter = GetKnobCenter (knobSize); - return new Rect (knobCenter.x - knobSize.x/2, knobCenter.y - knobSize.y/2, knobSize.x, knobSize.y); - } - - private Vector2 GetKnobCenter (Vector2 knobSize) - { - if (side == NodeSide.Left) - return body.rect.position + new Vector2 (-sideOffset-knobSize.x/2, sidePosition); - else if (side == NodeSide.Right) - return body.rect.position + new Vector2 ( sideOffset+knobSize.x/2 + body.rect.width, sidePosition); - else if (side == NodeSide.Bottom) - return body.rect.position + new Vector2 (sidePosition, sideOffset+knobSize.y/2 + body.rect.height); - else if (side == NodeSide.Top) - return body.rect.position + new Vector2 (sidePosition, -sideOffset-knobSize.y/2); - else - throw new Exception ("Unspecified nodeSide of NodeKnop " + name + ": " + side.ToString ()); - } - - /// - /// Gets the direction of the knob (vertical inverted) for connection drawing purposes - /// - public Vector2 GetDirection () - { - return side == NodeSide.Right? Vector2.right : - (side == NodeSide.Bottom? Vector2.up : - (side == NodeSide.Top? Vector2.down : - /* Left */ Vector2.left)); - } - - /// - /// Gets the rotation steps anti-clockwise from NodeSide A to B - /// - private static int getRotationStepsAntiCW (NodeSide sideA, NodeSide sideB) - { - return sideB - sideA + (sideA>sideB? 4 : 0); - } - - #endregion - - #region Knob GUI - - /// - /// Draw the knob at the defined position - /// - public virtual void DrawKnob () - { - CheckKnobTexture (); - GUI.DrawTexture (GetGUIKnob (), knobTexture); - } - - /// - /// Draws the connection curves from this knob to all it's connections - /// - public override void DrawConnections () - { - if (Event.current.type != EventType.Repaint) - return; - Vector2 startPos = GetGUIKnob ().center; - Vector2 startDir = GetDirection(); - for (int i = 0; i < connections.Count; i++) - { - ConnectionKnob conKnob = connections[i]; - Vector2 endPos = conKnob.GetGUIKnob().center; - Vector2 endDir = conKnob.GetDirection(); - NodeEditorGUI.DrawConnection(startPos, startDir, endPos, endDir, color); - } - } - - /// - /// Draws a connection line from the current knob to the specified position - /// - public override void DrawConnection (Vector2 endPos) - { - Vector2 startPos = GetGUIKnob ().center; - Vector2 startDir = GetDirection (); - NodeEditorGUI.DrawConnection (startPos, startDir, endPos, -startDir, color); - } - - /// - /// Displays a label and places the knob next to it, apropriately - /// - public void DisplayLayout () - { - DisplayLayout (new GUIContent (name), labelStyle); - } - - /// - /// Draws a label with the knob's name and the given style. Places the knob next to it at it's nodeSide - /// - public void DisplayLayout (GUIStyle style) - { - DisplayLayout (new GUIContent (name), style); - } - - /// - /// Draws a label with the given GUIContent. Places the knob next to it at it's nodeSide - /// - public void DisplayLayout (GUIContent content) - { - DisplayLayout (content, labelStyle); - } - - /// - /// Draws a label with the given GUIContent and the given style. Places the knob next to it at it's nodeSide - /// - public void DisplayLayout (GUIContent content, GUIStyle style) - { - GUILayout.Label (content, style); - SetPosition (); - } - - /// - /// Sets the knob's position at the specified nodeSide next to the last GUILayout control - /// - public void SetPosition () - { - if (Event.current.type != EventType.Repaint || body.ignoreGUIKnobPlacement) - return; - Vector2 pos = GUILayoutUtility.GetLastRect ().center + body.contentOffset; - SetPosition (side == NodeSide.Bottom || side == NodeSide.Top? pos.x : pos.y); - } - - /// - /// Sets the knob's position at the specified nodeSide, from Top->Bottom and Left->Right - /// - public void SetPosition(float position, NodeSide nodeSide) - { - if (body.ignoreGUIKnobPlacement) - return; - if (side != nodeSide) - { - side = nodeSide; - UpdateKnobTexture(); - } - SetPosition(position); - } - - /// - /// Sets the knob's position at it's nodeSide, from Top->Bottom and Left->Right - /// - public void SetPosition(float position) - { - if (body.ignoreGUIKnobPlacement) - return; - sidePosition = position; - } - - #endregion - } - - [AttributeUsage(AttributeTargets.Field)] - public class ConnectionKnobAttribute : ConnectionPortAttribute - { - public NodeSide NodeSide; - public float NodeSidePos; - - public override Type ConnectionType { get { return typeof(ConnectionKnob); } } - - public ConnectionKnobAttribute(string name, Direction direction) : base (name, direction) - { - Setup (direction == Direction.Out? NodeSide.Right : NodeSide.Left, 0); - } - public ConnectionKnobAttribute(string name, Direction direction, ConnectionCount maxCount) : base (name, direction) - { - Setup (maxCount, direction == Direction.Out? NodeSide.Right : NodeSide.Left, 0); - } - public ConnectionKnobAttribute(string name, Direction direction, string styleID) : base (name, direction, styleID) - { - Setup (direction == Direction.Out? NodeSide.Right : NodeSide.Left, 0); - } - public ConnectionKnobAttribute(string name, Direction direction, string styleID, ConnectionCount maxCount) : base (name, direction, styleID) - { - Setup (maxCount, direction == Direction.Out? NodeSide.Right : NodeSide.Left, 0); - } - public ConnectionKnobAttribute(string name, Direction direction, NodeSide nodeSide, float nodeSidePos = 0) : base (name, direction) - { - Setup (nodeSide, nodeSidePos); - } - public ConnectionKnobAttribute(string name, Direction direction, ConnectionCount maxCount, NodeSide nodeSide, float nodeSidePos = 0) : base (name, direction) - { - Setup (maxCount, nodeSide, nodeSidePos); - } - public ConnectionKnobAttribute(string name, Direction direction, string styleID, NodeSide nodeSide, float nodeSidePos = 0) : base (name, direction, styleID) - { - Setup (nodeSide, nodeSidePos); - } - public ConnectionKnobAttribute(string name, Direction direction, string styleID, ConnectionCount maxCount, NodeSide nodeSide, float nodeSidePos = 0) : base (name, direction, styleID) - { - Setup (maxCount, nodeSide, nodeSidePos); - } - - - private void Setup (NodeSide nodeSide, float nodeSidePos) - { - MaxConnectionCount = Direction == Direction.In? ConnectionCount.Single : ConnectionCount.Multi; - NodeSide = nodeSide; - NodeSidePos = nodeSidePos; - } - private void Setup (ConnectionCount maxCount, NodeSide nodeSide, float nodeSidePos) - { - MaxConnectionCount = maxCount; - NodeSide = nodeSide; - NodeSidePos = nodeSidePos; - } - - public override ConnectionPort CreateNew (Node body) - { - ConnectionKnob knob = ScriptableObject.CreateInstance (); - knob.Init (body, Name, Direction, NodeSide, NodeSidePos); - knob.styleID = StyleID; - knob.maxConnectionCount = MaxConnectionCount; - return knob; - } - - public override void UpdateProperties (ConnectionPort port) - { - ConnectionKnob knob = (ConnectionKnob)port; - knob.name = Name; - knob.direction = Direction; - knob.styleID = StyleID; - knob.maxConnectionCount = MaxConnectionCount; - knob.side = NodeSide; - if (NodeSidePos != 0) - knob.sidePosition = NodeSidePos; - knob.sideOffset = 0; - } - } - - - [ReflectionUtility.ReflectionSearchIgnoreAttribute ()] - public class ConnectionKnobStyle : ConnectionPortStyle - { - public virtual string InKnobTexPath { get { return "Textures/In_Knob.png"; } } - public virtual string OutKnobTexPath { get { return "Textures/Out_Knob.png"; } } - - private Texture2D _inKnobTex; - private Texture2D _outKnobTex; - public Texture2D InKnobTex { get { if (_inKnobTex == null) LoadKnobTextures(); return _inKnobTex; } } - public Texture2D OutKnobTex { get { if (_outKnobTex == null) LoadKnobTextures(); return _outKnobTex; } } - - public ConnectionKnobStyle () : base () {} - - public ConnectionKnobStyle (string name) : base (name) { } - - protected void LoadKnobTextures() - { - _inKnobTex = ResourceManager.GetTintedTexture (InKnobTexPath, Color); - _outKnobTex = ResourceManager.GetTintedTexture (OutKnobTexPath, Color); - if (InKnobTex == null || OutKnobTex == null) - Debug.LogError("Invalid style '" + Identifier + "': Could not load knob textures from '" + InKnobTexPath + "' and '" + OutKnobTexPath + "'!"); - } - - public override bool isValid () - { - return InKnobTex != null && OutKnobTex != null; - } - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionKnob.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionKnob.cs.meta deleted file mode 100644 index e8e9728..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionKnob.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: f3d338988a4691f43b8c0764bd85cf70 -timeCreated: 1498150662 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPort.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPort.cs deleted file mode 100644 index bf1e6bd..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPort.cs +++ /dev/null @@ -1,341 +0,0 @@ -using UnityEngine; -using System; -using System.Linq; -using System.Collections.Generic; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - public enum NodeSide { Left = 4, Top = 3, Right = 2, Bottom = 1 } - public enum Direction { None, In, Out } - public enum ConnectionShape { Line, Bezier } - public enum ConnectionCount { Single, Multi, Max } - - [System.Serializable] - public class ConnectionPort : ScriptableObject - { - // Properties - public Node body; - public Direction direction = Direction.None; - public ConnectionCount maxConnectionCount = ConnectionCount.Multi; - public virtual ConnectionShape shape { get { return ConnectionShape.Line; } } - - // Connection Style - public string styleID; - protected ConnectionPortStyle _connectionStyle; - protected ConnectionPortStyle ConnectionStyle { get { CheckConnectionStyle (); return _connectionStyle; } } - protected virtual Type styleBaseClass { get { return typeof(ConnectionPortStyle); } } - [NonSerialized] - public Color color = Color.white; - - // Connections - [SerializeField] - protected List _connections = new List (); - public List connections { get { return _connections; } } - - public void Init (Node nodeBody, string knobName) - { - body = nodeBody; - name = knobName; - } - - public void Validate(Node nodeBody) - { - if (body == null) - { - Debug.LogError("Port " + name + " has no node body assigned! Fixed!"); - body = nodeBody; - } - if (_connections == null) - _connections = new List(); - int originalCount = _connections.Count; - _connections = _connections.Where(o => o != null).ToList(); - if (originalCount != _connections.Count) - Debug.LogWarning("Removed " + (originalCount - _connections.Count) + " broken (null) connections from node " + body.name + "! Automatically fixed!"); - } - - public virtual IEnumerable AdditionalDynamicKnobData() - { - return new List() { "styleID", "direction", "maxConnectionCount" }; - } - - #region Connection GUI - - /// - /// Checks and fetches the connection style declaration specified by the styleID - /// - protected void CheckConnectionStyle () - { - if (_connectionStyle == null || !_connectionStyle.isValid ()) - { - _connectionStyle = ConnectionPortStyles.GetPortStyle (styleID, styleBaseClass); - if (_connectionStyle == null || !_connectionStyle.isValid()) - color = NodeEditorGUI.RandomColorHSV(styleID.GetHashCode(), 0, 1, 0.6f, 0.8f, 0.8f, 1.4f); - else - color = _connectionStyle.Color; - } - } - - /// - /// Draws the connection lines from this port to all it's connections - /// - public virtual void DrawConnections () - { - if (Event.current.type != EventType.Repaint) - return; - Vector2 startPos = body.rect.center; - for (int i = 0; i < connections.Count; i++) - { - Vector2 endPos = connections[i].body.rect.center; - NodeEditorGUI.DrawConnection (startPos, endPos, ConnectionDrawMethod.StraightLine, color); - } - } - - /// - /// Draws a connection line from the current knob to the specified position - /// - public virtual void DrawConnection (Vector2 endPos) - { - if (Event.current.type != EventType.Repaint) - return; - NodeEditorGUI.DrawConnection (body.rect.center, endPos, ConnectionDrawMethod.StraightLine, color); - } - - #endregion - - #region Connection Utility - - /// - /// Returns whether this port is connected to any other port - /// - public bool connected () - { - return connections.Count > 0; - } - - /// - /// Returns the connection with the specified index or null if not existant - /// - public ConnectionPort connection (int index) - { - if (connections.Count <= index) - throw new IndexOutOfRangeException ("connections[" + index + "] of '" + name + "'"); - return connections[index]; - } - - /// - /// Tries to apply a connection between this port and the specified port - /// - public bool TryApplyConnection (ConnectionPort port, bool silent = false) - { - if (CanApplyConnection (port)) - { // This port and the specified port can be connected - ApplyConnection (port, silent); - return true; - } - return false; - } - - /// - /// Determines whether a connection can be applied between this port and the specified port - /// - public virtual bool CanApplyConnection (ConnectionPort port) - { - if (port == null || body == port.body || connections.Contains (port)) - return false; - - if (direction == Direction.None && port.direction == Direction.None) - return true; // None-Directive connections can always connect - - if (direction == Direction.In && port.direction != Direction.Out) - return false; // Cannot connect inputs with anything other than outputs - if (direction == Direction.Out && port.direction != Direction.In) - return false; // Cannot connect outputs with anything other than inputs - - if (direction == Direction.Out) // Let inputs handle checks for recursion - return port.CanApplyConnection (this); - - if (port.body.isChildOf (body)) - { // Recursive - if (!port.body.allowsLoopRecursion (body)) - { - // TODO: Generic Notification - Debug.LogWarning ("Cannot apply connection: Recursion detected!"); - return false; - } - } - return true; - } - - /// - /// Applies a connection between between this port and the specified port. - /// 'CanApplyConnection' has to be checked before to avoid interferences! - /// - public void ApplyConnection (ConnectionPort port, bool silent = false) - { - if (port == null) - return; - - if (maxConnectionCount == ConnectionCount.Single && connections.Count > 0) - { // Respect maximum connection count on this port - RemoveConnection(connections[0], silent); - connections.Clear (); - } - connections.Add(port); - - if (port.maxConnectionCount == ConnectionCount.Single && port.connections.Count > 0) - { // Respect maximum connection count on the other port - port.RemoveConnection(port.connections[0], silent); - port.connections.Clear (); - } - port.connections.Add (this); - - if (!silent) - { // Callbacks - port.body.OnAddConnection (port, this); - body.OnAddConnection (this, port); - NodeEditorCallbacks.IssueOnAddConnection (this, port); - NodeEditor.curNodeCanvas.OnNodeChange(direction == Direction.In? port.body : body); - } - } - - /// - /// Clears all connections of this port to other ports - /// - public void ClearConnections (bool silent = false) - { - while (connections.Count > 0) - RemoveConnection (connections[0], silent); - } - - /// - /// Removes the connection of this port to the specified port if existant - /// - public void RemoveConnection (ConnectionPort port, bool silent = false) - { - if (port == null) - { - connections.RemoveAll (p => p != null); - return; - } - - if (!silent) NodeEditorCallbacks.IssueOnRemoveConnection (this, port); - port.connections.Remove (this); - connections.Remove (port); - port.body.OnRemoveConnection(port, this); - body.OnRemoveConnection(this, port); - if (!silent) NodeEditor.curNodeCanvas.OnNodeChange (body); - } - - #endregion - } - - [AttributeUsage(AttributeTargets.Field)] - public class ConnectionPortAttribute : Attribute - { - public string Name; - public string StyleID; - public Direction Direction; - public ConnectionCount MaxConnectionCount; - - public virtual Type ConnectionType { get { return typeof(ConnectionPort); } } - - public ConnectionPortAttribute(string name) - { - Setup (name, Direction.None, "Default", ConnectionCount.Multi); - } - public ConnectionPortAttribute(string name, Direction direction) - { - Setup (name, direction, "Default", ConnectionCount.Multi); - } - public ConnectionPortAttribute(string name, Direction direction, ConnectionCount maxCount) - { - Setup (name, direction, "Default", maxCount); - } - public ConnectionPortAttribute(string name, string styleID) - { - Setup (name, Direction.None, styleID, ConnectionCount.Multi); - } - public ConnectionPortAttribute(string name, Direction direction, string styleID) - { - Setup (name, direction, styleID, ConnectionCount.Multi); - } - public ConnectionPortAttribute(string name, Direction direction, string styleID, ConnectionCount maxCount) - { - Setup (name, direction, styleID, maxCount); - } - - private void Setup (string name, Direction direction, string styleID, ConnectionCount maxCount) - { - Name = name; - Direction = direction; - StyleID = styleID; - MaxConnectionCount = maxCount; - } - - public bool MatchFieldType (Type fieldType) - { - return fieldType.IsAssignableFrom (ConnectionType); - } - - public virtual bool IsCompatibleWith (ConnectionPort port) - { - if (port.GetType() != ConnectionType) - return false; - if (port.styleID != StyleID) - return false; - if (!(Direction == Direction.None && port.direction == Direction.None) - && !(Direction == Direction.In && port.direction == Direction.Out) - && !(Direction == Direction.Out && port.direction == Direction.In)) - return false; - return true; - } - - public virtual ConnectionPort CreateNew (Node body) - { - ConnectionPort port = ScriptableObject.CreateInstance (); - port.Init (body, Name); - port.direction = Direction; - port.styleID = StyleID; - port.maxConnectionCount = MaxConnectionCount; - return port; - } - - public virtual void UpdateProperties (ConnectionPort port) - { - port.name = Name; - port.direction = Direction; - port.styleID = StyleID; - port.maxConnectionCount = MaxConnectionCount; - } - } - - [ReflectionUtility.ReflectionSearchIgnoreAttribute ()] - public class ConnectionPortStyle - { - protected string identifier; - protected Color color; - - public virtual string Identifier { get { return identifier; } } - public virtual Color Color { get { return color; } } - - public ConnectionPortStyle () {} - - public ConnectionPortStyle (string name) - { - identifier = name; - GenerateColor(); - } - - public void GenerateColor () - { // Generate consistent color for a type - using string because it delivers greater variety of colors than type hashcode - color = NodeEditorGUI.RandomColorHSV(Identifier.GetHashCode(), 0, 1, 0.6f, 0.8f, 0.8f, 1.4f); - } - - public virtual bool isValid () - { - return true; - } - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPort.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPort.cs.meta deleted file mode 100644 index a6a4288..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPort.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 35456fbe6f3a0f3459ecfa7e219c273c -timeCreated: 1498244777 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPortManager.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPortManager.cs deleted file mode 100644 index 4a1e694..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPortManager.cs +++ /dev/null @@ -1,142 +0,0 @@ -using UnityEngine; -using System; -using System.Linq; -using System.Reflection; -using System.Collections; -using System.Collections.Generic; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - public static class ConnectionPortManager - { - private static Dictionary nodePortDeclarations; - - /// - /// Fetches every node connection declaration for each node type for later use - /// - public static void FetchNodeConnectionDeclarations() - { - nodePortDeclarations = new Dictionary (); - foreach (NodeTypeData nodeData in NodeTypes.getNodeDefinitions ()) - { - Type nodeType = nodeData.type; - List declarations = new List (); - // Get all declared port fields - FieldInfo[] declaredPorts = ReflectionUtility.getFieldsOfType (nodeType, typeof(ConnectionPort)); - foreach (FieldInfo portField in declaredPorts) - { // Get info about that port declaration using the attribute - object[] declAttrs = portField.GetCustomAttributes (typeof(ConnectionPortAttribute), true); - if (declAttrs.Length < 1) - continue; - ConnectionPortAttribute declarationAttr = (ConnectionPortAttribute)declAttrs[0]; - if (declarationAttr.MatchFieldType (portField.FieldType)) - declarations.Add (new ConnectionPortDeclaration (portField, declarationAttr)); - else - Debug.LogError ("Mismatched " + declarationAttr.GetType ().Name + " for " + portField.FieldType.Name + " '" + declarationAttr.Name + "' on " + nodeData.type.Name + "!"); - } - nodePortDeclarations.Add (nodeData.typeID, declarations.ToArray ()); - } - } - - /// - /// Updates all node connection ports in the given node and creates or adjusts them according to the declaration - /// - public static void UpdateConnectionPorts (Node node) - { - foreach (ConnectionPortDeclaration portDecl in GetPortDeclarationEnumerator (node, true)) - { - ConnectionPort port = (ConnectionPort)portDecl.portField.GetValue (node); - if (port == null) - { // Create new port from declaration - port = portDecl.portInfo.CreateNew (node); - portDecl.portField.SetValue (node, port); - } - else - { // Check port values against port declaration - portDecl.portInfo.UpdateProperties (port); - } - } - } - - /// - /// Updates the connectionPorts and connectionKnobs lists of the given node with all declared nodes - /// - public static void UpdatePortLists (Node node) - { - // Triggering is enough to update the list - IEnumerator enumerator = GetPortDeclarationEnumerator(node, true).GetEnumerator(); - while (enumerator.MoveNext()) { } - } - - /// - /// Returns the ConnectionPortDeclarations for the given node type - /// - public static ConnectionPortDeclaration[] GetPortDeclarations (string nodeTypeID) - { - ConnectionPortDeclaration[] portDecls; - if (nodePortDeclarations.TryGetValue (nodeTypeID, out portDecls)) - return portDecls; - else - throw new ArgumentException ("Could not find node port declarations for node type '" + nodeTypeID + "'!"); - } - - /// - /// Returns an enumerator of type ConnectionPortDeclaration over all port declarations of the given node - /// - public static IEnumerable GetPortDeclarationEnumerator (Node node, bool triggerUpdate = false) - { - List declaredConnectionPorts = new List (); - ConnectionPortDeclaration[] portDecls; - if (nodePortDeclarations.TryGetValue (node.GetID, out portDecls)) - { - for (int i = 0; i < portDecls.Length; i++) - { // Iterate over each connection port and yield it's declaration - ConnectionPortDeclaration portDecl = portDecls[i]; - yield return portDecl; - ConnectionPort port = (ConnectionPort)portDecl.portField.GetValue (node); - if (port != null) - declaredConnectionPorts.Add(port); - } - } - if (triggerUpdate) - { // Update lists as values might have changes when calling this function - node.staticConnectionPorts = declaredConnectionPorts; - UpdateRepresentativePortLists(node); - } - } - - /// - /// Update the differenciated representative port lists in the given node to accommodate to all static and dynamic connection ports - /// - public static void UpdateRepresentativePortLists(Node node) - { - // Clean source static and dynamic port lists - node.dynamicConnectionPorts = node.dynamicConnectionPorts.Where(o => o != null).ToList(); - node.staticConnectionPorts = node.staticConnectionPorts.Where(o => o != null).ToList(); - // Combine static and dynamic ports into one list - node.connectionPorts = new List(); - node.connectionPorts.AddRange(node.staticConnectionPorts); - node.connectionPorts.AddRange(node.dynamicConnectionPorts); - // Differenciate ports into types and direction - node.inputPorts = node.connectionPorts.Where((ConnectionPort port) => port.direction == Direction.In).ToList(); - node.outputPorts = node.connectionPorts.Where((ConnectionPort port) => port.direction == Direction.Out).ToList(); - node.connectionKnobs = node.connectionPorts.OfType().ToList(); - node.inputKnobs = node.connectionKnobs.Where((ConnectionKnob knob) => knob.direction == Direction.In).ToList(); - node.outputKnobs = node.connectionKnobs.Where((ConnectionKnob knob) => knob.direction == Direction.Out).ToList(); - } - } - - public class ConnectionPortDeclaration - { - public FieldInfo portField; - public ConnectionPortAttribute portInfo; - - public ConnectionPortDeclaration (FieldInfo field, ConnectionPortAttribute attr) - { - portField = field; - portInfo = attr; - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPortManager.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPortManager.cs.meta deleted file mode 100644 index 2b55988..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ConnectionPortManager.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: c2b66f60866020c4ba95f07b98106379 -timeCreated: 1498244971 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/Node.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/Node.cs deleted file mode 100644 index 4b138bd..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/Node.cs +++ /dev/null @@ -1,603 +0,0 @@ -using UnityEngine; -using System; -using System.Linq; -using System.Collections.Generic; - -namespace NodeEditorFramework -{ - public abstract partial class Node : ScriptableObject - { - public Vector2 position; - private Vector2 autoSize; - public Vector2 size { get { return AutoLayout? autoSize : DefaultSize; } } - public Rect rect { get { return new Rect (position, size); } } - public Rect fullAABBRect { get { return new Rect(position.x - 20, position.y - 20, size.x + 40, size.y + 40); } } - - // Dynamic connection ports - public List dynamicConnectionPorts = new List(); - // Static connection ports stored in the actual declaration variables - [NonSerialized] public List staticConnectionPorts = new List(); - // Representative lists of static port declarations aswell as dynamic ports - [NonSerialized] public List connectionPorts = new List (); - [NonSerialized] public List inputPorts = new List (); - [NonSerialized] public List outputPorts = new List (); - [NonSerialized] public List connectionKnobs = new List (); - [NonSerialized] public List inputKnobs = new List (); - [NonSerialized] public List outputKnobs = new List (); - - // Calculation graph - [HideInInspector] [NonSerialized] - internal bool calculated = true; - - // Internal - internal Vector2 contentOffset = Vector2.zero; - internal Vector2 nodeGUIHeight; - internal bool ignoreGUIKnobPlacement; - internal bool isClipped; - - // Style - public Color backgroundColor = Color.white; - - - #region Properties and Settings - - /// - /// Gets the ID of the Node - /// - public abstract string GetID { get; } - - /// - /// Specifies the node title. - /// - public virtual string Title { get { - #if UNITY_EDITOR - return UnityEditor.ObjectNames.NicifyVariableName (GetID); - #else - return name; - #endif - } } - - /// - /// Specifies the default size of the node when automatic resizing is turned off. - /// - public virtual Vector2 DefaultSize { get { return new Vector2(200, 100); } } - - /// - /// Specifies whether the size of this node should be automatically calculated. - /// If this is overridden to true, MinSize should be set, too. - /// - public virtual bool AutoLayout { get { return false; } } - - /// - /// Specifies the minimum size the node can have if no content is present. - /// - public virtual Vector2 MinSize { get { return new Vector2(100, 50); } } - - /// - /// Specifies if this node handles recursive node loops on the canvas. - /// A loop requires atleast a single node to handle recursion to be permitted. - /// - public virtual bool AllowRecursion { get { return false; } } - - /// - /// Specifies if calculation should continue with the nodes connected to the outputs after the Calculation function returns success - /// - public virtual bool ContinueCalculation { get { return true; } } - - #endregion - - - #region Node Implementation - - /// - /// Initializes the node with Inputs/Outputs and other data if necessary. - /// - protected virtual void OnCreate() {} - - /// - /// Draws the Node GUI including all controls and potentially Input/Output labels. - /// By default, it displays all Input/Output labels. - /// - public virtual void NodeGUI () - { - GUILayout.BeginHorizontal (); - GUILayout.BeginVertical (); - - for (int i = 0; i < inputKnobs.Count; i++) - inputKnobs[i].DisplayLayout (); - - GUILayout.EndVertical (); - GUILayout.BeginVertical (); - - for (int i = 0; i < outputKnobs.Count; i++) - outputKnobs[i].DisplayLayout(); - - GUILayout.EndVertical (); - GUILayout.EndHorizontal (); - } - - /// - /// Used to display a custom node property editor in the GUI. - /// By default shows the standard NodeGUI. - /// - public virtual void DrawNodePropertyEditor () - { - try - { // Draw Node GUI without disturbing knob placement - ignoreGUIKnobPlacement = true; - NodeEditorGUI.StartNodeGUI(false); - GUILayout.BeginVertical(GUI.skin.box); - NodeGUI(); - GUILayout.EndVertical(); - NodeEditorGUI.EndNodeGUI(); - } - finally - { // Be sure to always reset the state to not mess up other GUI code - ignoreGUIKnobPlacement = false; - } - } - - /// - /// Calculates the outputs of this Node depending on the inputs. - /// Returns success - /// - public virtual bool Calculate () { return true; } - - #endregion - - #region Callbacks - - /// - /// Callback when the node is deleted - /// - protected internal virtual void OnDelete () {} - - /// - /// Callback when the given port on this node was assigned a new connection - /// - protected internal virtual void OnAddConnection (ConnectionPort port, ConnectionPort connection) {} - - /// - /// Callback when the given port on this node was removed - /// - protected internal virtual void OnRemoveConnection(ConnectionPort port, ConnectionPort connection) { } - - /// - /// Should return all additional ScriptableObjects this Node references - /// - public virtual ScriptableObject[] GetScriptableObjects () { return new ScriptableObject[0]; } - - /// - /// Replaces all references to any ScriptableObjects this Node holds with the cloned versions in the serialization process. - /// - protected internal virtual void CopyScriptableObjects (System.Func replaceSO) {} - - #endregion - - - #region General - - /// - /// Creates a node of the specified ID at pos on the current canvas, optionally auto-connecting the specified output to a matching input - /// - public static Node Create (string nodeID, Vector2 pos, ConnectionPort connectingPort = null, bool silent = false, bool init = true) - { - return Create (nodeID, pos, NodeEditor.curNodeCanvas, connectingPort, silent, init); - } - - /// - /// Creates a node of the specified ID at pos on the specified canvas, optionally auto-connecting the specified output to a matching input - /// silent disables any events, init specifies whether OnCreate should be called - /// - public static Node Create (string nodeID, Vector2 pos, NodeCanvas hostCanvas, ConnectionPort connectingPort = null, bool silent = false, bool init = true) - { - if (string.IsNullOrEmpty (nodeID) || hostCanvas == null) - throw new ArgumentException (); - if (!NodeCanvasManager.CheckCanvasCompability (nodeID, hostCanvas.GetType ())) - throw new UnityException ("Cannot create Node with ID '" + nodeID + "' as it is not compatible with the current canavs type (" + hostCanvas.GetType ().ToString () + ")!"); - if (!hostCanvas.CanAddNode (nodeID)) - throw new UnityException ("Cannot create Node with ID '" + nodeID + "' on the current canvas of type (" + hostCanvas.GetType ().ToString () + ")!"); - - // Create node from data - NodeTypeData data = NodeTypes.getNodeData (nodeID); - Node node = (Node)CreateInstance (data.type); - if(node == null) - return null; - - // Init node state - node.name = node.Title; - node.autoSize = node.DefaultSize; - node.position = pos; - ConnectionPortManager.UpdateConnectionPorts (node); - if (init) - node.OnCreate(); - - if (connectingPort != null) - { // Handle auto-connection and link the output to the first compatible input - for (int i = 0; i < node.connectionPorts.Count; i++) - { - if (node.connectionPorts[i].TryApplyConnection (connectingPort, silent)) - break; - } - } - - // Add node to host canvas - hostCanvas.nodes.Add (node); - if (!silent) - { // Callbacks - hostCanvas.OnNodeChange(connectingPort != null ? connectingPort.body : node); - NodeEditorCallbacks.IssueOnAddNode(node); - hostCanvas.Validate(); - NodeEditor.RepaintClients(); - } - - return node; - } - - /// - /// Deletes this Node from curNodeCanvas and the save file - /// - public void Delete (bool silent = false) - { - if (!NodeEditor.curNodeCanvas.nodes.Contains (this)) - throw new UnityException ("The Node " + name + " does not exist on the Canvas " + NodeEditor.curNodeCanvas.name + "!"); - if (!silent) - NodeEditorCallbacks.IssueOnDeleteNode (this); - NodeEditor.curNodeCanvas.nodes.Remove (this); - for (int i = 0; i < connectionPorts.Count; i++) - { - connectionPorts[i].ClearConnections (silent); - DestroyImmediate (connectionPorts[i], true); - } - DestroyImmediate (this, true); - if (!silent) - NodeEditor.curNodeCanvas.Validate (); - } - - #endregion - - #region Drawing - -#if UNITY_EDITOR - /// - /// If overridden, the Node can draw to the scene view GUI in the Editor. - /// - public virtual void OnSceneGUI() - { - - } -#endif - - /// - /// Draws the node frame and calls NodeGUI. Can be overridden to customize drawing. - /// - protected internal virtual void DrawNode () - { - // Create a rect that is adjusted to the editor zoom and pixel perfect - Rect nodeRect = rect; - Vector2 pos = NodeEditor.curEditorState.zoomPanAdjust + NodeEditor.curEditorState.panOffset; - nodeRect.position = new Vector2((int)(nodeRect.x+pos.x), (int)(nodeRect.y+pos.y)); - contentOffset = new Vector2 (0, 20); - - GUI.color = backgroundColor; - - // Create a headerRect out of the previous rect and draw it, marking the selected node as such by making the header bold - Rect headerRect = new Rect (nodeRect.x, nodeRect.y, nodeRect.width, contentOffset.y); - GUI.color = backgroundColor; - GUI.Box (headerRect, GUIContent.none, GUI.skin.box); - GUI.color = Color.white; - GUI.Label (headerRect, Title, NodeEditor.curEditorState.selectedNode == this? NodeEditorGUI.nodeLabelBoldCentered : NodeEditorGUI.nodeLabelCentered); - - // Begin the body frame around the NodeGUI - Rect bodyRect = new Rect (nodeRect.x, nodeRect.y + contentOffset.y, nodeRect.width, nodeRect.height - contentOffset.y); - GUI.color = backgroundColor; - GUI.BeginGroup (bodyRect, GUI.skin.box); - GUI.color = Color.white; - bodyRect.position = Vector2.zero; - GUILayout.BeginArea (bodyRect); - - // Call NodeGUI - GUI.changed = false; - NodeGUI (); - - if(Event.current.type == EventType.Repaint) - nodeGUIHeight = GUILayoutUtility.GetLastRect().max + contentOffset; - - // End NodeGUI frame - GUILayout.EndArea (); - GUI.EndGroup (); - - // Automatically node if desired - AutoLayoutNode (); - } - - /// - /// Resizes the node to either the MinSize or to fit size of the GUILayout in NodeGUI - /// - protected internal virtual void AutoLayoutNode() - { - if (!AutoLayout || Event.current.type != EventType.Repaint) - return; - - Rect nodeRect = rect; - Vector2 size = new Vector2(); - size.y = Math.Max(nodeGUIHeight.y, MinSize.y) + 4; - - // Account for potential knobs that might occupy horizontal space - float knobSize = 0; - List verticalKnobs = connectionKnobs.Where (x => x.side == NodeSide.Bottom || x.side == NodeSide.Top).ToList (); - if (verticalKnobs.Count > 0) - knobSize = verticalKnobs.Max ((ConnectionKnob knob) => knob.GetGUIKnob ().xMax - nodeRect.xMin); - size.x = Math.Max (knobSize, MinSize.x); - - autoSize = size; - NodeEditor.RepaintClients (); - } - - /// - /// Draws the connectionKnobs of this node - /// - protected internal virtual void DrawKnobs () - { - for (int i = 0; i < connectionKnobs.Count; i++) - connectionKnobs[i].DrawKnob (); - } - - /// - /// Draws the connections from this node's connectionPorts - /// - protected internal virtual void DrawConnections () - { - if (Event.current.type != EventType.Repaint) - return; - for (int i = 0; i < outputPorts.Count; i++) - outputPorts[i].DrawConnections (); - } - - #endregion - - #region Node Utility - - /// - /// Tests the node whether the specified position is inside any of the node's elements and returns a potentially focused connection knob. - /// - public bool ClickTest(Vector2 position, out ConnectionKnob focusedKnob) - { - focusedKnob = null; - if (rect.Contains(position)) - return true; - for (int i = 0; i < connectionKnobs.Count; i++) - { // Check if any nodeKnob is focused instead - if (connectionKnobs[i].GetCanvasSpaceKnob().Contains(position)) - { - focusedKnob = connectionKnobs[i]; - return true; - } - } - return false; - } - - /// - /// Returns whether the node acts as an input (no inputs or no inputs assigned) - /// - public bool isInput() - { - for (int i = 0; i < inputPorts.Count; i++) - if (inputPorts[i].connected()) - return false; - return true; - } - - /// - /// Returns whether the node acts as an output (no outputs or no outputs assigned) - /// - public bool isOutput() - { - for (int i = 0; i < outputPorts.Count; i++) - if (outputPorts[i].connected()) - return false; - return true; - } - - /// - /// Returns whether every direct ancestor has been calculated - /// - public bool ancestorsCalculated () - { - for (int i = 0; i < inputPorts.Count; i++) - { - ConnectionPort port = inputPorts[i]; - for (int t = 0; t < port.connections.Count; t++) - { - if (!port.connections[t].body.calculated) - return false; - } - } - return true; - } - - /// - /// Recursively checks whether this node is a child of the other node - /// - public bool isChildOf (Node otherNode) - { - if (otherNode == null || otherNode == this) - return false; - if (BeginRecursiveSearchLoop ()) return false; - for (int i = 0; i < inputPorts.Count; i++) - { - ConnectionPort port = inputPorts[i]; - for (int t = 0; t < port.connections.Count; t++) - { - ConnectionPort conPort = port.connections[t]; - if (conPort.body != startRecursiveSearchNode && (conPort.body == otherNode || conPort.body.isChildOf(otherNode))) - { - StopRecursiveSearchLoop(); - return true; - } - } - } - EndRecursiveSearchLoop (); - return false; - } - - /// - /// Recursively checks whether this node is in a loop - /// - internal bool isInLoop () - { - if (BeginRecursiveSearchLoop ()) return this == startRecursiveSearchNode; - for (int i = 0; i < inputPorts.Count; i++) - { - ConnectionPort port = inputPorts[i]; - for (int t = 0; t < port.connections.Count; t++) - { - if (port.connections[t].body.isInLoop()) - { - StopRecursiveSearchLoop(); - return true; - } - } - } - EndRecursiveSearchLoop (); - return false; - } - - /// - /// Recursively checks whether any node in the loop to be made allows recursion. - /// Other node is the node this node needs connect to in order to fill the loop (other node being the node coming AFTER this node). - /// That means isChildOf has to be confirmed before calling this! - /// - internal bool allowsLoopRecursion (Node otherNode) - { - if (AllowRecursion) - return true; - if (otherNode == null) - return false; - if (BeginRecursiveSearchLoop ()) return false; - for (int i = 0; i < inputPorts.Count; i++) - { - ConnectionPort port = inputPorts[i]; - for (int t = 0; t < port.connections.Count; t++) - { - if (port.connections[t].body.allowsLoopRecursion(otherNode)) - { - StopRecursiveSearchLoop(); - return true; - } - } - } - EndRecursiveSearchLoop (); - return false; - } - - /// - /// A recursive function to clear all calculations depending on this node. - /// Usually does not need to be called manually - /// - public void ClearCalculation () - { - calculated = false; - if (BeginRecursiveSearchLoop ()) return; - for (int i = 0; i < outputPorts.Count; i++) - { - ConnectionPort port = outputPorts[i]; - if (port is ValueConnectionKnob) - (port as ValueConnectionKnob).ResetValue (); - for (int t = 0; t < port.connections.Count; t++) - { - ConnectionPort conPort = port.connections[t]; - if (conPort is ValueConnectionKnob) - (conPort as ValueConnectionKnob).ResetValue (); - conPort.body.ClearCalculation (); - } - } - EndRecursiveSearchLoop (); - } - - #region Recursive Search Helpers - - [NonSerialized] private List recursiveSearchSurpassed; - [NonSerialized] private Node startRecursiveSearchNode; // Temporary start node for recursive searches - - /// - /// Begins the recursive search loop and returns whether this node has already been searched - /// - internal bool BeginRecursiveSearchLoop () - { - if (startRecursiveSearchNode == null || recursiveSearchSurpassed == null) - { // Start search - recursiveSearchSurpassed = new List (); - startRecursiveSearchNode = this; - } - - if (recursiveSearchSurpassed.Contains (this)) - return true; - recursiveSearchSurpassed.Add (this); - return false; - } - - /// - /// Ends the recursive search loop if this was the start node - /// - internal void EndRecursiveSearchLoop () - { - if (startRecursiveSearchNode == this) - { // End search - recursiveSearchSurpassed = null; - startRecursiveSearchNode = null; - } - } - - /// - /// Stops the recursive search loop immediately. Call when you found what you needed. - /// - internal void StopRecursiveSearchLoop () - { - recursiveSearchSurpassed = null; - startRecursiveSearchNode = null; - } - - #endregion - - #endregion - - #region Knob Utility - - public ConnectionPort CreateConnectionPort(ConnectionPortAttribute specificationAttribute) - { - ConnectionPort port = specificationAttribute.CreateNew(this); - if (port == null) - return null; - dynamicConnectionPorts.Add(port); - ConnectionPortManager.UpdateRepresentativePortLists(this); - return port; - } - - public ConnectionKnob CreateConnectionKnob(ConnectionKnobAttribute specificationAttribute) - { - return (ConnectionKnob)CreateConnectionPort(specificationAttribute); - } - - public ValueConnectionKnob CreateValueConnectionKnob(ValueConnectionKnobAttribute specificationAttribute) - { - return (ValueConnectionKnob)CreateConnectionPort(specificationAttribute); - } - - public void DeleteConnectionPort(ConnectionPort dynamicPort) - { - dynamicPort.ClearConnections (); - dynamicConnectionPorts.Remove(dynamicPort); - DestroyImmediate(dynamicPort); - ConnectionPortManager.UpdateRepresentativePortLists(this); - } - - public void DeleteConnectionPort(int dynamicPortIndex) - { - if (dynamicPortIndex >= 0 && dynamicPortIndex < dynamicConnectionPorts.Count) - DeleteConnectionPort(dynamicConnectionPorts[dynamicPortIndex]); - } - - #endregion - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/Node.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/Node.cs.meta deleted file mode 100644 index 97d6d45..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/Node.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: e6b5fe394e83d344c990206132b84a28 -timeCreated: 1449162341 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvas.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvas.cs deleted file mode 100644 index bae7d00..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvas.cs +++ /dev/null @@ -1,195 +0,0 @@ -using UnityEngine; -using System; -using System.Collections.Generic; -using System.Linq; - -namespace NodeEditorFramework -{ - /// - /// Base class for all canvas types - /// - public abstract class NodeCanvas : ScriptableObject - { - public virtual string canvasName { get { return "DEFAULT"; } } - - public virtual bool allowSceneSaveOnly { get { return false; } } - - public NodeCanvasTraversal Traversal; - - public NodeEditorState[] editorStates = new NodeEditorState[0]; - - public string saveName; - public string savePath; - - public bool livesInScene = false; - - public List nodes = new List (); - public List groups = new List (); - - #region Constructors - - /// - /// Creates a canvas of the specified generic type - /// - public static T CreateCanvas () where T : NodeCanvas - { - if (typeof(T) == typeof(NodeCanvas)) - throw new Exception ("Cannot create canvas of type 'NodeCanvas' as that is only the base class. Please specify a valid subclass!"); - T canvas = ScriptableObject.CreateInstance(); - canvas.name = canvas.saveName = "New " + canvas.canvasName; - - NodeEditor.BeginEditingCanvas (canvas); - canvas.OnCreate (); - NodeEditor.EndEditingCanvas (); - return canvas; - } - - /// - /// Creates a canvas of the specified canvasType as long as it is a subclass of NodeCanvas - /// - public static NodeCanvas CreateCanvas (Type canvasType) - { - NodeCanvas canvas; - if (canvasType != null && canvasType.IsSubclassOf (typeof(NodeCanvas))) - canvas = ScriptableObject.CreateInstance (canvasType) as NodeCanvas; - else - canvas = ScriptableObject.CreateInstance(); - canvas.name = canvas.saveName = "New " + canvas.canvasName; - - NodeEditor.BeginEditingCanvas (canvas); - canvas.OnCreate (); - NodeEditor.EndEditingCanvas (); - return canvas; - } - - #endregion - - #region Extension Methods - - // GENERAL - - protected virtual void OnCreate () {} - - protected virtual void ValidateSelf () { } - - public virtual void OnBeforeSavingCanvas () { } - - public virtual bool CanAddNode (string nodeID) { return true; } - - // GUI - - public virtual void DrawCanvasPropertyEditor () { } - - // ADDITIONAL SERIALIZATION - - /// - /// Should return all additional ScriptableObjects this Node references - /// - public virtual ScriptableObject[] GetScriptableObjects () { return new ScriptableObject[0]; } - - /// - /// Replaces all references to any ScriptableObjects this Node holds with the cloned versions in the serialization process. - /// - protected internal virtual void CopyScriptableObjects (System.Func replaceSO) {} - - - #endregion - - #region Methods - - /// - /// Trigger traversal of the whole canvas - /// - public void TraverseAll () - { - if (Traversal != null) - Traversal.TraverseAll (); - } - - /// - /// Specifies a node change, usually triggering traversal from that node - /// - public void OnNodeChange (Node node) - { - if (Traversal != null && node != null) - Traversal.OnChange (node); - } - - /// - /// Validates this canvas, checking for any broken nodes or references and cleans them. - /// - public void Validate () - { - NodeEditor.checkInit(false); - - // Check Groups - CheckNodeCanvasList(ref groups, "groups"); - - // Check Nodes and their connection ports - CheckNodeCanvasList(ref nodes, "nodes"); - foreach (Node node in nodes) - { - ConnectionPortManager.UpdateConnectionPorts(node); - foreach (ConnectionPort port in node.connectionPorts) - port.Validate(node); - } - - // Check EditorStates - if (editorStates == null) - editorStates = new NodeEditorState[0]; - editorStates = editorStates.Where ((NodeEditorState state) => state != null).ToArray (); - foreach (NodeEditorState state in editorStates) - { - if (!nodes.Contains (state.selectedNode)) - state.selectedNode = null; - } - - // Validate CanvasType-specific stuff - ValidateSelf (); - } - - /// - /// Checks the specified list and assures it is initialized, contains no null nodes and it it does, removes them and outputs an error. - /// - private void CheckNodeCanvasList (ref List list, string listName) - { - if (list == null) - { - Debug.LogWarning("NodeCanvas '" + name + "' " + listName + " were erased and set to null! Automatically fixed!"); - list = new List(); - } - int originalCount = list.Count; - list = list.Where((T o) => o != null).ToList(); - if (originalCount != list.Count) - Debug.LogWarning("NodeCanvas '" + name + "' contained " + (originalCount - list.Count) + " broken (null) " + listName + "! Automatically fixed!"); - } - - /// - /// Updates the source of this canvas to the specified path, updating saveName and savePath aswell as livesInScene when prefixed with "SCENE/" - /// - public void UpdateSource (string path) - { - if (path == savePath) - return; - string newName; - if (path.StartsWith ("SCENE/")) - { - newName = path.Substring (6); - } - else - { - int nameStart = path.LastIndexOf ('/')+1; - newName = path.Substring (nameStart, path.Length-nameStart-6); - } - if (!newName.ToLower ().Contains ("lastsession")) - { - savePath = path; - saveName = newName; - livesInScene = path.StartsWith ("SCENE/"); - } - return; - } - - #endregion - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvas.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvas.cs.meta deleted file mode 100644 index 2d11147..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvas.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 0e0c2324a9ab1224ebe3edad393e3544 -timeCreated: 1437395312 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvasTraversal.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvasTraversal.cs deleted file mode 100644 index 8e35add..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvasTraversal.cs +++ /dev/null @@ -1,22 +0,0 @@ -using System; - -namespace NodeEditorFramework -{ - [Serializable] - public abstract class NodeCanvasTraversal - { - public NodeCanvas nodeCanvas; - - public NodeCanvasTraversal (NodeCanvas canvas) - { - nodeCanvas = canvas; - } - - public virtual void OnLoadCanvas () { } - public virtual void OnSaveCanvas () { } - - public abstract void TraverseAll (); - public virtual void OnChange (Node node) {} - } -} - diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvasTraversal.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvasTraversal.cs.meta deleted file mode 100644 index c90e88c..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeCanvasTraversal.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: fff8d766888b10d4cbd14d6d865a1e72 -timeCreated: 1481043527 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeEditorState.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeEditorState.cs deleted file mode 100644 index 2190340..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeEditorState.cs +++ /dev/null @@ -1,91 +0,0 @@ -using UnityEngine; -using System; -using System.Collections.Generic; - -namespace NodeEditorFramework -{ - public partial class NodeEditorState : ScriptableObject - { // holds the state of a NodeCanvas inside a NodeEditor - public NodeCanvas canvas; - public NodeEditorState parentEditor; - - // Canvas options - [NonSerialized] public bool drawing = true; // whether to draw the canvas - - // Selection State - public Node selectedNode; // selected Node - [NonSerialized] public Node focusedNode; // Node under mouse - [NonSerialized] public ConnectionKnob focusedConnectionKnob; // ConnectionKnob under mouse - [NonSerialized] public NodeGroup activeGroup; // NodeGroup that is currently interacted with - - // Navigation State - public Vector2 panOffset = new Vector2 (); // pan offset - public float zoom = 1; // zoom; Ranges in 0.2er-steps from 0.6-2.0; applied 1/zoom; - - // Current Action - [NonSerialized] public ConnectionKnob connectKnob; // connection this output - [NonSerialized] public bool dragNode; // node dragging - [NonSerialized] public bool panWindow; // window panning - [NonSerialized] public bool navigate; // navigation ('N') - [NonSerialized] public bool resizeGroup; // whether the active group is being resized; if not, it is dragged - - // Temporary variables - public Vector2 zoomPos { get { return canvasRect.size/2; } } // zoom center in canvas space - public Rect canvasViewport { get { return new Rect(-panOffset - zoomPos * zoom, canvasRect.size * zoom); } } // canvas viewport in canvas space (same as nodes) - [NonSerialized] public Rect canvasRect; // canvas rect in GUI space - [NonSerialized] public Vector2 zoomPanAdjust; // calculated value to offset elements with when zooming - [NonSerialized] public List ignoreInput = new List (); // Rects inside the canvas to ignore input in (nested canvases, fE) - - #region DragHelper - - [NonSerialized] public string dragUserID; // dragging source - [NonSerialized] public Vector2 dragMouseStart; // drag start position (mouse) - [NonSerialized] public Vector2 dragObjectStart; // start position of the dragged object - [NonSerialized] public Vector2 dragOffset; // offset for both node dragging and window panning - public Vector2 dragObjectPos { get { return dragObjectStart + dragOffset; } } // position of the dragged object - - /// - /// Starts a drag operation with the given userID and initial mouse and object position - /// Returns false when a different user already claims this drag operation - /// - public bool StartDrag (string userID, Vector2 mousePos, Vector2 objectPos) - { - if (!String.IsNullOrEmpty (dragUserID) && dragUserID != userID) - return false; - dragUserID = userID; - dragMouseStart = mousePos; - dragObjectStart = objectPos; - dragOffset = Vector2.zero; - return true; - - } - - /// - /// Updates the current drag with the passed new mouse position and returns the drag offset change since the last update - /// - public Vector2 UpdateDrag (string userID, Vector2 newDragPos) - { - if (dragUserID != userID) - throw new UnityException ("User ID " + userID + " tries to interrupt drag from " + dragUserID); - Vector2 prevOffset = dragOffset; - dragOffset = (newDragPos - dragMouseStart) * zoom; - return dragOffset - prevOffset; - } - - /// - /// Ends the drag of the specified userID - /// - public Vector2 EndDrag (string userID) - { - if (dragUserID != userID) - throw new UnityException ("User ID " + userID + " tries to end drag from " + dragUserID); - Vector2 dragPos = dragObjectPos; - dragUserID = ""; - dragOffset = dragMouseStart = dragObjectStart = Vector2.zero; - return dragPos; - - } - - #endregion - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeEditorState.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeEditorState.cs.meta deleted file mode 100644 index 698f642..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeEditorState.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: f6ab6487237ff124ea4c2aa5de9ce3fb -timeCreated: 1437395312 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeGroup.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeGroup.cs deleted file mode 100644 index df109c3..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeGroup.cs +++ /dev/null @@ -1,483 +0,0 @@ -using UnityEngine; -using System; -using System.Linq; -using System.Collections.Generic; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - /// - /// A NodeGroup on the canvas that handles node and subgroup pinning and syncing along with functionality to manipulate and customize the group - /// - [Serializable] - public class NodeGroup - { - /// - /// Represents selected borders as a flag in order to support corners - /// - [Flags] - enum BorderSelection { - None = 0, - Left = 1, - Right = 2, - Top = 4, - Bottom = 8 - }; - - public Rect rect; - public string title; - public Color color { get { return _color; } set { _color = value; GenerateStyles(); } } - [SerializeField] - private Color _color = Color.blue; - - private bool edit; - internal bool isClipped; - - // Resizing and dragging state for active node group - private static BorderSelection resizeDir; - [NonSerialized] private List pinnedNodes = new List (); - [NonSerialized] private List pinnedGroups = new List (); - - // Settings - private static bool headerFree = true; - private const int borderWidth = 15; - private const int minGroupSize = 150; - private const int headerHeight = 30; - - // Accessors - private Rect headerRect { get { return new Rect (rect.x, rect.y - (headerFree? headerHeight : 0), rect.width, headerHeight); } } - private Rect bodyRect { get { return new Rect (rect.x, rect.y + (headerFree? 0 : headerHeight), rect.width, rect.height - (headerFree? 0 : headerHeight)); } } - internal Rect fullAABBRect { get { return new Rect(rect.x, rect.y - (headerFree ? headerHeight : 0), rect.width, rect.height + (headerFree ? headerHeight : 0)); } } - - /// - /// Silently creates a NodeGroup - /// - internal NodeGroup() {} - - /// - /// Creates a new NodeGroup with the specified title at pos and adds it to the current canvas - /// - public NodeGroup(string groupTitle, Vector2 pos) - { - title = groupTitle; - rect = new Rect(pos.x, pos.y, 400, 400); - GenerateStyles(); - NodeEditor.curNodeCanvas.groups.Add(this); - UpdateGroupOrder(); - } - - /// - /// Deletes this NodeGroup - /// - public void Delete () - { - NodeEditor.curNodeCanvas.groups.Remove (this); - } - - #region Group Functionality - - /// - /// Update pinned nodes and subGroups of this NodeGroup - /// - private void UpdatePins () - { - pinnedGroups = new List (); - foreach (NodeGroup group in NodeEditor.curNodeCanvas.groups) - { // Get all pinned groups -> all groups atleast half in the group - if (group != this && rect.Contains(group.headerRect.center)) - pinnedGroups.Add(group); - } - pinnedNodes = new List(); - foreach (Node node in NodeEditor.curNodeCanvas.nodes) - { // Get all pinned nodes -> all nodes atleast half in the group - if (rect.Contains(node.rect.center)) - pinnedNodes.Add(node); - } - } - - /// - /// Updates the group order by their sizes for better input handling - /// - private static void UpdateGroupOrder () - { - foreach (NodeGroup group in NodeEditor.curNodeCanvas.groups) - group.UpdatePins(); - //NodeEditor.curNodeCanvas.groups.Sort((x, y) => -x.pinnedGroups.Count.CompareTo(y.pinnedGroups.Count)); - NodeEditor.curNodeCanvas.groups = NodeEditor.curNodeCanvas.groups - .OrderByDescending((x) => x.pinnedGroups.Count) // Order by pin hierarchy level - .ThenByDescending ((x) => x.rect.size.x * x.rect.size.y) // Incase of equal level, prefer smaller groups - .ToList(); - } - - #endregion - - #region GUI - - [NonSerialized] - private GUIStyle backgroundStyle; - [NonSerialized] - private GUIStyle altBackgroundStyle; - [NonSerialized] - private GUIStyle opBackgroundStyle; -// [NonSerialized] -// private GUIStyle dragHandleStyle; - [NonSerialized] - private GUIStyle headerTitleStyle; - [NonSerialized] - private GUIStyle headerTitleEditStyle; - - /// - /// Generates all the styles for this node group based of the color - /// - private void GenerateStyles () - { - // Transparent background - Texture2D background = RTEditorGUI.ColorToTex (8, color * new Color (1, 1, 1, 0.4f)); - // lighter, less transparent background - Texture2D altBackground = RTEditorGUI.ColorToTex (8, color * new Color (1, 1, 1, 0.6f)); - // nearly opaque background - Texture2D opBackground = RTEditorGUI.ColorToTex (8, color * new Color (1, 1, 1, 0.9f)); - - backgroundStyle = new GUIStyle (); - backgroundStyle.normal.background = background; - backgroundStyle.padding = new RectOffset (10, 10, 5, 5); - - altBackgroundStyle = new GUIStyle (); - altBackgroundStyle.normal.background = altBackground; - altBackgroundStyle.padding = new RectOffset (10, 10, 5, 5); - - opBackgroundStyle = new GUIStyle(); - opBackgroundStyle.normal.background = opBackground; - opBackgroundStyle.padding = new RectOffset (10, 10, 5, 5); - -// dragHandleStyle = new GUIStyle (); -// dragHandleStyle.normal.background = background; -// //dragHandleStyle.hover.background = altBackground; -// dragHandleStyle.padding = new RectOffset (10, 10, 5, 5); - - headerTitleStyle = new GUIStyle (); - headerTitleStyle.fontSize = 20; - headerTitleStyle.normal.textColor = Color.white; - - headerTitleEditStyle = new GUIStyle (headerTitleStyle); - headerTitleEditStyle.normal.background = background; - headerTitleEditStyle.focused.background = background; - headerTitleEditStyle.focused.textColor = Color.white; - } - - /// - /// Draws the NodeGroup - /// - public void DrawGroup () - { - if (backgroundStyle == null) - GenerateStyles (); - NodeEditorState state = NodeEditor.curEditorState; - // Create a rect that is adjusted to the editor zoom - Rect groupRect = rect; - groupRect.position += state.zoomPanAdjust + state.panOffset; - - // Resize handles - //Rect leftSideRect = new Rect(groupRect.x, groupRect.y, borderWidth, groupRect.height); - //Rect rightSideRect = new Rect(groupRect.x + groupRect.width - borderWidth, groupRect.y, borderWidth, groupRect.height); - //Rect topSideRect = new Rect(groupRect.x, groupRect.y, groupRect.width, borderWidth); - //Rect bottomSideRect = new Rect(groupRect.x, groupRect.y + groupRect.height - borderWidth, groupRect.width, borderWidth); - - //GUI.Box(leftSideRect, GUIContent.none, dragHandleStyle); - //GUI.Box(rightSideRect, GUIContent.none, dragHandleStyle); - //GUI.Box(topSideRect, GUIContent.none, dragHandleStyle); - //GUI.Box(bottomSideRect, GUIContent.none, dragHandleStyle); - - if (state.activeGroup == this && state.resizeGroup) - { // Highlight the currently resized border - Rect handleRect = getBorderRect (rect, NodeGroup.resizeDir); - handleRect.position += state.zoomPanAdjust + state.panOffset; - GUI.Box (handleRect, GUIContent.none, opBackgroundStyle); - } - - // Body - Rect groupBodyRect = bodyRect; - groupBodyRect.position += state.zoomPanAdjust + state.panOffset; - GUI.Box (groupBodyRect, GUIContent.none, backgroundStyle); - - // Header - Rect groupHeaderRect = headerRect; - groupHeaderRect.position += state.zoomPanAdjust + state.panOffset; - GUILayout.BeginArea (groupHeaderRect, headerFree? GUIStyle.none : altBackgroundStyle); - GUILayout.BeginHorizontal (); - - GUILayout.Space (8); - - // Header Title - if (edit) - title = GUILayout.TextField (title, headerTitleEditStyle, GUILayout.MinWidth (40)); - else - GUILayout.Label (title, headerTitleStyle, GUILayout.MinWidth(40)); - - GUILayout.Space(10); - - // Header Color Edit -#if UNITY_EDITOR - if (edit && !Application.isPlaying) - { - GUILayout.Space (10); - color = UnityEditor.EditorGUILayout.ColorField (color); - } - #endif - - GUILayout.FlexibleSpace (); - - // Edit Button - if (GUILayout.Button ("E", new GUILayoutOption [] { GUILayout.ExpandWidth (false), GUILayout.ExpandHeight (false) })) - edit = !edit; - - GUILayout.EndHorizontal (); - GUILayout.EndArea (); - } - - #endregion - - #region Helpers and Hit Tests - - /// - /// Gets a NodeGroup which has it's header under the mouse. If multiple groups are adressed, the smallest is returned. - /// - private static NodeGroup HeaderAtPosition(NodeEditorState state, Vector2 canvasPos) - { - if (NodeEditorInputSystem.shouldIgnoreInput(state)) - return null; - for (int i = state.canvas.groups.Count-1; i >= 0; i--) - { - NodeGroup group = state.canvas.groups[i]; - if (group.headerRect.Contains(canvasPos)) - return group; - } - return null; - } - - /// - /// Gets a NodeGroup under the mouse. If multiple groups are adressed, the group lowest in the pin hierarchy is returned. - /// - private static NodeGroup GroupAtPosition(NodeEditorState state, Vector2 canvasPos) - { - if (NodeEditorInputSystem.shouldIgnoreInput(state)) - return null; - for (int i = state.canvas.groups.Count - 1; i >= 0; i--) - { - NodeGroup group = state.canvas.groups[i]; - if (group.headerRect.Contains(canvasPos) || group.rect.Contains(canvasPos)) - return group; - } - return null; - } - - /// - /// Gets a NodeGroup under the mouse that requires input (header or border). If multiple groups are adressed, the group lowest in the pin hierarchy is returned. - /// - private static NodeGroup GroupAtPositionInput(NodeEditorState state, Vector2 canvasPos) - { - if (NodeEditorInputSystem.shouldIgnoreInput(state)) - return null; - for (int i = state.canvas.groups.Count - 1; i >= 0; i--) - { - NodeGroup group = state.canvas.groups[i]; - BorderSelection border; - if (group.headerRect.Contains(canvasPos) || CheckBorderSelection (state, group.rect, canvasPos, out border)) - return group; - } - return null; - } - - /// - /// Returns true if the mouse position is on the border of the focused node and outputs the border as a flag in selection - /// - private static bool CheckBorderSelection(NodeEditorState state, Rect rect, Vector2 canvasPos, out BorderSelection selection) - { - selection = 0; - if (!rect.Contains (canvasPos)) - return false; - - Vector2 min = new Vector2(rect.xMin + borderWidth, rect.yMax - borderWidth); - Vector2 max = new Vector2(rect.xMax - borderWidth, rect.yMin + borderWidth); - - // Check bordes and mark flags accordingly - if (canvasPos.x < min.x) - selection = BorderSelection.Left; - else if (canvasPos.x > max.x) - selection = BorderSelection.Right; - - if (canvasPos.y < max.y) - selection |= BorderSelection.Top; - else if (canvasPos.y > min.y) - selection |= BorderSelection.Bottom; - - return selection != BorderSelection.None; - } - - /// - /// Gets the rect that represents the passed border flag in the passed rect - /// - private static Rect getBorderRect (Rect rect, BorderSelection border) - { - Rect borderRect = rect; - if ((border&BorderSelection.Left) != 0) - borderRect.xMax = borderRect.xMin + borderWidth; - else if ((border&BorderSelection.Right) != 0) - borderRect.xMin = borderRect.xMax - borderWidth; - - if ((border&BorderSelection.Top) != 0) - borderRect.yMax = borderRect.yMin + borderWidth; - else if ((border&BorderSelection.Bottom) != 0) - borderRect.yMin = borderRect.yMax - borderWidth; - return borderRect; - } - - #endregion - - #region Input - - /// - /// Handles creation of the group in the editor through a context menu item - /// - [ContextEntryAttribute (ContextType.Canvas, "Create Group")] - private static void CreateGroup (NodeEditorInputInfo info) - { - info.SetAsCurrentEnvironment(); - new NodeGroup ("Group", NodeEditor.ScreenToCanvasSpace (info.inputPos)); - } - - /// - /// Handles the group context click (on the header only) - /// - [EventHandlerAttribute (EventType.MouseDown, -1)] // Before the other context clicks because they won't account for groups - private static void HandleGroupContextClick (NodeEditorInputInfo inputInfo) - { - NodeEditorState state = inputInfo.editorState; - if (inputInfo.inputEvent.button == 1 && state.focusedNode == null) - { // Right-click NOT on a node - NodeGroup focusedGroup = HeaderAtPosition (state, NodeEditor.ScreenToCanvasSpace (inputInfo.inputPos)); - if (focusedGroup != null) - { // Context click for the group. This is static, not dynamic, because it would be useless - GenericMenu context = new GenericMenu (); - context.AddItem (new GUIContent ("Delete"), false, () => { NodeEditor.curNodeCanvas = state.canvas; focusedGroup.Delete (); }); - context.ShowAsContext (); - inputInfo.inputEvent.Use (); - } - } - } - - /// - /// Starts a dragging operation for either dragging or resizing (on the header or borders only) - /// - [EventHandlerAttribute (EventType.MouseDown, 104)] // Priority over hundred to make it call after the GUI, and before Node dragging (110) and window panning (105) - private static void HandleGroupDraggingStart (NodeEditorInputInfo inputInfo) - { - if (GUIUtility.hotControl > 0) - return; // GUI has control - - NodeEditorState state = inputInfo.editorState; - if (inputInfo.inputEvent.button == 0 && state.focusedNode == null && state.dragNode == false) - { // Do not interfere with other dragging stuff - NodeGroup focusedGroup = GroupAtPositionInput (state, NodeEditor.ScreenToCanvasSpace (inputInfo.inputPos)); - if (focusedGroup != null) - { // Start dragging the focused group - UpdateGroupOrder(); - Vector2 canvasInputPos = NodeEditor.ScreenToCanvasSpace(inputInfo.inputPos); - if (CheckBorderSelection (state, focusedGroup.rect, canvasInputPos, out NodeGroup.resizeDir)) - { // Resizing - state.activeGroup = focusedGroup; - // Get start drag position - Vector2 startSizePos = Vector2.zero; - if ((NodeGroup.resizeDir&BorderSelection.Left) != 0) - startSizePos.x = focusedGroup.rect.xMin; - else if ((NodeGroup.resizeDir&BorderSelection.Right) != 0) - startSizePos.x = focusedGroup.rect.xMax; - if ((NodeGroup.resizeDir&BorderSelection.Top) != 0) - startSizePos.y = focusedGroup.rect.yMin; - else if ((NodeGroup.resizeDir&BorderSelection.Bottom) != 0) - startSizePos.y = focusedGroup.rect.yMax; - // Start the resize drag - state.StartDrag ("group", inputInfo.inputPos, startSizePos); - state.resizeGroup = true; - inputInfo.inputEvent.Use (); - } - else if (focusedGroup.headerRect.Contains (canvasInputPos)) - { // Dragging - state.activeGroup = focusedGroup; - state.StartDrag ("group", inputInfo.inputPos, state.activeGroup.rect.position); - state.activeGroup.UpdatePins (); - inputInfo.inputEvent.Use (); - } - } - } - } - - /// - /// Updates the dragging operation for either dragging or resizing - /// - [EventHandlerAttribute (EventType.MouseDrag)] - private static void HandleGroupDragging (NodeEditorInputInfo inputInfo) - { - NodeEditorState state = inputInfo.editorState; - NodeGroup active = state.activeGroup; - if (active != null) - { // Handle dragging and resizing of active group - if (state.dragUserID != "group") - { - state.activeGroup = null; - state.resizeGroup = false; - return; - } - // Update drag operation - Vector2 dragChange = state.UpdateDrag ("group", inputInfo.inputPos); - Vector2 newSizePos = state.dragObjectPos; - if (state.resizeGroup) - { // Resizing -> Apply drag to selected borders while keeping a minimum size - // Note: Binary operator and !=0 checks of the flag is enabled, but not necessarily the only flag (in which case you would use ==) - Rect r = active.rect; - if ((NodeGroup.resizeDir&BorderSelection.Left) != 0) - active.rect.xMin = r.xMax - Math.Max (minGroupSize, r.xMax - newSizePos.x); - else if ((NodeGroup.resizeDir&BorderSelection.Right) != 0) - active.rect.xMax = r.xMin + Math.Max (minGroupSize, newSizePos.x - r.xMin); - - if ((NodeGroup.resizeDir&BorderSelection.Top) != 0) - active.rect.yMin = r.yMax - Math.Max (minGroupSize, r.yMax - newSizePos.y); - else if ((NodeGroup.resizeDir&BorderSelection.Bottom) != 0) - active.rect.yMax = r.yMin + Math.Max (minGroupSize, newSizePos.y - r.yMin); - } - else - { // Dragging -> Apply drag to body and pinned nodes - active.rect.position = newSizePos; - foreach (Node pinnedNode in active.pinnedNodes) - pinnedNode.position += dragChange; - foreach (NodeGroup pinnedGroup in active.pinnedGroups) - pinnedGroup.rect.position += dragChange; - } - inputInfo.inputEvent.Use (); - NodeEditor.RepaintClients (); - } - } - - /// - /// Ends the dragging operation for either dragging or resizing - /// - [EventHandlerAttribute (EventType.MouseDown)] - [EventHandlerAttribute (EventType.MouseUp)] - private static void HandleDraggingEnd (NodeEditorInputInfo inputInfo) - { - if (inputInfo.editorState.dragUserID == "group") - { -// if (inputInfo.editorState.activeGroup != null ) -// inputInfo.editorState.activeGroup.UpdatePins (); - inputInfo.editorState.EndDrag ("group"); - NodeEditor.RepaintClients(); - } - UpdateGroupOrder(); - inputInfo.editorState.activeGroup = null; - inputInfo.editorState.resizeGroup = false; - } - - #endregion - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeGroup.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeGroup.cs.meta deleted file mode 100644 index 970718a..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/NodeGroup.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: a25adcb9d2c0e704a9b47bed372e4362 -timeCreated: 1482685563 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ValueConnectionKnob.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ValueConnectionKnob.cs deleted file mode 100644 index 439ad9d..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ValueConnectionKnob.cs +++ /dev/null @@ -1,243 +0,0 @@ -using UnityEngine; -using System; -using System.Linq; -using System.Collections.Generic; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - [System.Serializable] - public class ValueConnectionKnob : ConnectionKnob - { - // Connections - new public List connections { get { return _connections.OfType ().ToList (); } } - - // Knob Style - protected override Type styleBaseClass { get { return typeof(ValueConnectionType); } } - new protected ValueConnectionType ConnectionStyle { get { CheckConnectionStyle (); return (ValueConnectionType)_connectionStyle; } } - - // Knob Value - public Type valueType { get { return ConnectionStyle.Type; } } - public bool IsValueNull { get { return value == null; } } - [System.NonSerialized] - private object _value = null; - private object value { - get { return _value; } - set { - _value = value; - if (direction == Direction.Out) - { - foreach (ValueConnectionKnob connectionKnob in connections) - connectionKnob.SetValue(value); - } - } - } - - public void Init (Node body, string name, Direction dir, string type) - { - base.Init (body, name, dir); - styleID = type; - } - - public void Init (Node body, string name, Direction dir, string type, NodeSide nodeSide, float nodeSidePosition = 0) - { - base.Init (body, name, dir, nodeSide, nodeSidePosition); - styleID = type; - } - - new public ValueConnectionKnob connection (int index) - { - if (connections.Count <= index) - throw new IndexOutOfRangeException ("connections[" + index + "] of '" + name + "'"); - return connections[index]; - } - - public override bool CanApplyConnection (ConnectionPort port) - { - ValueConnectionKnob valueKnob = port as ValueConnectionKnob; - if (valueKnob == null || !valueType.IsAssignableFrom (valueKnob.valueType)) - return false; - return base.CanApplyConnection (port); - } - - #region Knob Value - - /// - /// Gets the knob value anonymously. Not advised as it may lead to unwanted behaviour! - /// - public object GetValue () - { - return value; - } - - /// - /// Gets the output value if the type matches or null. If possible, use strongly typed version instead. - /// - public object GetValue (Type type) - { - if (type == null) - throw new ArgumentException ("Trying to GetValue of knob " + name + " with null type!"); - if (type.IsAssignableFrom (valueType)) - return value?? (value = GetDefault (type)); - throw new ArgumentException ("Trying to GetValue of type " + type.FullName + " for Output Type: " + valueType.FullName); - } - - /// - /// Sets the output value if the type matches. If possible, use strongly typed version instead. - /// - public void SetValue (object Value) - { - if (Value != null && !valueType.IsAssignableFrom (Value.GetType ())) - throw new ArgumentException("Trying to SetValue of type " + Value.GetType().FullName + " for Output Type: " + valueType.FullName); - value = Value; - } - - /// - /// Gets the output value if the type matches - /// - /// Value, if null default(T) (-> For reference types, null. For value types, default value) - public T GetValue () - { - if (typeof(T).IsAssignableFrom (valueType)) - return (T)(value?? (value = GetDefault ())); - Debug.LogError ("Trying to GetValue<" + typeof(T).FullName + "> for Output Type: " + valueType.FullName); - return GetDefault (); - } - - /// - /// Sets the output value if the type matches - /// - public void SetValue (T Value) - { - if (valueType.IsAssignableFrom (typeof(T))) - value = Value; - else - Debug.LogError ("Trying to SetValue<" + typeof(T).FullName + "> for Output Type: " + valueType.FullName); - } - - /// - /// Resets the output value to null. - /// - public void ResetValue () - { - value = null; - } - - /// - /// Returns the default value of type when a default constructor is existant or type is a value type, else null - /// - private static T GetDefault () - { - // Try to create using an empty constructor if existant - if (typeof(T).GetConstructor (System.Type.EmptyTypes) != null) - return System.Activator.CreateInstance (); - // Else try to get default. Returns null only on reference types - return default(T); - } - - /// - /// Returns the default value of type when a default constructor is existant, else null - /// - private static object GetDefault (Type type) - { - // Try to create using an empty constructor if existant - if (type.GetConstructor (System.Type.EmptyTypes) != null) - return System.Activator.CreateInstance (type); - return null; - } - - #endregion - } - - [AttributeUsage(AttributeTargets.Field)] - public class ValueConnectionKnobAttribute : ConnectionKnobAttribute - { - public Type ValueType; - - public override Type ConnectionType { get { return typeof(ValueConnectionKnob); } } - - public ValueConnectionKnobAttribute(string name, Direction direction, string type) - : base(name, direction, type) { } - public ValueConnectionKnobAttribute(string name, Direction direction, string type, ConnectionCount maxCount) - : base(name, direction, type, maxCount) { } - public ValueConnectionKnobAttribute(string name, Direction direction, string type, NodeSide nodeSide, float nodeSidePos = 0) - : base(name, direction, type, nodeSide, nodeSidePos) { } - public ValueConnectionKnobAttribute(string name, Direction direction, string type, ConnectionCount maxCount, NodeSide nodeSide, float nodeSidePos = 0) - : base(name, direction, type, maxCount, nodeSide, nodeSidePos) { } - - // Directly typed - public ValueConnectionKnobAttribute(string name, Direction direction, Type type) - : base(name, direction) { Setup(type); } - public ValueConnectionKnobAttribute(string name, Direction direction, Type type, ConnectionCount maxCount) - : base(name, direction, maxCount) { Setup(type); } - public ValueConnectionKnobAttribute(string name, Direction direction, Type type, NodeSide nodeSide, float nodeSidePos = 0) - : base(name, direction, nodeSide, nodeSidePos) { Setup(type); } - public ValueConnectionKnobAttribute(string name, Direction direction, Type type, ConnectionCount maxCount, NodeSide nodeSide, float nodeSidePos = 0) - : base(name, direction, maxCount, nodeSide, nodeSidePos) { Setup(type); } - - protected void Setup(Type type) - { - StyleID = type.FullName; - ValueType = type; - ConnectionPortStyles.GetValueConnectionType(type); - } - - public override bool IsCompatibleWith (ConnectionPort port) - { - if (!(Direction == Direction.None && port.direction == Direction.None) - && !(Direction == Direction.In && port.direction == Direction.Out) - && !(Direction == Direction.Out && port.direction == Direction.In)) - return false; - ValueConnectionKnob valueKnob = port as ValueConnectionKnob; - if (valueKnob == null) - return false; - Type knobType = ConnectionPortStyles.GetValueType (StyleID); - return knobType.IsAssignableFrom (valueKnob.valueType); - } - - public override ConnectionPort CreateNew (Node body) - { - ValueConnectionKnob knob = ScriptableObject.CreateInstance (); - knob.Init (body, Name, Direction, StyleID, NodeSide, NodeSidePos); - knob.maxConnectionCount = MaxConnectionCount; - return knob; - } - - public override void UpdateProperties (ConnectionPort port) - { - ValueConnectionKnob knob = (ValueConnectionKnob)port; - knob.name = Name; - knob.direction = Direction; - knob.styleID = StyleID; - knob.maxConnectionCount = MaxConnectionCount; - knob.side = NodeSide; - if (NodeSidePos != 0) - knob.sidePosition = NodeSidePos; - knob.sideOffset = 0; - } - } - - [ReflectionUtility.ReflectionSearchIgnoreAttribute ()] - public class ValueConnectionType : ConnectionKnobStyle - { - protected Type type; - public virtual Type Type { get { return type; } } - - public ValueConnectionType () : base () { } - - public ValueConnectionType (Type valueType) : base (valueType.FullName) - { - identifier = valueType.FullName; - type = valueType; - } - - public override bool isValid () - { - bool valid = Type != null && InKnobTex != null && OutKnobTex != null; - if (!valid) - Debug.LogError("Type " + Identifier + " is invalid! Type-Null?" + (type == null) + ", InTex-Null?" + (InKnobTex == null) + ", OutTex-Null?" + (OutKnobTex == null)); - return valid; - } - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ValueConnectionKnob.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ValueConnectionKnob.cs.meta deleted file mode 100644 index 6aac9e3..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Core/ValueConnectionKnob.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 017e2c7fd038ecb46b317c1e003f31dc -timeCreated: 1498244881 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions.meta deleted file mode 100644 index e6cb0eb..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5cc7c93830e9047678b7f63e6d180a88 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/ConnectionPortStyles.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/ConnectionPortStyles.cs deleted file mode 100644 index 1d423f8..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/ConnectionPortStyles.cs +++ /dev/null @@ -1,105 +0,0 @@ -using UnityEngine; -using System; -using System.Linq; -using System.Collections.Generic; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - /// - /// Handles fetching and storing of all ConnectionPortStyle declarations - /// - public static class ConnectionPortStyles - { - private static Dictionary connectionPortStyles; - private static Dictionary connectionValueTypes; - - /// - /// Fetches every ConnectionPortStyle, ConnectionKnobStyle or ValueConnectionType declaration in the script assemblies to provide the framework with custom connection port styles - /// - public static void FetchConnectionPortStyles () - { - connectionPortStyles = new Dictionary (); - connectionValueTypes = new Dictionary (); - foreach (Type type in ReflectionUtility.getSubTypes (typeof(ConnectionPortStyle))) - { - ConnectionPortStyle portStyle = (ConnectionPortStyle)Activator.CreateInstance (type); - if (portStyle == null) - throw new UnityException ("Error with Connection Port Style Declaration " + type.FullName); - if (!portStyle.isValid ()) - throw new Exception (type.BaseType.Name + " declaration " + portStyle.Identifier + " is invalid!"); - if (connectionPortStyles.ContainsKey (portStyle.Identifier)) - throw new Exception ("Duplicate ConnectionPortStyle declaration " + portStyle.Identifier + "!"); - - connectionPortStyles.Add (portStyle.Identifier, portStyle); - if (type.IsSubclassOf (typeof(ValueConnectionType))) - connectionValueTypes.Add (portStyle.Identifier, (ValueConnectionType)portStyle); - if (!portStyle.isValid()) - Debug.LogError("Style " + portStyle.Identifier + " is invalid!"); - } - } - - /// - /// Gets the ValueConnectionType type the specified type name representates or creates it if not defined - /// - public static Type GetValueType (string typeName) - { - return ((ValueConnectionType)GetPortStyle (typeName, typeof(ValueConnectionType))).Type ?? typeof(void); - } - - /// - /// Gets the ConnectionPortStyle for the specified style name or creates it if not defined - /// - public static ConnectionPortStyle GetPortStyle (string styleName, Type baseStyleClass = null) - { - if (connectionPortStyles == null || connectionPortStyles.Count == 0) - FetchConnectionPortStyles (); - if (baseStyleClass == null || !typeof(ConnectionPortStyle).IsAssignableFrom (typeof(ConnectionPortStyle))) - baseStyleClass = typeof(ConnectionPortStyle); - ConnectionPortStyle portStyle; - if (!connectionPortStyles.TryGetValue (styleName, out portStyle)) - { // No port style with the exact name exists - if (typeof(ValueConnectionType).IsAssignableFrom (baseStyleClass)) - { // A ValueConnectionType is searched, try by type name - Type type = Type.GetType (styleName); - if (type == null) // No type matching the name found either - { - Debug.LogError ("No ValueConnectionType could be found or created with name '" + styleName + "'!"); - return null; - } - else // Matching type found, search or create type data based on type - portStyle = GetValueConnectionType(type); - } - else - { - portStyle = (ConnectionPortStyle)Activator.CreateInstance (baseStyleClass, styleName); - connectionPortStyles.Add (styleName, portStyle); - Debug.LogWarning("Created style from name " + styleName + "!"); - } - } - if (!baseStyleClass.IsAssignableFrom (portStyle.GetType ())) - throw new Exception ("Cannot use Connection Style: '" + styleName + "' is not of type " + baseStyleClass.Name + "!"); - if (!portStyle.isValid()) - Debug.LogError("Fetched style " + portStyle.Identifier + " is invalid!"); - return portStyle; - } - - /// - /// Gets the ValueConnectionType for the specified type or creates it if not defined - /// - public static ValueConnectionType GetValueConnectionType (Type type) - { - if (connectionPortStyles == null || connectionPortStyles.Count == 0) - FetchConnectionPortStyles (); - ValueConnectionType valueType = connectionValueTypes.Values.FirstOrDefault ((ValueConnectionType data) => data.isValid () && data.Type == type); - if (valueType == null) // ValueConnectionType with type does not exist, create it - { - valueType = new ValueConnectionType (type); - connectionPortStyles.Add (type.FullName, valueType); - connectionValueTypes.Add (type.FullName, valueType); - } - return valueType; - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/ConnectionPortStyles.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/ConnectionPortStyles.cs.meta deleted file mode 100644 index 025dcbe..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/ConnectionPortStyles.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 4be5c7fe89350d249b9fd20d52cfb700 -timeCreated: 1449162341 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeCanvasTypes.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeCanvasTypes.cs deleted file mode 100644 index 6107d54..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeCanvasTypes.cs +++ /dev/null @@ -1,142 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using UnityEngine; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - public class NodeCanvasManager - { - private static Dictionary CanvasTypes; - - private static Action _menuCallback; - - /// - /// Fetches every CanvasType Declaration in the script assemblies to provide the framework with custom canvas types - /// - public static void FetchCanvasTypes () - { - CanvasTypes = new Dictionary(); - foreach (Type type in ReflectionUtility.getSubTypes (typeof(NodeCanvas), typeof(NodeCanvasTypeAttribute))) - { - object[] nodeAttributes = type.GetCustomAttributes (typeof(NodeCanvasTypeAttribute), false); - NodeCanvasTypeAttribute attr = nodeAttributes[0] as NodeCanvasTypeAttribute; - CanvasTypes.Add(type, new NodeCanvasTypeData() { CanvasType = type, DisplayString = attr.Name }); - } - } - - /// - /// Returns all recorded canvas definitions found by the system - /// - public static List getCanvasDefinitions () - { - return CanvasTypes.Values.ToList (); - } - - /// - /// Returns the NodeData for the given canvas - /// - public static NodeCanvasTypeData GetCanvasTypeData (NodeCanvas canvas) - { - return GetCanvasTypeData (canvas.GetType ()); - } - - /// - /// Returns the NodeData for the given canvas type - /// - public static NodeCanvasTypeData GetCanvasTypeData (Type canvasType) - { - NodeCanvasTypeData data; - CanvasTypes.TryGetValue (canvasType, out data); - return data; - } - - /// - /// Returns the NodeData for the given canvas name (type name, display string, etc.) - /// - public static NodeCanvasTypeData GetCanvasTypeData (string name) - { - return CanvasTypes.Values.FirstOrDefault ((NodeCanvasTypeData data) => data.CanvasType.FullName.Contains (name) || data.DisplayString.Contains (name) || name.Contains (data.DisplayString)); - } - - /// - /// Checks whether the süecified nodeID is compatible with the given canvas type - /// - public static bool CheckCanvasCompability (string nodeID, Type canvasType) - { - NodeTypeData data = NodeTypes.getNodeData (nodeID); - return data.limitToCanvasTypes == null || data.limitToCanvasTypes.Length == 0 || data.limitToCanvasTypes.Contains (canvasType); - } - - /// - /// Converts the given canvas to the specified type - /// - public static NodeCanvas ConvertCanvasType (NodeCanvas canvas, Type newType) - { - NodeCanvas convertedCanvas = canvas; - if (canvas.GetType () != newType && newType.IsSubclassOf (typeof(NodeCanvas))) - { - canvas.Validate(); - canvas = NodeEditorSaveManager.CreateWorkingCopy (canvas); - convertedCanvas = NodeCanvas.CreateCanvas(newType); - convertedCanvas.nodes = canvas.nodes; - convertedCanvas.groups = canvas.groups; - convertedCanvas.editorStates = canvas.editorStates; - for (int i = 0; i < convertedCanvas.nodes.Count; i++) - { - if (!CheckCanvasCompability (convertedCanvas.nodes[i].GetID, newType)) - { // Check if nodes is even compatible with the canvas, if not delete it - convertedCanvas.nodes[i].Delete (); - i--; - } - } - convertedCanvas.Validate (); - } - return convertedCanvas; - } - - #region Canvas Type Menu - - public static void FillCanvasTypeMenu(ref GenericMenu menu, Action NodeCanvasSelection, string path = "") - { - _menuCallback = NodeCanvasSelection; - foreach (NodeCanvasTypeData data in CanvasTypes.Values) - menu.AddItem(new GUIContent(path + data.DisplayString), false, unwrapCanvasTypeCallback, (object)data); - } - - #if UNITY_EDITOR - public static void FillCanvasTypeMenu(ref UnityEditor.GenericMenu menu, Action NodeCanvasSelection, string path = "") - { - _menuCallback = NodeCanvasSelection; - foreach (NodeCanvasTypeData data in CanvasTypes.Values) - menu.AddItem(new GUIContent(path + data.DisplayString), false, unwrapCanvasTypeCallback, (object)data); - } - #endif - - private static void unwrapCanvasTypeCallback(object data) - { - NodeCanvasTypeData typeData = (NodeCanvasTypeData)data; - _menuCallback(typeData.CanvasType); - } - - #endregion - } - - public struct NodeCanvasTypeData - { - public string DisplayString; - public Type CanvasType; - } - - public class NodeCanvasTypeAttribute : Attribute - { - public string Name; - - public NodeCanvasTypeAttribute(string displayName) - { - Name = displayName; - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeCanvasTypes.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeCanvasTypes.cs.meta deleted file mode 100644 index d126377..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeCanvasTypes.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: e3ac1ecc7eb0a6a4bae51b6e18010b92 -timeCreated: 1469444159 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeTypes.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeTypes.cs deleted file mode 100644 index a791bf3..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeTypes.cs +++ /dev/null @@ -1,123 +0,0 @@ -using UnityEngine; -using System; -using System.Linq; -using System.Reflection; -using System.Collections.Generic; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - /// - /// Handles fetching and storing of all Node declarations - /// - public static class NodeTypes - { - private static Dictionary nodes; - - /// - /// Fetches every Node Declaration in the script assemblies to provide the framework with custom node types - /// - public static void FetchNodeTypes() - { - nodes = new Dictionary (); - foreach (Type type in ReflectionUtility.getSubTypes (typeof(Node))) - { - object[] nodeAttributes = type.GetCustomAttributes(typeof(NodeAttribute), false); - NodeAttribute attr = nodeAttributes[0] as NodeAttribute; - if(attr == null || !attr.hide) - { // Only regard if it is not marked as hidden - // Fetch node information - string ID, Title = "None"; - FieldInfo IDField = type.GetField("ID"); - if (IDField == null || attr == null) - { // Cannot read ID from const field or need to read Title because of missing attribute -> Create sample to read from properties - Node sample = (Node)ScriptableObject.CreateInstance(type); - ID = sample.GetID; - Title = sample.Title; - UnityEngine.Object.DestroyImmediate(sample); - } - else // Can read ID directly from const field - ID = (string)IDField.GetValue(null); - // Create Data from information - NodeTypeData data = attr == null? // Switch between explicit information by the attribute or node information - new NodeTypeData(ID, Title, type, new Type[0]) : - new NodeTypeData(ID, attr.contextText, type, attr.limitToCanvasTypes); - nodes.Add (ID, data); - } - } - } - - /// - /// Returns all recorded node definitions found by the system - /// - public static List getNodeDefinitions () - { - return nodes.Values.ToList (); - } - - /// - /// Returns the NodeData for the given node type ID - /// - public static NodeTypeData getNodeData (string typeID) - { - NodeTypeData data; - nodes.TryGetValue (typeID, out data); - return data; - } - - /// - /// Returns all node IDs that can automatically connect to the specified port. - /// If port is null, all node IDs are returned. - /// - public static List getCompatibleNodes (ConnectionPort port) - { - if (port == null) - return NodeTypes.nodes.Keys.ToList (); - List compatibleNodes = new List (); - foreach (NodeTypeData nodeData in NodeTypes.nodes.Values) - { // Iterate over all nodes to check compability of any of their connection ports - if (ConnectionPortManager.GetPortDeclarations (nodeData.typeID).Any ( - (ConnectionPortDeclaration portDecl) => portDecl.portInfo.IsCompatibleWith (port))) - compatibleNodes.Add (nodeData.typeID); - } - return compatibleNodes; - } - } - - /// - /// The NodeData contains the additional, editor specific data of a node type - /// - public struct NodeTypeData - { - public string typeID; - public string adress; - public Type type; - public Type[] limitToCanvasTypes; - - public NodeTypeData(string ID, string name, Type nodeType, Type[] limitedCanvasTypes) - { - typeID = ID; - adress = name; - type = nodeType; - limitToCanvasTypes = limitedCanvasTypes; - } - } - - /// - /// The NodeAttribute is used to specify editor specific data for a node type, later stored using a NodeData - /// - public class NodeAttribute : Attribute - { - public bool hide { get; private set; } - public string contextText { get; private set; } - public Type[] limitToCanvasTypes { get; private set; } - - public NodeAttribute (bool HideNode, string ReplacedContextText, params Type[] limitedCanvasTypes) - { - hide = HideNode; - contextText = ReplacedContextText; - limitToCanvasTypes = limitedCanvasTypes; - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeTypes.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeTypes.cs.meta deleted file mode 100644 index 032d897..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/CoreExtensions/NodeTypes.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1cdfbc99cfb2a2c4db2bb4cbbec242fc -timeCreated: 1449162341 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface.meta deleted file mode 100644 index 2381605..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 896a4a4cc1f024d9590edb6f5a1a38b8 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorCallbackReceiver.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorCallbackReceiver.cs deleted file mode 100644 index f10602f..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorCallbackReceiver.cs +++ /dev/null @@ -1,209 +0,0 @@ -using UnityEngine; -using System; -using System.Collections.Generic; - -namespace NodeEditorFramework -{ - public abstract partial class NodeEditorCallbackReceiver : MonoBehaviour - { - // Editor - public virtual void OnEditorStartUp () {} - // Save and Load - public virtual void OnLoadCanvas (NodeCanvas canvas) {} - public virtual void OnLoadEditorState (NodeEditorState editorState) {} - public virtual void OnSaveCanvas (NodeCanvas canvas) {} - public virtual void OnSaveEditorState (NodeEditorState editorState) {} - // Node - public virtual void OnAddNode (Node node) {} - public virtual void OnDeleteNode (Node node) {} - public virtual void OnMoveNode (Node node) {} - public virtual void OnAddConnectionPort (ConnectionPort knob) {} - // Connection - public virtual void OnAddConnection (ConnectionPort port1, ConnectionPort port2) {} - public virtual void OnRemoveConnection (ConnectionPort port1, ConnectionPort port2) {} - } - - public static partial class NodeEditorCallbacks - { - private static int receiverCount; - private static List callbackReceiver; - - public static void SetupReceivers () - { - callbackReceiver = new List (MonoBehaviour.FindObjectsOfType ()); - receiverCount = callbackReceiver.Count; - } - - #region Editor (1) - - public static Action OnEditorStartUp = null; - public static void IssueOnEditorStartUp () - { - if (OnEditorStartUp != null) - OnEditorStartUp.Invoke (); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnEditorStartUp (); - } - } - - #endregion - - #region Save and Load (4) - - public static Action OnLoadCanvas; - public static void IssueOnLoadCanvas (NodeCanvas canvas) - { - if (OnLoadCanvas != null) - OnLoadCanvas.Invoke (canvas); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnLoadCanvas (canvas) ; - } - } - - public static Action OnLoadEditorState; - public static void IssueOnLoadEditorState (NodeEditorState editorState) - { - if (OnLoadEditorState != null) - OnLoadEditorState.Invoke (editorState); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnLoadEditorState (editorState) ; - } - } - - public static Action OnSaveCanvas; - public static void IssueOnSaveCanvas (NodeCanvas canvas) - { - if (OnSaveCanvas != null) - OnSaveCanvas.Invoke (canvas); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnSaveCanvas (canvas) ; - } - } - - public static Action OnSaveEditorState; - public static void IssueOnSaveEditorState (NodeEditorState editorState) - { - if (OnSaveEditorState != null) - OnSaveEditorState.Invoke (editorState); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnSaveEditorState (editorState) ; - } - } - - #endregion - - #region Node (4) - - public static Action OnAddNode; - public static void IssueOnAddNode (Node node) - { - if (OnAddNode != null) - OnAddNode.Invoke (node); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnAddNode (node); - } - } - - public static Action OnDeleteNode; - public static void IssueOnDeleteNode (Node node) - { - if (OnDeleteNode != null) - OnDeleteNode.Invoke (node); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnDeleteNode (node); - } - node.OnDelete (); - } - - public static Action OnMoveNode; - public static void IssueOnMoveNode (Node node) - { - if (OnMoveNode != null) - OnMoveNode.Invoke (node); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnMoveNode (node); - } - } - - public static Action OnAddConnectionPort; - public static void IssueOnAddConnectionPort (ConnectionPort connectionPort) - { - if (OnAddConnectionPort != null) - OnAddConnectionPort.Invoke (connectionPort); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnAddConnectionPort (connectionPort); - } - } - - #endregion - - #region Connection (2) - - public static Action OnAddConnection; - public static void IssueOnAddConnection (ConnectionPort port1, ConnectionPort port2) - { - if (OnAddConnection != null) - OnAddConnection.Invoke (port1, port2); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnAddConnection (port1, port2); - } - } - - public static Action OnRemoveConnection; - public static void IssueOnRemoveConnection (ConnectionPort port1, ConnectionPort port2) - { - if (OnRemoveConnection != null) - OnRemoveConnection.Invoke (port1, port2); - for (int cnt = 0; cnt < receiverCount; cnt++) - { - if (callbackReceiver [cnt] == null) - callbackReceiver.RemoveAt (cnt--); - else - callbackReceiver [cnt].OnRemoveConnection (port1, port2); - } - } - - #endregion - - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorCallbackReceiver.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorCallbackReceiver.cs.meta deleted file mode 100644 index 5a9b5c9..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorCallbackReceiver.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: f72444d2da0ade14aba9ff3102d17243 -timeCreated: 1449162341 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorGUI.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorGUI.cs deleted file mode 100644 index 9cafa45..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorGUI.cs +++ /dev/null @@ -1,261 +0,0 @@ -using UnityEngine; -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - public enum ConnectionDrawMethod { Bezier, StraightLine } - - public static partial class NodeEditorGUI - { - internal static bool isEditorWindow; - - // static GUI settings, textures and styles - public static int knobSize = 16; - - public static Color NE_LightColor = new Color (0.4f, 0.4f, 0.4f); - public static Color NE_TextColor = new Color(0.8f, 0.8f, 0.8f); - - public static Texture2D Background; - public static Texture2D AALineTex; - public static Texture2D GUIBox; - public static Texture2D GUIButton; - public static Texture2D GUIBoxSelection; - public static Texture2D GUIToolbar; - public static Texture2D GUIToolbarButton; - - public static GUISkin nodeSkin; - public static GUISkin defaultSkin; - - public static GUIStyle nodeLabel; - public static GUIStyle nodeLabelBold; - public static GUIStyle nodeLabelSelected; - public static GUIStyle nodeLabelCentered; - public static GUIStyle nodeLabelBoldCentered; - public static GUIStyle nodeLabelLeft; - public static GUIStyle nodeLabelRight; - - public static GUIStyle nodeBox; - public static GUIStyle nodeBoxBold; - - public static GUIStyle toolbar; - public static GUIStyle toolbarLabel; - public static GUIStyle toolbarDropdown; - public static GUIStyle toolbarButton; - - public static bool Init () - { - // Textures - Background = ResourceManager.LoadTexture ("Textures/background.png"); - AALineTex = ResourceManager.LoadTexture ("Textures/AALine.png"); - GUIBox = ResourceManager.LoadTexture ("Textures/NE_Box.png"); - GUIButton = ResourceManager.LoadTexture ("Textures/NE_Button.png"); - //GUIBoxSelection = ResourceManager.LoadTexture("Textures/BoxSelection.png"); - GUIToolbar = ResourceManager.LoadTexture("Textures/NE_Toolbar.png"); - GUIToolbarButton = ResourceManager.LoadTexture("Textures/NE_ToolbarButton.png"); - - if (!Background || !AALineTex || !GUIBox || !GUIButton || !GUIToolbar || !GUIToolbarButton) - return false; - - // Skin & Styles - nodeSkin = Object.Instantiate (GUI.skin); - GUI.skin = nodeSkin; - - foreach (GUIStyle style in GUI.skin) - { - style.fontSize = 11; - //style.normal.textColor = style.active.textColor = style.focused.textColor = style.hover.textColor = NE_TextColor; - } - - // Label - nodeSkin.label.normal.textColor = NE_TextColor; - nodeLabel = nodeSkin.label; - nodeLabelBold = new GUIStyle (nodeLabel) { fontStyle = FontStyle.Bold }; - nodeLabelSelected = new GUIStyle (nodeLabel); - nodeLabelSelected.normal.background = RTEditorGUI.ColorToTex (1, NE_LightColor); - nodeLabelCentered = new GUIStyle (nodeLabel) { alignment = TextAnchor.MiddleCenter }; - nodeLabelBoldCentered = new GUIStyle (nodeLabelBold) { alignment = TextAnchor.MiddleCenter }; - nodeLabelLeft = new GUIStyle (nodeLabel) { alignment = TextAnchor.MiddleLeft }; - nodeLabelRight = new GUIStyle (nodeLabel) { alignment = TextAnchor.MiddleRight }; - - // Box - nodeSkin.box.normal.background = GUIBox; - nodeSkin.box.normal.textColor = NE_TextColor; - nodeSkin.box.active.textColor = NE_TextColor; - nodeBox = nodeSkin.box; - nodeBoxBold = new GUIStyle (nodeBox) { fontStyle = FontStyle.Bold }; - - // Button - nodeSkin.button.normal.textColor = NE_TextColor; - nodeSkin.button.normal.background = GUIButton; - - // Toolbar - toolbar = GUI.skin.FindStyle("toolbar"); - toolbarButton = GUI.skin.FindStyle("toolbarButton"); - toolbarLabel = GUI.skin.FindStyle("toolbarButton"); - toolbarDropdown = GUI.skin.FindStyle("toolbarDropdown"); - if (toolbar == null || toolbarButton == null || toolbarLabel == null || toolbarDropdown == null) - { // No editor styles available - use custom skin - toolbar = new GUIStyle(nodeSkin.box); - toolbar.normal.background = GUIToolbar; - toolbar.active.background = GUIToolbar; - toolbar.border = new RectOffset(0, 0, 1, 1); - toolbar.margin = new RectOffset(0, 0, 0, 0); - toolbar.padding = new RectOffset(10, 10, 1, 1); - - toolbarLabel = new GUIStyle(nodeSkin.box); - toolbarLabel.normal.background = GUIToolbarButton; - toolbarLabel.border = new RectOffset(2, 2, 0, 0); - toolbarLabel.margin = new RectOffset(-2, -2, 0, 0); - toolbarLabel.padding = new RectOffset(6, 6, 4, 4); - - toolbarButton = new GUIStyle(toolbarLabel); - toolbarButton.active.background = RTEditorGUI.ColorToTex(1, NE_LightColor); - - toolbarDropdown = new GUIStyle(toolbarButton); - } - GUI.skin = null; - - return true; - } - - public static void StartNodeGUI (bool IsEditorWindow) - { - NodeEditor.checkInit(true); - - isEditorWindow = IsEditorWindow; - - defaultSkin = GUI.skin; - if (nodeSkin != null) - GUI.skin = nodeSkin; - } - - public static void EndNodeGUI () - { - GUI.skin = defaultSkin; - } - - #region Connection Drawing - - // Curve parameters - public static float curveBaseDirection = 1.5f, curveBaseStart = 2f, curveDirectionScale = 0.004f; - - /// - /// Draws a node connection from start to end, horizontally - /// - public static void DrawConnection (Vector2 startPos, Vector2 endPos, Color col) - { - Vector2 startVector = startPos.x <= endPos.x? Vector2.right : Vector2.left; - DrawConnection (startPos, startVector, endPos, -startVector, col); - } - - /// - /// Draws a node connection from start to end, horizontally - /// - public static void DrawConnection (Vector2 startPos, Vector2 endPos, ConnectionDrawMethod drawMethod, Color col) - { - Vector2 startVector = startPos.x <= endPos.x? Vector2.right : Vector2.left; - DrawConnection (startPos, startVector, endPos, -startVector, drawMethod, col); - } - - /// - /// Draws a node connection from start to end with specified vectors - /// - public static void DrawConnection (Vector2 startPos, Vector2 startDir, Vector2 endPos, Vector2 endDir, Color col) - { - #if NODE_EDITOR_LINE_CONNECTION - DrawConnection (startPos, startDir, endPos, endDir, ConnectionDrawMethod.StraightLine, col); - #else - DrawConnection (startPos, startDir, endPos, endDir, ConnectionDrawMethod.Bezier, col); - #endif - } - - /// - /// Draws a node connection from start to end with specified vectors - /// - public static void DrawConnection (Vector2 startPos, Vector2 startDir, Vector2 endPos, Vector2 endDir, ConnectionDrawMethod drawMethod, Color col) - { - if (drawMethod == ConnectionDrawMethod.Bezier) - { - NodeEditorGUI.OptimiseBezierDirections (startPos, ref startDir, endPos, ref endDir); - float dirFactor = 80;//Mathf.Pow ((startPos-endPos).magnitude, 0.3f) * 20; - //Debug.Log ("DirFactor is " + dirFactor + "with a bezier lenght of " + (startPos-endPos).magnitude); - RTEditorGUI.DrawBezier (startPos, endPos, startPos + startDir * dirFactor, endPos + endDir * dirFactor, col * Color.gray, null, 3); - } - else if (drawMethod == ConnectionDrawMethod.StraightLine) - RTEditorGUI.DrawLine (startPos, endPos, col * Color.gray, null, 3); - } - - /// - /// Optimises the bezier directions scale so that the bezier looks good in the specified position relation. - /// Only the magnitude of the directions are changed, not their direction! - /// - public static void OptimiseBezierDirections (Vector2 startPos, ref Vector2 startDir, Vector2 endPos, ref Vector2 endDir) - { - Vector2 offset = (endPos - startPos) * curveDirectionScale; - float baseDir = Mathf.Min (offset.magnitude/curveBaseStart, 1) * curveBaseDirection; - Vector2 scale = new Vector2 (Mathf.Abs (offset.x) + baseDir, Mathf.Abs (offset.y) + baseDir); - // offset.x and offset.y linearly increase at scale of curveDirectionScale - // For 0 < offset.magnitude < curveBaseStart, baseDir linearly increases from 0 to curveBaseDirection. For offset.magnitude > curveBaseStart, baseDir = curveBaseDirection - startDir = Vector2.Scale(startDir.normalized, scale); - endDir = Vector2.Scale(endDir.normalized, scale); - } - - /// - /// Gets the second connection vector that matches best, accounting for positions - /// - internal static Vector2 GetSecondConnectionVector (Vector2 startPos, Vector2 endPos, Vector2 firstVector) - { - if (firstVector.x != 0 && firstVector.y == 0) - return startPos.x <= endPos.x? -firstVector : firstVector; - else if (firstVector.y != 0 && firstVector.x == 0) - return startPos.y <= endPos.y? -firstVector : firstVector; - else - return -firstVector; - } - - #endregion - - /// - /// Unified method to generate a random HSV color value across versions - /// - public static Color RandomColorHSV(int seed, float hueMin, float hueMax, float saturationMin, float saturationMax, float valueMin, float valueMax) - { - // Set seed -#if UNITY_5_4_OR_NEWER - UnityEngine.Random.InitState (seed); -#else - UnityEngine.Random.seed = seed; -#endif - // Consistent random H,S,V values - float hue = UnityEngine.Random.Range(hueMin, hueMax); - float saturation = UnityEngine.Random.Range(saturationMin, saturationMax); - float value = UnityEngine.Random.Range(valueMin, valueMax); - - // Convert HSV to RGB -#if UNITY_5_3_OR_NEWER - return UnityEngine.Color.HSVToRGB (hue, saturation, value, false); -#else - int hi = Mathf.FloorToInt(hue / 60) % 6; - float frac = hue / 60 - Mathf.Floor(hue / 60); - - float v = value; - float p = value * (1 - saturation); - float q = value * (1 - frac * saturation); - float t = value * (1 - (1 - frac) * saturation); - - if (hi == 0) - return new Color(v, t, p); - else if (hi == 1) - return new Color(q, v, p); - else if (hi == 2) - return new Color(p, v, t); - else if (hi == 3) - return new Color(p, q, v); - else if (hi == 4) - return new Color(t, p, v); - else - return new Color(v, p, q); -#endif - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorGUI.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorGUI.cs.meta deleted file mode 100644 index c38d46c..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorGUI.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d45bec52de54d834e818ca0ccb994c1f -timeCreated: 1449162341 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputControls.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputControls.cs deleted file mode 100644 index 4ba0355..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputControls.cs +++ /dev/null @@ -1,317 +0,0 @@ -using UnityEngine; -using System; -using System.Collections.Generic; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - /// - /// Collection of default Node Editor controls for the NodeEditorInputSystem - /// - public static class NodeEditorInputControls - { - #region Canvas Context Entries - - [ContextFillerAttribute (ContextType.Canvas)] - private static void FillAddNodes (NodeEditorInputInfo inputInfo, GenericMenu canvasContextMenu) - { // Fill context menu with nodes to add to the canvas - NodeEditorState state = inputInfo.editorState; - List nodes = NodeTypes.getCompatibleNodes (state.connectKnob); - foreach (string node in nodes) - { // Only add nodes to the context menu that are compatible - if (NodeCanvasManager.CheckCanvasCompability (node, inputInfo.editorState.canvas.GetType ()) && inputInfo.editorState.canvas.CanAddNode (node)) - canvasContextMenu.AddItem (new GUIContent ("Add " + NodeTypes.getNodeData(node).adress), false, CreateNodeCallback, new NodeEditorInputInfo (node, state)); - } - } - - private static void CreateNodeCallback (object infoObj) - { - NodeEditorInputInfo callback = infoObj as NodeEditorInputInfo; - if (callback == null) - throw new UnityException ("Callback Object passed by context is not of type NodeEditorInputInfo!"); - - callback.SetAsCurrentEnvironment (); - Node.Create (callback.message, NodeEditor.ScreenToCanvasSpace (callback.inputPos), callback.editorState.connectKnob); - callback.editorState.connectKnob = null; - NodeEditor.RepaintClients (); - } - - #endregion - - #region Node Context Entries - - [ContextEntryAttribute (ContextType.Node, "Delete Node")] - private static void DeleteNode (NodeEditorInputInfo inputInfo) - { - inputInfo.SetAsCurrentEnvironment (); - if (inputInfo.editorState.focusedNode != null) - { - inputInfo.editorState.focusedNode.Delete (); - inputInfo.inputEvent.Use (); - } - } - - [ContextEntryAttribute (ContextType.Node, "Duplicate Node")] - private static void DuplicateNode (NodeEditorInputInfo inputInfo) - { - inputInfo.SetAsCurrentEnvironment (); - NodeEditorState state = inputInfo.editorState; - if (state.focusedNode != null && NodeEditor.curNodeCanvas.CanAddNode (state.focusedNode.GetID)) - { // Create new node of same type - Node duplicatedNode = Node.Create (state.focusedNode.GetID, NodeEditor.ScreenToCanvasSpace (inputInfo.inputPos), state.connectKnob); - state.selectedNode = state.focusedNode = duplicatedNode; - state.connectKnob = null; - inputInfo.inputEvent.Use (); - } - } - - [HotkeyAttribute(KeyCode.Delete, EventType.KeyUp)] - private static void DeleteNodeKey(NodeEditorInputInfo inputInfo) - { - if (GUIUtility.keyboardControl > 0) - return; - if (inputInfo.editorState.focusedNode != null) - { - inputInfo.SetAsCurrentEnvironment(); - inputInfo.editorState.focusedNode.Delete(); - inputInfo.inputEvent.Use(); - } - } - - #endregion - - #region Node Keyboard Control - - // Main Keyboard_Move method - [HotkeyAttribute(KeyCode.UpArrow, EventType.KeyDown)] - [HotkeyAttribute(KeyCode.LeftArrow, EventType.KeyDown)] - [HotkeyAttribute(KeyCode.RightArrow, EventType.KeyDown)] - [HotkeyAttribute(KeyCode.DownArrow, EventType.KeyDown)] - private static void KB_MoveNode(NodeEditorInputInfo inputInfo) - { - if (GUIUtility.keyboardControl > 0) - return; - NodeEditorState state = inputInfo.editorState; - if (state.selectedNode != null) - { - Vector2 pos = state.selectedNode.rect.position; - int shiftAmount = inputInfo.inputEvent.shift? 50 : 10; - - if (inputInfo.inputEvent.keyCode == KeyCode.RightArrow) - pos = new Vector2(pos.x + shiftAmount, pos.y); - else if (inputInfo.inputEvent.keyCode == KeyCode.LeftArrow) - pos = new Vector2(pos.x - shiftAmount, pos.y); - else if (inputInfo.inputEvent.keyCode == KeyCode.DownArrow) - pos = new Vector2(pos.x, pos.y + shiftAmount); - else if (inputInfo.inputEvent.keyCode == KeyCode.UpArrow) - pos = new Vector2(pos.x, pos.y - shiftAmount); - - state.selectedNode.position = pos; - inputInfo.inputEvent.Use(); - } - NodeEditor.RepaintClients(); - - } - - - #endregion - - #region Node Dragging - - [EventHandlerAttribute (EventType.MouseDown, 110)] // Priority over hundred to make it call after the GUI - private static void HandleNodeDraggingStart (NodeEditorInputInfo inputInfo) - { - if (GUIUtility.hotControl > 0) - return; // GUI has control - - NodeEditorState state = inputInfo.editorState; - if (inputInfo.inputEvent.button == 0 && state.focusedNode != null && state.focusedNode == state.selectedNode && state.focusedConnectionKnob == null) - { // Clicked inside the selected Node, so start dragging it - state.dragNode = true; - state.StartDrag ("node", inputInfo.inputPos, state.focusedNode.rect.position); - } - } - - [EventHandlerAttribute (EventType.MouseDrag)] - private static void HandleNodeDragging (NodeEditorInputInfo inputInfo) - { - NodeEditorState state = inputInfo.editorState; - if (state.dragNode) - { // If conditions apply, drag the selected node, else disable dragging - if (state.selectedNode != null && inputInfo.editorState.dragUserID == "node") - { // Apply new position for the dragged node - state.UpdateDrag ("node", inputInfo.inputPos); - state.selectedNode.position = state.dragObjectPos; - NodeEditor.RepaintClients (); - } - else - state.dragNode = false; - } - } - - [EventHandlerAttribute (EventType.MouseDown)] - [EventHandlerAttribute (EventType.MouseUp)] - private static void HandleNodeDraggingEnd (NodeEditorInputInfo inputInfo) - { - if (inputInfo.editorState.dragUserID == "node") - { - Vector2 totalDrag = inputInfo.editorState.EndDrag ("node"); - if (inputInfo.editorState.dragNode && inputInfo.editorState.selectedNode != null) - { - inputInfo.editorState.selectedNode.position = totalDrag; - NodeEditorCallbacks.IssueOnMoveNode (inputInfo.editorState.selectedNode); - } - } - inputInfo.editorState.dragNode = false; - } - - #endregion - - #region Window Panning - - [EventHandlerAttribute (EventType.MouseDown, 105)] // Priority over hundred to make it call after the GUI - private static void HandleWindowPanningStart (NodeEditorInputInfo inputInfo) - { - if (GUIUtility.hotControl > 0) - return; // GUI has control - - NodeEditorState state = inputInfo.editorState; - if ((inputInfo.inputEvent.button == 0 || inputInfo.inputEvent.button == 2) && state.focusedNode == null) - { // Left- or Middle clicked on the empty canvas -> Start panning - state.panWindow = true; - state.StartDrag ("window", inputInfo.inputPos, state.panOffset); - } - } - - [EventHandlerAttribute (EventType.MouseDrag)] - private static void HandleWindowPanning (NodeEditorInputInfo inputInfo) - { - NodeEditorState state = inputInfo.editorState; - if (state.panWindow) - { // Calculate change in panOffset - if (inputInfo.editorState.dragUserID == "window") - state.panOffset += state.UpdateDrag ("window", inputInfo.inputPos); - else - state.panWindow = false; - NodeEditor.RepaintClients (); - } - } - - [EventHandlerAttribute (EventType.MouseDown)] - [EventHandlerAttribute (EventType.MouseUp)] - private static void HandleWindowPanningEnd (NodeEditorInputInfo inputInfo) - { - if (inputInfo.editorState.dragUserID == "window") - inputInfo.editorState.panOffset = inputInfo.editorState.EndDrag ("window"); - inputInfo.editorState.panWindow = false; - } - - #endregion - - #region Connection - - [EventHandlerAttribute (EventType.MouseDown)] - private static void HandleConnectionDrawing (NodeEditorInputInfo inputInfo) - { // TODO: Revamp Multi-Multi knob editing - NodeEditorState state = inputInfo.editorState; - if (inputInfo.inputEvent.button == 0 && state.focusedConnectionKnob != null) - { // Left-Clicked on a ConnectionKnob, handle editing - if (state.focusedConnectionKnob.maxConnectionCount == ConnectionCount.Multi) - { // Knob with multiple connections clicked -> Draw new connection from it - state.connectKnob = state.focusedConnectionKnob; - inputInfo.inputEvent.Use (); - } - else if (state.focusedConnectionKnob.maxConnectionCount == ConnectionCount.Single) - { // Knob with single connection clicked - if (state.focusedConnectionKnob.connected()) - { // Loose and edit existing connection from it - state.connectKnob = state.focusedConnectionKnob.connection(0); - state.focusedConnectionKnob.RemoveConnection(state.connectKnob); - inputInfo.inputEvent.Use(); - } - else - { // Not connected, draw a new connection from it - state.connectKnob = state.focusedConnectionKnob; - inputInfo.inputEvent.Use(); - } - } - } - } - - [EventHandlerAttribute (EventType.MouseUp)] - private static void HandleApplyConnection (NodeEditorInputInfo inputInfo) - { - NodeEditorState state = inputInfo.editorState; - if (inputInfo.inputEvent.button == 0 && state.connectKnob != null && state.focusedNode != null && state.focusedConnectionKnob != null && state.focusedConnectionKnob != state.connectKnob) - { // A connection curve was dragged and released onto a connection knob - state.focusedConnectionKnob.TryApplyConnection (state.connectKnob); - inputInfo.inputEvent.Use (); - } - state.connectKnob = null; - } - - #endregion - - #region Zoom - - [EventHandlerAttribute (EventType.ScrollWheel)] - private static void HandleZooming (NodeEditorInputInfo inputInfo) - { - inputInfo.editorState.zoom = (float)Math.Round (Math.Min (4.0, Math.Max (0.6, inputInfo.editorState.zoom + inputInfo.inputEvent.delta.y / 15)), 2); - NodeEditor.RepaintClients (); - } - - #endregion - - #region Navigation - - [HotkeyAttribute (KeyCode.N, EventType.KeyDown)] - private static void HandleStartNavigating (NodeEditorInputInfo inputInfo) - { - if (GUIUtility.keyboardControl > 0) - return; - inputInfo.editorState.navigate = true; - } - - [HotkeyAttribute (KeyCode.N, EventType.KeyUp)] - private static void HandleEndNavigating (NodeEditorInputInfo inputInfo) - { - if (GUIUtility.keyboardControl > 0) - return; - inputInfo.editorState.navigate = false; - } - - #endregion - - #region Node Snap - - [EventHandlerAttribute(EventType.MouseUp, 60)] - [EventHandlerAttribute(EventType.MouseDown, 60)] - [EventHandlerAttribute(EventType.MouseDrag, 60)] - [HotkeyAttribute(KeyCode.LeftControl, EventType.KeyDown , 60)] - private static void HandleNodeSnap (NodeEditorInputInfo inputInfo) - { - if (inputInfo.inputEvent.modifiers == EventModifiers.Control || inputInfo.inputEvent.keyCode == KeyCode.LeftControl) - { - NodeEditorState state = inputInfo.editorState; - if (state.selectedNode != null) - { // Snap selected Node's position to multiples of 10 - state.selectedNode.position.x = Mathf.Round(state.selectedNode.rect.x / 10) * 10; - state.selectedNode.position.y = Mathf.Round(state.selectedNode.rect.y / 10) * 10; - NodeEditor.RepaintClients(); - } - if (state.activeGroup != null) - { // Snap active Group's position to multiples of 10 - state.activeGroup.rect.x = Mathf.Round(state.activeGroup.rect.x / 10) * 10; - state.activeGroup.rect.y = Mathf.Round(state.activeGroup.rect.y / 10) * 10; - NodeEditor.RepaintClients(); - } - } - } - - #endregion - - } -} - diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputControls.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputControls.cs.meta deleted file mode 100644 index 925671c..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputControls.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 76a77818258cdde43a807b810eb57074 -timeCreated: 1466001829 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputSystem.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputSystem.cs deleted file mode 100644 index 1a649e0..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputSystem.cs +++ /dev/null @@ -1,549 +0,0 @@ -using UnityEngine; -using System; -using System.Reflection; -using System.Collections.Generic; -using System.Linq; - -using NodeEditorFramework.Utilities; - -#if UNITY_EDITOR -using MenuFunction = UnityEditor.GenericMenu.MenuFunction; -using MenuFunctionData = UnityEditor.GenericMenu.MenuFunction2; -#else -using MenuFunction = NodeEditorFramework.Utilities.OverlayGUI.CustomMenuFunction; -using MenuFunctionData = NodeEditorFramework.Utilities.OverlayGUI.CustomMenuFunctionData; -#endif - -namespace NodeEditorFramework -{ - /// - /// The NodeEditor Input System handles dynamic input controls. - /// Use the four attributes on functions to make the system recognize them as event handlers - /// Default Controls can be found in NodeEditorInputControls - /// - public static class NodeEditorInputSystem - { - #region Setup and Fetching - - // NOTE: Using Lists of KeyValuePair as we 1. need it ordered in the first two cases and 2. we do not need extras from Dictionary anyway - private static List> eventHandlers; - private static List> hotkeyHandlers; - private static List> contextEntries; - private static List> contextFillers; - - /// - /// Fetches all event handlers - /// - public static void SetupInput () - { - eventHandlers = new List> (); - hotkeyHandlers = new List> (); - contextEntries = new List> (); - contextFillers = new List> (); - - // Iterate through each static method - IEnumerable scriptAssemblies = AppDomain.CurrentDomain.GetAssemblies ().Where ((Assembly assembly) => assembly.FullName.Contains ("Assembly")); - foreach (Assembly assembly in scriptAssemblies) - { - foreach (Type type in assembly.GetTypes ()) - { - foreach (MethodInfo method in type.GetMethods (BindingFlags.FlattenHierarchy | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static)) - { - #region Event-Attributes recognition and storing - - // Check the method's attributes for input handler definitions - Delegate actionDelegate = null; - foreach (object attr in method.GetCustomAttributes (true)) - { - Type attrType = attr.GetType (); - if (attrType == typeof(EventHandlerAttribute)) - { // Method is an eventHandler - if (EventHandlerAttribute.AssureValidity (method, attr as EventHandlerAttribute)) - { // Method signature is correct, so we register this handler - if (actionDelegate == null) actionDelegate = Delegate.CreateDelegate (typeof(Action), method); - eventHandlers.Add (new KeyValuePair (attr as EventHandlerAttribute, actionDelegate)); - } - } - else if (attrType == typeof(HotkeyAttribute)) - { // Method is an hotkeyHandler - if (HotkeyAttribute.AssureValidity (method, attr as HotkeyAttribute)) - { // Method signature is correct, so we register this handler - if (actionDelegate == null) actionDelegate = Delegate.CreateDelegate (typeof(Action), method); - hotkeyHandlers.Add (new KeyValuePair (attr as HotkeyAttribute, actionDelegate)); - } - } - else if (attrType == typeof(ContextEntryAttribute)) - { // Method is an contextEntry - if (ContextEntryAttribute.AssureValidity (method, attr as ContextEntryAttribute)) - { // Method signature is correct, so we register this handler - if (actionDelegate == null) actionDelegate = Delegate.CreateDelegate (typeof(Action), method); - // Create a proper MenuFunction as a wrapper for the delegate that converts the object to NodeEditorInputInfo - MenuFunctionData menuFunction = (object callbackObj) => - { - if (!(callbackObj is NodeEditorInputInfo)) - throw new UnityException ("Callback Object passed by context is not of type NodeEditorMenuCallback!"); - actionDelegate.DynamicInvoke (callbackObj as NodeEditorInputInfo); - }; - contextEntries.Add (new KeyValuePair (attr as ContextEntryAttribute, menuFunction)); - } - } - else if (attrType == typeof(ContextFillerAttribute)) - { // Method is an contextFiller - if (ContextFillerAttribute.AssureValidity (method, attr as ContextFillerAttribute)) - { // Method signature is correct, so we register this handler - Delegate methodDel = Delegate.CreateDelegate (typeof(Action), method); - contextFillers.Add (new KeyValuePair (attr as ContextFillerAttribute, methodDel)); - } - } - } - - #endregion - } - } - } - - eventHandlers.Sort ((handlerA, handlerB) => handlerA.Key.priority.CompareTo (handlerB.Key.priority)); - hotkeyHandlers.Sort ((handlerA, handlerB) => handlerA.Key.priority.CompareTo (handlerB.Key.priority)); - } - - #endregion - - #region Invoking Dynamic Input Handlers - - /// - /// Calls the eventHandlers for either late or early input (pre- or post GUI) with the inputInfo - /// - private static void CallEventHandlers (NodeEditorInputInfo inputInfo, bool late) - { - object[] parameter = new object[] { inputInfo }; - foreach (KeyValuePair eventHandler in eventHandlers) - { - if ((eventHandler.Key.handledEvent == null || eventHandler.Key.handledEvent == inputInfo.inputEvent.type) && - (late? eventHandler.Key.priority >= 100 : eventHandler.Key.priority < 100)) - { // Event is happening and specified priority is ok with the late-state - eventHandler.Value.DynamicInvoke (parameter); - if (inputInfo.inputEvent.type == EventType.Used) - return; - } - } - } - - /// - /// Calls the hotkeys that match the keyCode and mods with the inputInfo - /// - private static void CallHotkeys (NodeEditorInputInfo inputInfo, KeyCode keyCode, EventModifiers mods) - { - object[] parameter = new object[] { inputInfo }; - foreach (KeyValuePair hotKey in hotkeyHandlers) - { - if (hotKey.Key.handledHotKey == keyCode && - (hotKey.Key.modifiers == null || hotKey.Key.modifiers == mods) && - (hotKey.Key.limitingEventType == null || hotKey.Key.limitingEventType == inputInfo.inputEvent.type)) - { - hotKey.Value.DynamicInvoke (parameter); - if (inputInfo.inputEvent.type == EventType.Used) - return; - } - } - } - - /// - /// Fills the contextMenu of the specified contextType with the inputInfo - /// - private static void FillContextMenu (NodeEditorInputInfo inputInfo, GenericMenu contextMenu, ContextType contextType) - { - foreach (KeyValuePair contextEntry in contextEntries) - { // Add all registered menu entries for the specified type to the contextMenu - if (contextEntry.Key.contextType == contextType) - contextMenu.AddItem (new GUIContent (contextEntry.Key.contextPath), false, contextEntry.Value, inputInfo); - } - - object[] fillerParams = new object[] { inputInfo, contextMenu }; - foreach (KeyValuePair contextFiller in contextFillers) - { // Let all registered menu fillers for the specified type add their entries to the contextMenu - if (contextFiller.Key.contextType == contextType) - contextFiller.Value.DynamicInvoke (fillerParams); - } - } - - #endregion - - #region Event Handling - - /// - /// Processes pre-GUI input events using dynamic input handlers - /// - public static void HandleInputEvents (NodeEditorState state) - { - if (shouldIgnoreInput (state)) - return; - - // Call input and hotkey handlers - NodeEditorInputInfo inputInfo = new NodeEditorInputInfo (state); - CallEventHandlers (inputInfo, false); - CallHotkeys (inputInfo, Event.current.keyCode, Event.current.modifiers); - } - - /// - /// Processes late post-GUI input events using dynamic input handlers - /// - public static void HandleLateInputEvents (NodeEditorState state) - { - if (shouldIgnoreInput (state)) - return; - // Call late input handlers - NodeEditorInputInfo inputInfo = new NodeEditorInputInfo (state); - CallEventHandlers (inputInfo, true); - } - - /// - /// Returns whether to account for input in the given state using the mousePosition - /// - internal static bool shouldIgnoreInput (NodeEditorState state) - { - if (state == null) - return true; - // Account for any opened popups - if (OverlayGUI.HasPopupControl ()) - return true; - // Check if mouse is outside of canvas rect - if (!state.canvasRect.Contains (Event.current.mousePosition)) - return true; - // Check if mouse is inside an ignoreInput rect - for (int ignoreCnt = 0; ignoreCnt < state.ignoreInput.Count; ignoreCnt++) - { - if (state.ignoreInput [ignoreCnt].Contains (Event.current.mousePosition)) - return true; - } - return false; - } - - #endregion - - #region Essential Controls - // Contains only the most essential controls, rest is found in NodeEditorInputControls - - // NODE SELECTION - - private static NodeEditorState unfocusControlsForState; - - [EventHandlerAttribute (-4)] // Absolute first to call! - private static void HandleFocussing (NodeEditorInputInfo inputInfo) - { - NodeEditorState state = inputInfo.editorState; - // Choose focused Node - state.focusedNode = NodeEditor.NodeAtPosition (NodeEditor.ScreenToCanvasSpace (inputInfo.inputPos), out state.focusedConnectionKnob); - // Perform focus changes in Repaint, which is the only suitable time to do this - if (unfocusControlsForState == state && Event.current.type == EventType.Repaint) - { - GUIUtility.hotControl = 0; - GUIUtility.keyboardControl = 0; - unfocusControlsForState = null; - } - } - - [EventHandlerAttribute (EventType.MouseDown, -2)] // Absolute second to call! - private static void HandleSelecting (NodeEditorInputInfo inputInfo) - { - NodeEditorState state = inputInfo.editorState; - if (inputInfo.inputEvent.button == 0 && state.focusedNode != state.selectedNode) - { // Select focussed Node - unfocusControlsForState = state; - state.selectedNode = state.focusedNode; - NodeEditor.RepaintClients (); - } -#if UNITY_EDITOR - if (state.selectedNode != null) - UnityEditor.Selection.activeObject = state.selectedNode; - else if (UnityEditor.Selection.activeObject is Node) - UnityEditor.Selection.activeObject = state.canvas; -#endif - } - - // CONTEXT CLICKS - - [EventHandlerAttribute (EventType.MouseDown, 0)] // One of the highest priorities after node selection - private static void HandleContextClicks (NodeEditorInputInfo inputInfo) - { - if (Event.current.button == 1) - { // Handle context clicks on Node and canvas - GenericMenu contextMenu = new GenericMenu (); - if (inputInfo.editorState.focusedNode != null) // Node Context Click - FillContextMenu (inputInfo, contextMenu, ContextType.Node); - else // Editor Context Click - FillContextMenu (inputInfo, contextMenu, ContextType.Canvas); - contextMenu.ShowAsContext (); - Event.current.Use (); - } - } - - #endregion - } - - /// - /// Class that representates an input to handle containing all avaible data - /// - public class NodeEditorInputInfo - { - public string message; - public NodeEditorState editorState; - public Event inputEvent; - public Vector2 inputPos; - - public NodeEditorInputInfo (NodeEditorState EditorState) - { - message = null; - editorState = EditorState; - inputEvent = Event.current; - inputPos = inputEvent.mousePosition; - } - - public NodeEditorInputInfo (string Message, NodeEditorState EditorState) - { - message = Message; - editorState = EditorState; - inputEvent = Event.current; - inputPos = inputEvent.mousePosition; - } - - /// - /// Sets both curEditorState and curNodeCanvas to these of the environment this input originates from - /// - public void SetAsCurrentEnvironment () - { - NodeEditor.curEditorState = editorState; - NodeEditor.curNodeCanvas = editorState.canvas; - } - } - - #region Event Attributes - - /// - /// The EventHandlerAttribute is used to handle arbitrary events for the Node Editor. - /// 'priority' can additionally be specified. A priority over or equals hundred will be called AFTER the GUI - /// Method Signature must be [ Return: Void; Params: NodeEditorInputInfo, EventType ] - /// - [AttributeUsage (AttributeTargets.Method, AllowMultiple = true)] - public class EventHandlerAttribute : Attribute - { - public EventType? handledEvent { get; private set; } - public int priority { get; private set; } - - /// - /// Handle all events of the specified eventType - /// - public EventHandlerAttribute(EventType eventType, int priorityValue) - { - handledEvent = eventType; - priority = priorityValue; - } - - /// - /// Handle all events of the specified eventType - /// - public EventHandlerAttribute(int priorityValue) - { - handledEvent = null; - priority = priorityValue; - } - - /// - /// Handle all events of the specified eventType - /// - public EventHandlerAttribute (EventType eventType) - { - handledEvent = eventType; - priority = 50; - } - - /// - /// Handle all EventTypes - /// - public EventHandlerAttribute () - { - handledEvent = null; - } - - internal static bool AssureValidity (MethodInfo method, EventHandlerAttribute attr) - { - if (!method.IsGenericMethod && !method.IsGenericMethodDefinition && (method.ReturnType == null || method.ReturnType == typeof(void))) - { // Check if the method has the correct signature - ParameterInfo[] methodParams = method.GetParameters (); - if (methodParams.Length == 1 && methodParams[0].ParameterType == typeof(NodeEditorInputInfo)) - return true; - else - Debug.LogWarning ("Method " + method.Name + " has incorrect signature for EventHandlerAttribute!"); - } - return false; - } - } - - /// - /// The HotkeyAttribute is used to provide hotkeys for the Node Editor. - /// 'priority' can additionally be specified. A priority over or equals hundred will be called AFTER the GUI - /// Method Signature must be [ Return: Void; Params: NodeEditorInputInfo ] - /// - [AttributeUsage (AttributeTargets.Method, AllowMultiple = true)] - public class HotkeyAttribute : Attribute - { - public KeyCode handledHotKey { get; private set; } - public EventModifiers? modifiers { get; private set; } - public EventType? limitingEventType { get; private set; } - public int priority { get; private set; } - - /// - /// Handle the specified hotkey - /// - public HotkeyAttribute (KeyCode handledKey) - { - handledHotKey = handledKey; - modifiers = null; - limitingEventType = null; - priority = 50; - } - - /// - /// Handle the specified hotkey with modifiers - /// - public HotkeyAttribute (KeyCode handledKey, EventModifiers eventModifiers) - { - handledHotKey = handledKey; - modifiers = eventModifiers; - limitingEventType = null; - priority = 50; - } - - /// - /// Handle the specified hotkey limited to the specified eventType - /// - public HotkeyAttribute (KeyCode handledKey, EventType LimitEventType) - { - handledHotKey = handledKey; - modifiers = null; - limitingEventType = LimitEventType; - priority = 50; - } - - /// - /// Handle the specified hotkey limited to the specified eventType - /// - public HotkeyAttribute(KeyCode handledKey, EventType LimitEventType, int priorityValue) - { - handledHotKey = handledKey; - modifiers = null; - limitingEventType = LimitEventType; - priority = priorityValue; - } - - - /// - /// Handle the specified hotkey with modifiers limited to the specified eventType - /// - public HotkeyAttribute (KeyCode handledKey, EventModifiers eventModifiers, EventType LimitEventType) - { - handledHotKey = handledKey; - modifiers = eventModifiers; - limitingEventType = LimitEventType; - priority = 50; - } - - /// - /// Handle the specified hotkey with modifiers limited to the specified eventType with specified priority - /// - public HotkeyAttribute (KeyCode handledKey, EventModifiers eventModifiers, EventType LimitEventType, int priorityValue) - { - handledHotKey = handledKey; - modifiers = eventModifiers; - limitingEventType = LimitEventType; - priority = priorityValue; - } - - internal static bool AssureValidity (MethodInfo method, HotkeyAttribute attr) - { - if (!method.IsGenericMethod && !method.IsGenericMethodDefinition && (method.ReturnType == null || method.ReturnType == typeof(void))) - { // Check if the method has the correct signature - ParameterInfo[] methodParams = method.GetParameters (); - if (methodParams.Length == 1 && methodParams[0].ParameterType.IsAssignableFrom (typeof(NodeEditorInputInfo))) - return true; - else - Debug.LogWarning ("Method " + method.Name + " has incorrect signature for HotkeyAttribute!"); - } - return false; - } - } - - /// - /// The type of a context menu. Defines on what occasion the context menu should show in the NodeEditor - /// - public enum ContextType { Node, Canvas, Toolbar } - - /// - /// The ContextAttribute is used to register context entries in the NodeEditor. - /// This function will be called when the user clicked at the item at path - /// Type defines the type of context menu to appear in, like the right-click on a Node or the Canvas. - /// Method Signature must be [ Return: Void; Params: NodeEditorInputInfo ] - /// - [AttributeUsage (AttributeTargets.Method)] - public class ContextEntryAttribute : Attribute - { - public ContextType contextType { get; private set; } - public string contextPath { get; private set; } - - /// - /// Place this function at path in the specified contextType - /// - public ContextEntryAttribute (ContextType type, string path) - { - contextType = type; - contextPath = path; - } - - internal static bool AssureValidity (MethodInfo method, ContextEntryAttribute attr) - { - if (!method.IsGenericMethod && !method.IsGenericMethodDefinition && (method.ReturnType == null || method.ReturnType == typeof(void))) - { // Check if the method has the correct signature - ParameterInfo[] methodParams = method.GetParameters (); - if (methodParams.Length == 1 && methodParams[0].ParameterType == typeof(NodeEditorInputInfo)) - return true; - else - Debug.LogWarning ("Method " + method.Name + " has incorrect signature for ContextAttribute!"); - } - return false; - } - } - - /// - /// The ContextFillerAttribute is used to register context entries in the NodeEditor. - /// This function will be called to fill the context GenericMenu in any way it likes to. - /// Type defines the type of context menu to appear in, like the right-click on a Node or the Canvas. - /// Method Signature must be [ Return: Void; Params: NodeEditorInputInfo, GenericMenu ] - /// - [AttributeUsage (AttributeTargets.Method)] - public class ContextFillerAttribute : Attribute - { - public ContextType contextType { get; private set; } - - /// - /// Fill the specified contextType - /// - public ContextFillerAttribute (ContextType type) - { - contextType = type; - } - - internal static bool AssureValidity (MethodInfo method, ContextFillerAttribute attr) - { - if (!method.IsGenericMethod && !method.IsGenericMethodDefinition && (method.ReturnType == null || method.ReturnType == typeof(void))) - { // Check if the method has the correct signature - ParameterInfo[] methodParams = method.GetParameters (); - if (methodParams.Length == 2 && methodParams[0].ParameterType == typeof(NodeEditorInputInfo) && methodParams[1].ParameterType == typeof(GenericMenu)) - return true; - else - Debug.LogWarning ("Method " + method.Name + " has incorrect signature for ContextAttribute!"); - } - return false; - } - } - - #endregion -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputSystem.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputSystem.cs.meta deleted file mode 100644 index d6d8b50..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInputSystem.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 2b51ae3192829104296c1fc1bf4f4068 -timeCreated: 1466001829 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInterface.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInterface.cs deleted file mode 100644 index 6b4eee3..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInterface.cs +++ /dev/null @@ -1,978 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; -using System.IO; - -using NodeEditorFramework.IO; - -using GenericMenu = NodeEditorFramework.Utilities.GenericMenu; - -using RPGTALK.Nodes; - - -namespace NodeEditorFramework.Standard -{ - public class NodeEditorInterface - { - public NodeEditorUserCache canvasCache; - public Action ShowNotificationAction; - - // GUI - public string sceneCanvasName = ""; - public float toolbarHeight = 17; - - // Modal Panel - public bool showModalPanel; - public Rect modalPanelRect = new Rect(20, 50, 250, 70); - public Action modalPanelContent; - - // IO Format modal panel - private ImportExportFormat IOFormat; - private object[] IOLocationArgs; - private delegate bool? DefExportLocationGUI(string canvasName, ref object[] locationArgs); - private delegate bool? DefImportLocationGUI(ref object[] locationArgs); - private DefImportLocationGUI ImportLocationGUI; - private DefExportLocationGUI ExportLocationGUI; - - public void ShowNotification(GUIContent message) - { - if (ShowNotificationAction != null) - ShowNotificationAction(message); - } - -#region GUI - - public void DrawToolbarGUI(Rect rect) - { - rect.height = toolbarHeight; - GUILayout.BeginArea (rect, NodeEditorGUI.toolbar); - GUILayout.BeginHorizontal(); - float curToolbarHeight = 0; - - //RPGTalk removed to make it more simple to use only RPGTalk functions. - - if (GUILayout.Button("New File", NodeEditorGUI.toolbarButton, GUILayout.Width(70))) - { - if (EditorUtility.DisplayDialog("Are you sure you want to create a new canvas?", "Any unsaved changes on this one will be lost", "I'm sure", "Hold up...")){ - canvasCache.NewNodeCanvas(typeof(RPGTalkNodeCanvas)); - } - } - - if (GUILayout.Button("Load TXT", NodeEditorGUI.toolbarButton, GUILayout.Width(70))) - { - if (EditorUtility.DisplayDialog("Are you sure you want to load a new canvas?", "Any unsaved changes on this one will be lost", "I'm sure", "Hold up...")){ - LoadTXTFile(); - } - } - - if (GUILayout.Button("Save TXT", NodeEditorGUI.toolbarButton, GUILayout.Width(70))) - { - SaveTXTFile(); - } - - //RPGTalk commented to make the interface more simple to the end user - /* - if (GUILayout.Button("File", NodeEditorGUI.toolbarDropdown, GUILayout.Width(50))) - { - GenericMenu menu = new GenericMenu(!Application.isPlaying); - - // New Canvas filled with canvas types - NodeCanvasManager.FillCanvasTypeMenu(ref menu, NewNodeCanvas, "New Canvas/"); - menu.AddSeparator(""); - - menu.AddItem(new GUIContent("Save TXT"), false, SaveTXTFile); - - - - - - - // Load / Save -#if UNITY_EDITOR - menu.AddItem(new GUIContent("Load Canvas"), false, LoadCanvas); - menu.AddItem(new GUIContent("Reload Canvas"), false, ReloadCanvas); - menu.AddSeparator(""); - if (canvasCache.nodeCanvas.allowSceneSaveOnly) - { - menu.AddDisabledItem(new GUIContent("Save Canvas")); - menu.AddDisabledItem(new GUIContent("Save Canvas As")); - } - else - { - menu.AddItem(new GUIContent("Save Canvas"), false, SaveCanvas); - menu.AddItem(new GUIContent("Save Canvas As"), false, SaveCanvasAs); - } - menu.AddSeparator(""); -#endif - - // Import / Export filled with import/export types - ImportExportManager.FillImportFormatMenu(ref menu, ImportCanvasCallback, "Import/"); - if (canvasCache.nodeCanvas.allowSceneSaveOnly) - { - menu.AddDisabledItem(new GUIContent("Export")); - } - else - { - ImportExportManager.FillExportFormatMenu(ref menu, ExportCanvasCallback, "Export/"); - } - menu.AddSeparator(""); - - // Scene Saving - string[] sceneSaves = NodeEditorSaveManager.GetSceneSaves(); - if (sceneSaves.Length <= 0) // Display disabled item - menu.AddItem(new GUIContent("Load Canvas from Scene"), false, null); - else foreach (string sceneSave in sceneSaves) // Display scene saves to load - menu.AddItem(new GUIContent("Load Canvas from Scene/" + sceneSave), false, LoadSceneCanvasCallback, sceneSave); - menu.AddItem(new GUIContent("Save Canvas to Scene"), false, SaveSceneCanvasCallback); - - // Show dropdown - menu.Show(new Vector2(5, toolbarHeight)); - }*/ - curToolbarHeight = Mathf.Max(curToolbarHeight, GUILayoutUtility.GetLastRect().yMax); - - GUILayout.Space(10); - GUILayout.FlexibleSpace(); - - //RPGTalk removed to make it more simple - /*GUILayout.Label(new GUIContent("" + canvasCache.nodeCanvas.saveName + " (" + (canvasCache.nodeCanvas.livesInScene ? "Scene Save" : "Asset Save") + ")", - "Opened Canvas path: " + canvasCache.nodeCanvas.savePath), NodeEditorGUI.toolbarLabel); - GUILayout.Label("Type: " + canvasCache.typeData.DisplayString, NodeEditorGUI.toolbarLabel); - curToolbarHeight = Mathf.Max(curToolbarHeight, GUILayoutUtility.GetLastRect().yMax); - - GUI.backgroundColor = new Color(1, 0.3f, 0.3f, 1); - if (GUILayout.Button("Force Re-init", NodeEditorGUI.toolbarButton, GUILayout.Width(100))) - { - NodeEditor.ReInit(true); - canvasCache.nodeCanvas.Validate(); - } */ -#if !UNITY_EDITOR - GUILayout.Space(5); - if (GUILayout.Button("Quit", NodeEditorGUI.toolbarButton, GUILayout.Width(100))) - Application.Quit (); -#endif - curToolbarHeight = Mathf.Max(curToolbarHeight, GUILayoutUtility.GetLastRect().yMax); - GUI.backgroundColor = Color.white; - - GUILayout.EndHorizontal(); - GUILayout.EndArea(); - if (Event.current.type == EventType.Repaint) - toolbarHeight = curToolbarHeight; - } - - private void SaveSceneCanvasPanel() - { - GUILayout.Label("Save Canvas To Scene"); - - GUILayout.BeginHorizontal(); - sceneCanvasName = GUILayout.TextField(sceneCanvasName, GUILayout.ExpandWidth(true)); - bool overwrite = NodeEditorSaveManager.HasSceneSave(sceneCanvasName); - if (overwrite) - GUILayout.Label(new GUIContent("!!!", "A canvas with the specified name already exists. It will be overwritten!"), GUILayout.ExpandWidth(false)); - GUILayout.EndHorizontal(); - - GUILayout.BeginHorizontal(); - if (GUILayout.Button("Cancel")) - showModalPanel = false; - if (GUILayout.Button(new GUIContent(overwrite ? "Overwrite" : "Save", "Save the canvas to the Scene"))) - { - showModalPanel = false; - if (!string.IsNullOrEmpty (sceneCanvasName)) - canvasCache.SaveSceneNodeCanvas(sceneCanvasName); - } - GUILayout.EndHorizontal(); - } - - public void DrawModalPanel() - { - if (showModalPanel) - { - if (modalPanelContent == null) - return; - GUILayout.BeginArea(modalPanelRect, NodeEditorGUI.nodeBox); - modalPanelContent.Invoke(); - GUILayout.EndArea(); - } - } - -#endregion - -#region Menu Callbacks - - private void NewNodeCanvas(Type canvasType) - { - canvasCache.NewNodeCanvas(canvasType); - } - -#if UNITY_EDITOR - - class FollowUpNode - { - public Node node; - public string followUpTitle; - public int identifier; - } - - List followUpNodes; - List createdNodes; - - // RPGTalk added to load the TXT! - void LoadTXTFile() - { - //Get the actual selected path - string selectedPath = "Assets"; - foreach (UnityEngine.Object obj in Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets)) - { - selectedPath = AssetDatabase.GetAssetPath(obj); - if (File.Exists(selectedPath)) - { - selectedPath = Path.GetDirectoryName(selectedPath); - } - break; - } - string path = EditorUtility.OpenFilePanel("Load dialog TXT", selectedPath, "txt"); - - //first, clear the canvas. - canvasCache.NewNodeCanvas(typeof(RPGTalkNodeCanvas)); - - // read the TXT file into the elements list - StreamReader reader = new StreamReader(path); - string txtFile = reader.ReadToEnd(); - reader.Close(); - StringReader sReader = new StringReader(txtFile); - - string line = sReader.ReadLine(); - int currentLine = 0; - - if (line == null) - { - Debug.LogError("There was an error reading your file! Check your encoding settings."); - return; - } - - RPGTalkNode fatherNode = null; - Vector2 position = Vector2.zero; - - followUpNodes = new List(); - createdNodes = new List(); - - while (line != null) - { - //If the line is empty, we will just ignore it - if (string.IsNullOrEmpty(line)) - { - line = sReader.ReadLine(); - currentLine++; - continue; - } - - - - - //Lets check with this is an oppening node - int titleLine = line.IndexOf("[title="); - if (titleLine != -1) - { - string title = ""; - int titleEnd = line.IndexOf("]",titleLine); - if (titleEnd != -1) - { - title = line.Substring(titleLine + 7, titleEnd - (titleLine + 7)); - } - else - { - Debug.LogError("Error reading title"); - } - - if (title.Length > 0) - { - //Good. We got a title. Let's find out if it is an oppening or a closing one - if (title.IndexOf("_begin") != -1) - { - title = title.Substring(0, title.IndexOf("_begin")); - - CreateNode(ref line, ref position, ref currentLine, title, ref sReader, ref fatherNode,true); - - continue; - } - else if (title.IndexOf("_end") != -1) - { - //end last title node - position.y += 250; - position.x = 0; - fatherNode = null; - - line = sReader.ReadLine(); - currentLine++; - continue; - } - else - { - Debug.LogError("Right now, Node Editor only reads TXT made with node editor. You can change your TXT title to have _begin and _end tags"); - } - - - - } - - }// end if title - - - - //Let's check if this line is a save - if (line.IndexOf("[save") != -1 && line.IndexOf("]") != -1) - { - //We do have one! - int initialBracket = line.IndexOf("[save"); - int finalBracket = -1; - if (initialBracket != -1) - { - finalBracket = line.IndexOf("]", initialBracket); - } - - //There still are any '[save' and it is before a ']'? - if (initialBracket < finalBracket) - { - - //Everything fine until now. Now let's check the start and break variables - int indexOfStart = line.IndexOf("start=", initialBracket + 5); - int endOfStart = line.IndexOf(" ", indexOfStart); - if (endOfStart == -1) - { - endOfStart = line.IndexOf("]", indexOfStart); - } - int indexOfBreak = line.IndexOf("break=", initialBracket + 5); - int endOfBreak = line.IndexOf(" ", indexOfBreak); - if (endOfBreak == -1) - { - endOfBreak = line.IndexOf("]", indexOfBreak); - } - int indexOfSavedData = line.IndexOf("data=", initialBracket + 5); - int endOfSavedData = line.IndexOf(" ", indexOfSavedData); - if (endOfSavedData == -1) - { - endOfSavedData = line.IndexOf("]", indexOfSavedData); - } - int indexOfModifier = line.IndexOf("mod=", initialBracket + 5); - int endOfModifier = line.IndexOf(" ", indexOfModifier); - if (endOfModifier == -1) - { - endOfModifier = line.IndexOf("]", indexOfModifier); - } - - - - if (indexOfStart != -1 && indexOfBreak != -1 && endOfBreak != -1 && endOfStart != -1 - && indexOfSavedData != -1 && endOfSavedData != -1 && indexOfModifier != -1 && endOfModifier != -1) - { - string newLineToStart = line.Substring(indexOfStart + 6, endOfStart - (indexOfStart + 6)); - string newLineToBreak = line.Substring(indexOfBreak + 6, endOfBreak - (indexOfBreak + 6)); - string newSavedData = line.Substring(indexOfSavedData + 5, endOfSavedData - (indexOfSavedData + 5)); - string newModfier = line.Substring(indexOfModifier + 4, endOfModifier - (indexOfModifier + 4)); - int intModifier; - - if (newLineToStart.Length > 0 && newLineToBreak.Length > 0 && newSavedData.Length > 0 && int.TryParse(newModfier, out intModifier)) - { - - //Good, this a valid save. Let's create the node - RPGTalkSaveNode thisNode = Node.Create("rpgtalkSaveNode", position) as RPGTalkSaveNode; - position.x += 300; - - thisNode.modifier = intModifier; - thisNode.savedData = newSavedData; - - //Lets keep this node to move and connect later - FollowUpNode followUp = new FollowUpNode(); - followUp.node = thisNode; - followUp.followUpTitle = newLineToStart; - //followUp.identifier = choiceNum; - line = sReader.ReadLine(); - currentLine++; - followUpNodes.Add(followUp); - - - //Connect the node - if (fatherNode != null) - { - ConnectionPort myPort = null; - foreach (ConnectionPort port in thisNode.connectionPorts) - { - if (port.direction == Direction.In) - { - myPort = port; - break; - } - } - - foreach (ConnectionPort port in fatherNode.connectionPorts) - { - if (port.direction == Direction.Out) - { - port.ApplyConnection(myPort); - break; - } - } - } - - - continue; - } - else - { - Debug.LogWarning("There was a problem in your save variables. Check The spelling"); - } - } - else - { - Debug.LogWarning("Found a [save] variable in the text but it didn't had a variable. Check The spelling"); - } - - - - - - } - - - } - - - - - - - - - //This is none of the special lines. So it must be a common node. - CreateNode(ref line, ref position, ref currentLine, "", ref sReader, ref fatherNode); - - } - - - - //Everything created. Everthing fine. Let's now add connections to the follow up nodes (choices and saves) - foreach (FollowUpNode follow in followUpNodes) - { - //the follow up node is exclusive to the prior node? if it isn't, we don't want to move it. Just add the connection - if (follow.followUpTitle.IndexOf("FollowUp_") != -1 && follow.followUpTitle.IndexOf("Choice_" + follow.identifier.ToString()) != -1) - { - //TODO: Move the followups - - } - - - //Find out what node should if be connected to - foreach (RPGTalkNode talkNode in createdNodes) - { - string removeBegin = follow.followUpTitle.Substring(0, follow.followUpTitle.LastIndexOf("_begin")); - - if (talkNode.CutsceneTitle == removeBegin) - { - - - //Connect the nodes - ConnectionPort myPort = null; - foreach (ConnectionPort port in follow.node.connectionPorts) - { - if (port.direction == Direction.Out) - { - myPort = port; - break; - } - } - - foreach (ConnectionPort port in talkNode.connectionPorts) - { - if (port.direction == Direction.In) - { - port.ApplyConnection(myPort); - break; - } - } - - - break; - } - } - - - - - } - - - - } - - void CreateNode(ref string line, ref Vector2 position, ref int currentLine, string cutsceneTitle, ref StringReader sReader, ref RPGTalkNode fatherNode, bool startNode = false) - { - - RPGTalkNode thisNode = null; - int characterID = 0; - int expressionID = 0; - string dialoger; - - - //Good. Let's create the node - thisNode = Node.Create("rpgtalkNode", position) as RPGTalkNode; - position.x += 400; - - //If it is a [title] line, we don't want to actually read it, but the line after it - if (startNode) - { - thisNode.CutsceneTitle = cutsceneTitle; - line = sReader.ReadLine(); - currentLine++; - } - - //dialoger - GetDialoger(line, out line, out characterID, out expressionID, out dialoger); - thisNode.characterID = characterID; - thisNode.expressionID = expressionID; - - //questions - string questionID; - GetQuestion(line, out line, out questionID); - - thisNode.DialogLine = line; - - - //Connect the node - if (fatherNode != null) - { - ConnectionPort myPort = null; - foreach (ConnectionPort port in thisNode.connectionPorts) - { - if (port.direction == Direction.In) - { - myPort = port; - break; - } - } - - foreach (ConnectionPort port in fatherNode.connectionPorts) - { - if (port.direction == Direction.Out) - { - port.ApplyConnection(myPort); - break; - } - } - } - - fatherNode = thisNode; - - - if (questionID.Length > 0) - { - thisNode.questionID = questionID; - line = sReader.ReadLine(); - currentLine++; - int choices = 0; - float originalY = position.y; - while (line != null && line.IndexOf("[choice]") != -1) - { - choices++; - if (choices % 2 == 0) - { - position.y = originalY + 100; - } - else - { - position.y = originalY - 40; - } - - CreateChoiceNode(ref line, ref position, ref fatherNode ,choices, ref sReader, ref currentLine); - - line = sReader.ReadLine(); - currentLine++; - - if (choices % 2 == 0 || line == null || line.IndexOf("[choice]") == -1) - { - position.x += 180; - } - - continue; - } - position.y = originalY; - } - else - { - - line = sReader.ReadLine(); - currentLine++; - } - - - createdNodes.Add(thisNode); - } - - void GetNewTalkTag(ref string line, ref Vector2 position, ref int currentLine, ref StringReader sReader, Node fatherNode, int choiceNum = -1) - { - - //check if the user have some newtalk and the line asks for one - if (line.IndexOf("[newtalk") != -1 && line.IndexOf("]") != -1) - { - //We do have one! - int initialBracket = line.IndexOf("[newtalk"); - int finalBracket = -1; - if (initialBracket != -1) - { - finalBracket = line.IndexOf("]", initialBracket); - } - - //There still are any '[newtalk' and it is before a ']'? - if (initialBracket < finalBracket) - { - - //Everything fine until now. Now let's check the start and break variables - int indexOfStart = line.IndexOf("start=", initialBracket + 8); - int endOfStart = line.IndexOf(" ", indexOfStart); - if (endOfStart == -1) - { - endOfStart = line.IndexOf("]", indexOfStart); - } - int indexOfBreak = line.IndexOf("break=", initialBracket + 8); - int endOfBreak = line.IndexOf(" ", indexOfBreak); - if (endOfBreak == -1) - { - endOfBreak = line.IndexOf("]", indexOfBreak); - } - - - - if (indexOfStart != -1 && indexOfBreak != -1 && endOfBreak != -1 && endOfStart != -1) - { - string newLineToStart = line.Substring(indexOfStart + 6, endOfStart - (indexOfStart + 6)); - string newLineToBreak = line.Substring(indexOfBreak + 6, endOfBreak - (indexOfBreak + 6)); - - if (newLineToStart.Length > 0 && newLineToBreak.Length > 0) - { - line = line.Substring(0, initialBracket) + line.Substring(finalBracket + 1); - - //Lets keep this node to move and connect later - FollowUpNode followUp = new FollowUpNode(); - followUp.node = fatherNode; - followUp.followUpTitle = newLineToStart; - followUp.identifier = choiceNum; - followUpNodes.Add(followUp); - - - - } - else - { - Debug.LogWarning("There was a problem in your start=x or break=y. Check The spelling"); - } - } - else - { - Debug.LogWarning("Found a [newtalk] variable in the text but it didn't had start=x or break=y. Check The spelling"); - } - - - - - - } - - - } - } - - void CreateChoiceNode(ref string line, ref Vector2 position, ref RPGTalkNode fatherNode, int choiceNum, ref StringReader sReader, ref int currentLine) - { - int initialBracket = line.IndexOf("[choice]"); - //Ok! Let's isolate its string - line = line.Substring(initialBracket + 8); - - RPGTalkChoiceNode choiceNode = Node.Create("rpgtalkChoiceNode", position) as RPGTalkChoiceNode; - - - //Connect the node - ConnectionPort myPort = null; - foreach (ConnectionPort port in choiceNode.connectionPorts) - { - if (port.direction == Direction.In) - { - myPort = port; - break; - } - } - - foreach (ConnectionPort port in fatherNode.connectionPorts) - { - if (port.direction == Direction.Out) - { - port.ApplyConnection(myPort); - break; - } - } - - - //Let's check if it has a follow up - GetNewTalkTag(ref line, ref position, ref currentLine, ref sReader, choiceNode, choiceNum - 1); - - choiceNode.DialogLine = line; - } - - void GetQuestion(string line, out string returnLine, out string questionID) - { - questionID = ""; - //check if the user have some question and the line asks for one - if (line.IndexOf("[question=") != -1 && line.IndexOf("]", line.IndexOf("[question=")) != -1) - { - int initialBracket = line.IndexOf("[question="); - int finalBracket = line.IndexOf("]", initialBracket); - - //Ok, new question around! Let's get its id - questionID = line.Substring(initialBracket + 10, finalBracket - (initialBracket + 10)); - line = line.Substring(0, initialBracket) + line.Substring(finalBracket + 1); - } - - returnLine = line; - } - - void GetDialoger(string line, out string returnLine, out int characterID, out int expressionID, out string dialoger) - { - returnLine = line; - characterID = 0; - expressionID = 0; - dialoger = ""; - if (line.IndexOf(':') != -1) - { - string[] splitLine = line.Split(new char[] { ':' }, 2); - dialoger = splitLine[0].Trim(); - returnLine = splitLine[1].Trim(); - RPGTALK.Helper.RPGTalkCharacter[] characters = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetAllCharactersInGame(); - for (int i = 0; i < characters.Length; i++) - { - if (characters[i].dialoger == dialoger) - { - characterID = i + 1; - - //expression - string expression = GetExpression(returnLine, out returnLine); - string[] expressions = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetExpressionsNamesByCharacterName(dialoger); - for (int j = 0; j < expressions.Length; j++) - { - if (expressions[j] == expression) - { - expressionID = j; - break; - } - } - break; - } - } - - } - } - - - string GetExpression(string line, out string returnLine) - { - //check if the user have some expression and the line asks for one - if (line.IndexOf("[expression=") != -1 && line.IndexOf("]") != -1) - { - //We do have one! - int initialBracket = line.IndexOf("[expression="); - int finalBracket = -1; - if (initialBracket != -1) - { - finalBracket = line.IndexOf("]", initialBracket); - } - - //There still are any '[expression=' and it is before a ']'? - if (initialBracket < finalBracket) - { - if (line.Substring(initialBracket + 12, finalBracket - (initialBracket + 12)).Length > 0) - { - - returnLine = line.Substring(0, initialBracket) + - line.Substring(finalBracket + 1); - - return line.Substring(initialBracket + 12, finalBracket - (initialBracket + 12)); - - - } - else - { - Debug.LogWarning("Found a [expression=x] variable in the text but something is wrong with it. Check The spelling"); - } - - - } - - } - - - returnLine = line; - - return ""; - - } - - // RPGTalk added to save the TXT! - void SaveTXTFile() - { - RPGTalkNodeCanvas canvas = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas); - string file = ""; - //force remaking the lines - foreach(RPGTalkNode node in canvas.GetStartCutsceneNodes()) - { - file += "[title=" + node.CutsceneTitle + "_begin]\n"; - int actualLine = file.Split('\n').Length; - file += node.GetText(actualLine); - //file += node.GetText(); - file += "[title=" + node.CutsceneTitle + "_end]\n"; - } - file = ""; - //Actually write - foreach (RPGTalkNode node in canvas.GetStartCutsceneNodes()) - { - file += "[title=" + node.CutsceneTitle + "_begin]\n"; - file += node.GetText(); - file += "[title=" + node.CutsceneTitle + "_end]\n"; - } - - string path = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Dialog as TXT", "NewDialog", "txt", ""); - if (!string.IsNullOrEmpty(path)) - { - File.WriteAllText(path, file); - } - - } - - private void LoadCanvas() - { - string path = UnityEditor.EditorUtility.OpenFilePanel("Load Node Canvas", NodeEditor.editorPath + "Resources/Saves/", "asset"); - if (!path.Contains(Application.dataPath)) - { - if (!string.IsNullOrEmpty(path)) - ShowNotification(new GUIContent("You should select an asset inside your project folder!")); - } - else - canvasCache.LoadNodeCanvas(path); - } - - private void ReloadCanvas() - { - string path = canvasCache.nodeCanvas.savePath; - if (!string.IsNullOrEmpty(path)) - { - if (path.StartsWith("SCENE/")) - canvasCache.LoadSceneNodeCanvas(path.Substring(6)); - else - canvasCache.LoadNodeCanvas(path); - ShowNotification(new GUIContent("Canvas Reloaded!")); - } - else - ShowNotification(new GUIContent("Cannot reload canvas as it has not been saved yet!")); - } - - private void SaveCanvas() - { - string path = canvasCache.nodeCanvas.savePath; - if (!string.IsNullOrEmpty(path)) - { - if (path.StartsWith("SCENE/")) - canvasCache.SaveSceneNodeCanvas(path.Substring(6)); - else - canvasCache.SaveNodeCanvas(path); - ShowNotification(new GUIContent("Canvas Saved!")); - } - else - ShowNotification(new GUIContent("No save location found. Use 'Save As'!")); - } - - private void SaveCanvasAs() - { - string panelPath = NodeEditor.editorPath + "Resources/Saves/"; - if (canvasCache.nodeCanvas != null && !string.IsNullOrEmpty(canvasCache.nodeCanvas.savePath)) - panelPath = canvasCache.nodeCanvas.savePath; - string path = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Node Canvas", "Node Canvas", "asset", "", panelPath); - if (!string.IsNullOrEmpty(path)) - canvasCache.SaveNodeCanvas(path); - } -#endif - - private void LoadSceneCanvasCallback(object canvas) - { - canvasCache.LoadSceneNodeCanvas((string)canvas); - sceneCanvasName = canvasCache.nodeCanvas.name; - } - - private void SaveSceneCanvasCallback() - { - modalPanelContent = SaveSceneCanvasPanel; - showModalPanel = true; - } - - private void ImportCanvasCallback(string formatID) - { - IOFormat = ImportExportManager.ParseFormat(formatID); - if (IOFormat.RequiresLocationGUI) - { - ImportLocationGUI = IOFormat.ImportLocationArgsGUI; - modalPanelContent = ImportCanvasGUI; - showModalPanel = true; - } - else if (IOFormat.ImportLocationArgsSelection(out IOLocationArgs)) - canvasCache.SetCanvas(ImportExportManager.ImportCanvas(IOFormat, IOLocationArgs)); - } - - private void ImportCanvasGUI() - { - if (ImportLocationGUI != null) - { - bool? state = ImportLocationGUI(ref IOLocationArgs); - if (state == null) - return; - - if (state == true) - canvasCache.SetCanvas(ImportExportManager.ImportCanvas(IOFormat, IOLocationArgs)); - - ImportLocationGUI = null; - modalPanelContent = null; - showModalPanel = false; - } - else - showModalPanel = false; - } - - private void ExportCanvasCallback(string formatID) - { - IOFormat = ImportExportManager.ParseFormat(formatID); - if (IOFormat.RequiresLocationGUI) - { - ExportLocationGUI = IOFormat.ExportLocationArgsGUI; - modalPanelContent = ExportCanvasGUI; - showModalPanel = true; - } - else if (IOFormat.ExportLocationArgsSelection(canvasCache.nodeCanvas.saveName, out IOLocationArgs)) - ImportExportManager.ExportCanvas(canvasCache.nodeCanvas, IOFormat, IOLocationArgs); - } - - private void ExportCanvasGUI() - { - if (ExportLocationGUI != null) - { - bool? state = ExportLocationGUI(canvasCache.nodeCanvas.saveName, ref IOLocationArgs); - if (state == null) - return; - - if (state == true) - ImportExportManager.ExportCanvas(canvasCache.nodeCanvas, IOFormat, IOLocationArgs); - - ImportLocationGUI = null; - modalPanelContent = null; - showModalPanel = false; - } - else - showModalPanel = false; - } - -#endregion - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInterface.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInterface.cs.meta deleted file mode 100644 index cad0366..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/Interface/NodeEditorInterface.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: fc2d5bd6fc3c2a042b33642dc057790d -timeCreated: 1498909738 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/NodeEditor.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/NodeEditor.cs deleted file mode 100644 index 59b3b12..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/NodeEditor.cs +++ /dev/null @@ -1,365 +0,0 @@ -using UnityEngine; -using System; -using System.Collections.Generic; - -using NodeEditorFramework.Utilities; -using NodeEditorFramework.IO; - -using Object = UnityEngine.Object; - -namespace NodeEditorFramework -{ - /// - /// Central class of NodeEditor providing the GUI to draw the Node Editor Canvas, bundling all other parts of the Framework - /// - public static partial class NodeEditor - { - public static string editorPath = "Assets/Plugins/Node_Editor/"; - - // The NodeCanvas which represents the currently drawn Node Canvas; globally accessed - public static NodeCanvas curNodeCanvas; - public static NodeEditorState curEditorState; - - // GUI callback control - internal static Action NEUpdate; - public static void Update () { if (NEUpdate != null) NEUpdate (); } - public static Action ClientRepaints; - public static void RepaintClients () { if (ClientRepaints != null) ClientRepaints (); } - - // Canvas Editing - private static Stack editCanvasStack = new Stack (4); - private static Stack editEditorStateStack = new Stack (4); - - // Initiation - private static bool initiatedBase; - private static bool initiatedGUI; - public static bool InitiationError; - - #region Setup - - /// - /// Initiates the Node Editor if it wasn't yet - /// - public static void checkInit(bool GUIFunction) - { - if (!InitiationError) - { - if (!initiatedBase) - setupBaseFramework(); - if (GUIFunction && !initiatedGUI) - setupGUI(); - } - } - - /// - /// Resets the initiation state so next time calling checkInit it will re-initiate - /// - public static void resetInit() - { - InitiationError = initiatedBase = initiatedGUI = false; - } - - /// - /// Re-Inits the NodeCanvas regardless of whetehr it was initiated before - /// - public static void ReInit (bool GUIFunction) - { - InitiationError = initiatedBase = initiatedGUI = false; - - setupBaseFramework (); - if (GUIFunction) - setupGUI (); - } - - /// - /// Setup of the base framework. Enough to manage and calculate canvases. - /// - private static void setupBaseFramework () - { - CheckEditorPath (); - - // Init Resource system. Can be called anywhere else, too, if it's needed before. - ResourceManager.SetDefaultResourcePath (editorPath + "Resources/"); - - // Run fetching algorithms searching the script assemblies for Custom Nodes / Connection Types / NodeCanvas Types - ConnectionPortStyles.FetchConnectionPortStyles(); - NodeTypes.FetchNodeTypes (); - NodeCanvasManager.FetchCanvasTypes (); - ConnectionPortManager.FetchNodeConnectionDeclarations (); - ImportExportManager.FetchIOFormats (); - - // Setup Callback system - NodeEditorCallbacks.SetupReceivers (); - NodeEditorCallbacks.IssueOnEditorStartUp (); - - // Init input - NodeEditorInputSystem.SetupInput (); - - #if UNITY_EDITOR - UnityEditor.EditorApplication.update -= Update; - UnityEditor.EditorApplication.update += Update; - #endif - - initiatedBase = true; - } - - /// - /// Setup of the GUI. Only called when a GUI representation is actually used. - /// - private static void setupGUI () - { - if (!initiatedBase) - setupBaseFramework(); - initiatedGUI = false; - - // Init GUIScaleUtility. This fetches reflected calls and might throw a message notifying about incompability. - GUIScaleUtility.CheckInit (); - - if (!NodeEditorGUI.Init ()) - { - InitiationError = true; - return; - } - - #if UNITY_EDITOR - RepaintClients (); - #endif - - initiatedGUI = true; - } - - /// - /// Checks the editor path and corrects it when possible. - /// - public static void CheckEditorPath () - { - #if UNITY_EDITOR - Object script = UnityEditor.AssetDatabase.LoadAssetAtPath (editorPath + "Framework/NodeEditor.cs", typeof(Object)); - if (script == null) - { // Not installed in default path - string[] assets = UnityEditor.AssetDatabase.FindAssets ("NodeEditorCallbackReceiver"); // Something relatively unique - if (assets.Length != 1) - { - assets = UnityEditor.AssetDatabase.FindAssets ("ConnectionPortManager"); // Another try - if (assets.Length != 1) - throw new UnityException ("Node Editor: Not installed in default directory '" + editorPath + "'! Correct path could not be detected! Please correct the editorPath variable in NodeEditor.cs!"); - } - - string correctEditorPath = UnityEditor.AssetDatabase.GUIDToAssetPath (assets[0]); - int subFolderIndex = correctEditorPath.LastIndexOf ("Framework/"); - if (subFolderIndex == -1) - throw new UnityException ("Node Editor: Not installed in default directory '" + editorPath + "'! Correct path could not be detected! Please correct the editorPath variable in NodeEditor.cs!"); - correctEditorPath = correctEditorPath.Substring (0, subFolderIndex); - - //RPGTalk commented to make it easier for the noob user - - /*Debug.LogWarning ("Node Editor: Not installed in default directory '" + editorPath + "'! " + - "Editor-only automatic detection adjusted the path to " + correctEditorPath + ", but if you plan to use at runtime, please correct the editorPath variable in NodeEditor.cs!"); - */ - editorPath = correctEditorPath; - } - #endif - } - - #endregion - - #region GUI - - /// - /// Draws the Node Canvas on the screen in the rect specified by editorState - /// - public static void DrawCanvas (NodeCanvas nodeCanvas, NodeEditorState editorState) - { - if (nodeCanvas == null || editorState == null || !editorState.drawing) - return; - checkInit (true); - - DrawSubCanvas (nodeCanvas, editorState); - } - - /// - /// Draws the Node Canvas on the screen in the rect specified by editorState without one-time wrappers like GUISkin and OverlayGUI. Made for nested Canvases (WIP) - /// - private static void DrawSubCanvas (NodeCanvas nodeCanvas, NodeEditorState editorState) - { - if (!editorState.drawing) - return; - - BeginEditingCanvas (nodeCanvas, editorState); - if (curNodeCanvas == null || curEditorState == null || !curEditorState.drawing) - return; - - if (Event.current.type == EventType.Repaint) - { // Draw Background when Repainting - // Offset from origin in tile units - Vector2 tileOffset = new Vector2 (-(curEditorState.zoomPos.x * curEditorState.zoom + curEditorState.panOffset.x) / NodeEditorGUI.Background.width, - ((curEditorState.zoomPos.y - curEditorState.canvasRect.height) * curEditorState.zoom + curEditorState.panOffset.y) / NodeEditorGUI.Background.height); - // Amount of tiles - Vector2 tileAmount = new Vector2 (Mathf.Round (curEditorState.canvasRect.width * curEditorState.zoom) / NodeEditorGUI.Background.width, - Mathf.Round (curEditorState.canvasRect.height * curEditorState.zoom) / NodeEditorGUI.Background.height); - // Draw tiled background - GUI.DrawTextureWithTexCoords (curEditorState.canvasRect, NodeEditorGUI.Background, new Rect (tileOffset, tileAmount)); - } - - // Handle input events - NodeEditorInputSystem.HandleInputEvents (curEditorState); - if (Event.current.type != EventType.Layout) - curEditorState.ignoreInput = new List (); - - // We're using a custom scale method, as default one is messing up clipping rect - Rect canvasRect = curEditorState.canvasRect; - curEditorState.zoomPanAdjust = GUIScaleUtility.BeginScale (ref canvasRect, curEditorState.zoomPos, curEditorState.zoom, NodeEditorGUI.isEditorWindow, false); - - // ---- BEGIN SCALE ---- - - // Some features which require zoomed drawing: - - if (curEditorState.navigate) - { // Draw a curve to the origin/active node for orientation purposes - Vector2 startPos = (curEditorState.selectedNode != null? curEditorState.selectedNode.rect.center : curEditorState.panOffset) + curEditorState.zoomPanAdjust; - Vector2 endPos = Event.current.mousePosition; - RTEditorGUI.DrawLine (startPos, endPos, Color.green, null, 3); - RepaintClients (); - } - - if (curEditorState.connectKnob != null) - { // Draw the currently drawn connection - curEditorState.connectKnob.DrawConnection (Event.current.mousePosition); - RepaintClients (); - } - - // Draw the groups below everything else - for (int groupCnt = 0; groupCnt < curNodeCanvas.groups.Count; groupCnt++) - { - NodeGroup group = curNodeCanvas.groups[groupCnt]; - if (Event.current.type == EventType.Layout) - group.isClipped = !curEditorState.canvasViewport.Overlaps(group.fullAABBRect); - if (!group.isClipped) - group.DrawGroup(); - } - - // Push the active node to the top of the draw order. - if (Event.current.type == EventType.Layout && curEditorState.selectedNode != null) - { - curNodeCanvas.nodes.Remove (curEditorState.selectedNode); - curNodeCanvas.nodes.Add (curEditorState.selectedNode); - } - - // Draw the transitions and connections. Has to be drawn before nodes as transitions originate from node centers - for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) - curNodeCanvas.nodes [nodeCnt].DrawConnections (); - - // Draw the nodes - for (int nodeCnt = 0; nodeCnt < curNodeCanvas.nodes.Count; nodeCnt++) - { - Node node = curNodeCanvas.nodes [nodeCnt]; - if (Event.current.type == EventType.Layout) - node.isClipped = !curEditorState.canvasViewport.Overlaps(curNodeCanvas.nodes[nodeCnt].fullAABBRect); - if (!node.isClipped) - { - node.DrawNode(); - if (Event.current.type == EventType.Repaint) - node.DrawKnobs(); - } - } - - // ---- END SCALE ---- - - // End scaling group - GUIScaleUtility.EndScale (); - - // Handle input events with less priority than node GUI controls - NodeEditorInputSystem.HandleLateInputEvents (curEditorState); - - EndEditingCanvas (); - } - - /// - /// Sets the specified canvas as the current context most functions work on - /// - public static void BeginEditingCanvas (NodeCanvas canvas) - { - NodeEditorState state = canvas.editorStates.Length >= 1? canvas.editorStates[0] : null; - BeginEditingCanvas (canvas, state); - } - - /// - /// Sets the specified canvas as the current context most functions work on - /// - public static void BeginEditingCanvas (NodeCanvas canvas, NodeEditorState state) - { - if (state != null && state.canvas != canvas) - state = null; // State does not belong to the canvas - - editCanvasStack.Push (canvas); - editEditorStateStack.Push (state); - curNodeCanvas = canvas; - curEditorState = state; - } - - /// - /// Restores the previously edited canvas as the current context - /// - public static void EndEditingCanvas () - { - curNodeCanvas = editCanvasStack.Pop (); - curEditorState = editEditorStateStack.Pop (); - } - - #endregion - - #region Space Transformations - - /// - /// Returns the node at the specified canvas-space position in the current editor - /// - public static Node NodeAtPosition (Vector2 canvasPos) - { - ConnectionKnob focusedKnob; - return NodeAtPosition (curEditorState, canvasPos, out focusedKnob); - } - - /// - /// Returns the node at the specified canvas-space position in the current editor and returns a possible focused knob aswell - /// - public static Node NodeAtPosition (Vector2 canvasPos, out ConnectionKnob focusedKnob) - { - return NodeAtPosition (curEditorState, canvasPos, out focusedKnob); - } - - /// - /// Returns the node at the specified canvas-space position in the specified editor and returns a possible focused knob aswell - /// - public static Node NodeAtPosition (NodeEditorState editorState, Vector2 canvasPos, out ConnectionKnob focusedKnob) - { - focusedKnob = null; - if (editorState == null || NodeEditorInputSystem.shouldIgnoreInput (editorState)) - return null; - NodeCanvas canvas = editorState.canvas; - for (int nodeCnt = canvas.nodes.Count-1; nodeCnt >= 0; nodeCnt--) - { // Check from top to bottom because of the render order - Node node = canvas.nodes [nodeCnt]; - if (node.ClickTest (canvasPos, out focusedKnob)) - return node; // Node is clicked on - } - return null; - } - - /// - /// Transforms screen space elements in the current editor into canvas space (Level of Nodes, ...) - /// - public static Vector2 ScreenToCanvasSpace (Vector2 screenPos) - { - return ScreenToCanvasSpace (curEditorState, screenPos); - } - /// - /// Transforms screen space elements in the specified editor into canvas space (Level of Nodes, ...) - /// - public static Vector2 ScreenToCanvasSpace (NodeEditorState editorState, Vector2 screenPos) - { - return (screenPos - editorState.canvasRect.position - editorState.zoomPos) * editorState.zoom - editorState.panOffset; - } - - #endregion - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/NodeEditor.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/NodeEditor.cs.meta deleted file mode 100644 index 912b1bc..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/NodeEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: b01efe70ff3f8d84da16ee5d254540a9 -timeCreated: 1449162341 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem.meta deleted file mode 100644 index 9aef1f2..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2b634ce96f54a45eda27b520c00cfa79 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportFormat.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportFormat.cs deleted file mode 100644 index f1b4423..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportFormat.cs +++ /dev/null @@ -1,212 +0,0 @@ -using System.IO; -using UnityEngine; -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework.IO -{ - /// - /// Base class of an arbitrary Import/Export format based directly on the NodeCanvas - /// - public abstract class ImportExportFormat - { - /// - /// Identifier for this format, must be unique (e.g. 'XML') - /// - public abstract string FormatIdentifier { get; } - - /// - /// Optional format description (e.g. 'Legacy', shown as 'XML (Legacy)') - /// - public virtual string FormatDescription { get { return ""; } } - - /// - /// Optional extension for this format if saved as a file, e.g. 'xml', default equals FormatIdentifier - /// - public virtual string FormatExtension { get { return FormatIdentifier; } } - - /// - /// Returns whether the location selection needs to be performed through a GUI (e.g. for a custom database access) - /// If true, the Import-/ExportLocationArgsGUI functions are called, else Import-/ExportLocationArgsSelection - /// - public virtual bool RequiresLocationGUI { get { -#if UNITY_EDITOR - return false; // In the editor, use file browser seletion -#else - return true; // At runtime, use GUI to select a file in a fixed folder -#endif - } - } - - /// - /// Folder for runtime IO operations relative to the game folder. - /// - public virtual string RuntimeIOPath { get { return "Files/NodeEditor/"; } } - -#if !UNITY_EDITOR - private string fileSelection = ""; - private Rect fileSelectionMenuRect; -#endif - - /// - /// Called only if RequiresLocationGUI is true. - /// Displays GUI filling in locationArgs with the information necessary to locate the import operation. - /// Override along with RequiresLocationGUI for custom database access. - /// Return true or false to perform or cancel the import operation. - /// - public virtual bool? ImportLocationArgsGUI (ref object[] locationArgs) - { -#if UNITY_EDITOR - return ImportLocationArgsSelection (out locationArgs); -#else - GUILayout.Label("Import canvas from " + FormatIdentifier); - GUILayout.BeginHorizontal(); - GUILayout.Label(RuntimeIOPath, GUILayout.ExpandWidth(false)); - if (GUILayout.Button(string.IsNullOrEmpty(fileSelection)? "Select..." : fileSelection + "." + FormatExtension, GUILayout.ExpandWidth(true))) - { - // Find save files - DirectoryInfo dir = Directory.CreateDirectory(RuntimeIOPath); - FileInfo[] files = dir.GetFiles("*." + FormatExtension); - // Fill save file selection menu - GenericMenu fileSelectionMenu = new GenericMenu(false); - foreach (FileInfo file in files) - fileSelectionMenu.AddItem(new GUIContent(file.Name), false, () => fileSelection = Path.GetFileNameWithoutExtension(file.Name)); - fileSelectionMenu.DropDown(fileSelectionMenuRect); - } - if (Event.current.type == EventType.Repaint) - { - Rect popupPos = GUILayoutUtility.GetLastRect(); - fileSelectionMenuRect = new Rect(popupPos.x + 2, popupPos.yMax + 2, popupPos.width - 4, 0); - } - GUILayout.EndHorizontal(); - - // Finish operation buttons - GUILayout.BeginHorizontal(); - if (GUILayout.Button("Cancel")) - return false; - if (GUILayout.Button("Import")) - { - if (string.IsNullOrEmpty(fileSelection) || !File.Exists(RuntimeIOPath + fileSelection + "." + FormatExtension)) - return false; - fileSelection = Path.GetFileNameWithoutExtension(fileSelection); - locationArgs = new object[] { RuntimeIOPath + fileSelection + "." + FormatExtension }; - return true; - } - GUILayout.EndHorizontal(); - - return null; -#endif - } - - /// - /// Called only if RequiresLocationGUI is false. - /// Returns the information necessary to locate the import operation. - /// By default it lets the user select a path as string[1]. - /// - public virtual bool ImportLocationArgsSelection (out object[] locationArgs) - { - string path = null; -#if UNITY_EDITOR - path = UnityEditor.EditorUtility.OpenFilePanel( - "Import " + FormatIdentifier + (!string.IsNullOrEmpty (FormatDescription)? (" (" + FormatDescription + ")") : ""), - "Assets", FormatExtension.ToLower ()); -#endif - locationArgs = new object[] { path }; - return !string.IsNullOrEmpty (path); - } - - /// - /// Called only if RequiresLocationGUI is true. - /// Displays GUI filling in locationArgs with the information necessary to locate the export operation. - /// Override along with RequiresLocationGUI for custom database access. - /// Return true or false to perform or cancel the export operation. - /// - public virtual bool? ExportLocationArgsGUI (string canvasName, ref object[] locationArgs) - { -#if UNITY_EDITOR - return ExportLocationArgsSelection(canvasName, out locationArgs); -#else - GUILayout.Label("Export canvas to " + FormatIdentifier); - - // File save field - GUILayout.BeginHorizontal(); - GUILayout.Label(RuntimeIOPath, GUILayout.ExpandWidth(false)); - fileSelection = GUILayout.TextField(fileSelection, GUILayout.ExpandWidth(true)); - GUILayout.Label("." + FormatExtension, GUILayout.ExpandWidth (false)); - GUILayout.EndHorizontal(); - - // Finish operation buttons - GUILayout.BeginHorizontal(); - if (GUILayout.Button("Cancel")) - return false; - if (GUILayout.Button("Export")) - { - if (string.IsNullOrEmpty(fileSelection)) - return false; - fileSelection = Path.GetFileNameWithoutExtension(fileSelection); - locationArgs = new object[] { RuntimeIOPath + fileSelection + "." + FormatExtension }; - return true; - } - GUILayout.EndHorizontal(); - - return null; -#endif - } - - /// - /// Called only if RequiresLocationGUI is false. - /// Returns the information necessary to locate the export operation. - /// By default it lets the user select a path as string[1]. - /// - public virtual bool ExportLocationArgsSelection (string canvasName, out object[] locationArgs) - { - string path = null; -#if UNITY_EDITOR - path = UnityEditor.EditorUtility.SaveFilePanel( - "Export " + FormatIdentifier + (!string.IsNullOrEmpty (FormatDescription)? (" (" + FormatDescription + ")") : ""), - "Assets", canvasName, FormatExtension.ToLower ()); -#endif - locationArgs = new object[] { path }; - return !string.IsNullOrEmpty (path); - } - - /// - /// Imports the canvas at the location specified in the args (usually string[1] containing the path) and returns it's simplified canvas data - /// - public abstract NodeCanvas Import (params object[] locationArgs); - - /// - /// Exports the given simplified canvas data to the location specified in the args (usually string[1] containing the path) - /// - public abstract void Export (NodeCanvas canvas, params object[] locationArgs); - } - - /// - /// Base class of an arbitrary Import/Export format based on a simple structural data best for most formats - /// - public abstract class StructuredImportExportFormat : ImportExportFormat - { - public override NodeCanvas Import (params object[] locationArgs) - { - CanvasData data = ImportData (locationArgs); - if (data == null) - return null; - return ImportExportManager.ConvertToNodeCanvas (data); - } - - public override void Export (NodeCanvas canvas, params object[] locationArgs) - { - CanvasData data = ImportExportManager.ConvertToCanvasData (canvas); - ExportData (data, locationArgs); - } - - /// - /// Imports the canvas at the location specified in the args (usually string[1] containing the path) and returns it's simplified canvas data - /// - public abstract CanvasData ImportData (params object[] locationArgs); - - /// - /// Exports the given simplified canvas data to the location specified in the args (usually string[1] containing the path) - /// - public abstract void ExportData (CanvasData data, params object[] locationArgs); - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportFormat.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportFormat.cs.meta deleted file mode 100644 index f7ac566..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportFormat.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 961d85cbdc1829442907cdcfd40aaf01 -timeCreated: 1497884522 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportManager.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportManager.cs deleted file mode 100644 index c89080e..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportManager.cs +++ /dev/null @@ -1,270 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using System.Reflection; -using UnityEngine; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework.IO -{ - /// - /// Manager for Import Export operations, including fetching of all supported formats - /// - public static class ImportExportManager - { - private static Dictionary IOFormats; - - private static Action _importMenuCallback; - private static Action _exportMenuCallback; - - /// - /// Fetches every IO Format in the script assemblies to provide the framework with custom import and export formats - /// - public static void FetchIOFormats() - { - IOFormats = new Dictionary(); - foreach (Type type in ReflectionUtility.getSubTypes (typeof(ImportExportFormat))) - { - ImportExportFormat formatter = (ImportExportFormat)Activator.CreateInstance (type); - IOFormats.Add (formatter.FormatIdentifier, formatter); - } - } - - /// - /// Returns the format specified by the given IO format identifier - /// - public static ImportExportFormat ParseFormat (string IOformat) - { - ImportExportFormat formatter; - if (IOFormats.TryGetValue (IOformat, out formatter)) - return formatter; - else - throw new ArgumentException ("Unknown format '" + IOformat + "'"); - } - - /// - /// Imports the canvas with the given formatter from the location specified in the args and returns it - /// - public static NodeCanvas ImportCanvas (ImportExportFormat formatter, params object[] args) - { - return formatter.Import (args); - } - - /// - /// Exports the given canvas with the given formatter to the location specified in the args - /// - public static void ExportCanvas (NodeCanvas canvas, ImportExportFormat formatter, params object[] args) - { - formatter.Export (canvas, args); - } - - #region Canvas Type Menu - - public static void FillImportFormatMenu(ref GenericMenu menu, Action IOFormatSelection, string path = "") - { - _importMenuCallback = IOFormatSelection; - foreach (string formatID in IOFormats.Keys) - menu.AddItem(new GUIContent(path + formatID), false, unwrapInputFormatIDCallback, (object)formatID); - } - - #if UNITY_EDITOR - public static void FillImportFormatMenu(ref UnityEditor.GenericMenu menu, Action IOFormatSelection, string path = "") - { - _importMenuCallback = IOFormatSelection; - foreach (string formatID in IOFormats.Keys) - menu.AddItem(new GUIContent(path + formatID), false, unwrapInputFormatIDCallback, (object)formatID); - } - #endif - - public static void FillExportFormatMenu(ref GenericMenu menu, Action IOFormatSelection, string path = "") - { - _exportMenuCallback = IOFormatSelection; - foreach (string formatID in IOFormats.Keys) - menu.AddItem(new GUIContent(path + formatID), false, unwrapExportFormatIDCallback, (object)formatID); - } - - #if UNITY_EDITOR - public static void FillExportFormatMenu(ref UnityEditor.GenericMenu menu, Action IOFormatSelection, string path = "") - { - _exportMenuCallback = IOFormatSelection; - foreach (string formatID in IOFormats.Keys) - menu.AddItem(new GUIContent(path + formatID), false, unwrapExportFormatIDCallback, (object)formatID); - } - #endif - - private static void unwrapInputFormatIDCallback(object formatID) - { - _importMenuCallback((string)formatID); - } - - private static void unwrapExportFormatIDCallback(object formatID) - { - _exportMenuCallback((string)formatID); - } - - #endregion - - #region Converter - - /// - /// Converts the NodeCanvas to a simplified CanvasData - /// - internal static CanvasData ConvertToCanvasData (NodeCanvas canvas) - { - if (canvas == null) - return null; - - // Validate canvas and create canvas data for it - canvas.Validate (); - CanvasData canvasData = new CanvasData (canvas); - - // Store Lookup-Table for all ports - Dictionary portDatas = new Dictionary(); - - foreach (Node node in canvas.nodes) - { - // Create node data - NodeData nodeData = new NodeData (node); - canvasData.nodes.Add (nodeData.nodeID, nodeData); - - foreach (ConnectionPortDeclaration portDecl in ConnectionPortManager.GetPortDeclarationEnumerator(node)) - { // Fetch all static connection port declarations and record them - ConnectionPort port = (ConnectionPort)portDecl.portField.GetValue(node); - PortData portData = new PortData(nodeData, port, portDecl.portField.Name); - nodeData.connectionPorts.Add(portData); - portDatas.Add(port, portData); - } - - foreach (ConnectionPort port in node.dynamicConnectionPorts) - { // Fetch all dynamic connection ports and record them - PortData portData = new PortData(nodeData, port); - nodeData.connectionPorts.Add(portData); - portDatas.Add(port, portData); - } - - // Fetch all serialized node variables specific to each node's implementation - FieldInfo[] serializedFields = ReflectionUtility.getSerializedFields (node.GetType (), typeof(Node)); - foreach (FieldInfo field in serializedFields) - { // Create variable data and enter the - if (field.FieldType.IsSubclassOf(typeof(ConnectionPort))) - continue; - VariableData varData = new VariableData (field); - nodeData.variables.Add (varData); - object varValue = field.GetValue (node); - if (field.FieldType.IsValueType) // Store value of the object - varData.value = varValue; - else // Store reference to the object - varData.refObject = canvasData.ReferenceObject (varValue); - } - } - - foreach (PortData portData in portDatas.Values) - { // Record the connections of this port - foreach (ConnectionPort conPort in portData.port.connections) - { - PortData conPortData; // Get portData associated with the connection port - if (portDatas.TryGetValue(conPort, out conPortData)) - canvasData.RecordConnection(portData, conPortData); - } - } - - foreach (NodeGroup group in canvas.groups) - { // Record all groups - canvasData.groups.Add(new GroupData(group)); - } - - canvasData.editorStates = new EditorStateData[canvas.editorStates.Length]; - for (int i = 0; i < canvas.editorStates.Length; i++) - { // Record all editorStates - NodeEditorState state = canvas.editorStates[i]; - NodeData selected = state.selectedNode == null ? null : canvasData.FindNode(state.selectedNode); - canvasData.editorStates[i] = new EditorStateData(selected, state.panOffset, state.zoom); - } - - return canvasData; - } - - /// - /// Converts the simplified CanvasData back to a proper NodeCanvas - /// - internal static NodeCanvas ConvertToNodeCanvas (CanvasData canvasData) - { - if (canvasData == null) - return null; - NodeCanvas nodeCanvas = NodeCanvas.CreateCanvas(canvasData.type); - nodeCanvas.name = nodeCanvas.saveName = canvasData.name; - nodeCanvas.nodes.Clear(); - NodeEditor.BeginEditingCanvas(nodeCanvas); - - foreach (NodeData nodeData in canvasData.nodes.Values) - { // Read all nodes - Node node = Node.Create (nodeData.typeID, nodeData.nodePos, null, true, false); - if (!string.IsNullOrEmpty(nodeData.name)) - node.name = nodeData.name; - if (node == null) - continue; - - foreach (ConnectionPortDeclaration portDecl in ConnectionPortManager.GetPortDeclarationEnumerator(node)) - { // Find stored ports for each node port declaration - PortData portData = nodeData.connectionPorts.Find((PortData data) => data.name == portDecl.portField.Name); - if (portData != null) // Stored port has been found, record - portData.port = (ConnectionPort)portDecl.portField.GetValue(node); - } - - foreach (PortData portData in nodeData.connectionPorts.Where(port => port.dynamic)) - { // Find stored dynamic connection ports - if (portData.port != null) // Stored port has been recreated - { - portData.port.body = node; - node.dynamicConnectionPorts.Add(portData.port); - } - } - - foreach (VariableData varData in nodeData.variables) - { // Restore stored variable to node - FieldInfo field = node.GetType().GetField(varData.name); - if (field != null) - field.SetValue(node, varData.refObject != null ? varData.refObject.data : varData.value); - } - } - - foreach (ConnectionData conData in canvasData.connections) - { // Restore all connections - if (conData.port1.port == null || conData.port2.port == null) - { // Not all ports where saved in canvasData - Debug.Log("Incomplete connection " + conData.port1.name + " and " + conData.port2.name + "!"); - continue; - } - conData.port1.port.TryApplyConnection(conData.port2.port, true); - } - - foreach (GroupData groupData in canvasData.groups) - { // Recreate groups - NodeGroup group = new NodeGroup(); - group.title = groupData.name; - group.rect = groupData.rect; - group.color = groupData.color; - nodeCanvas.groups.Add(group); - } - - nodeCanvas.editorStates = new NodeEditorState[canvasData.editorStates.Length]; - for (int i = 0; i < canvasData.editorStates.Length; i++) - { // Read all editorStates - EditorStateData stateData = canvasData.editorStates[i]; - NodeEditorState state = ScriptableObject.CreateInstance(); - state.selectedNode = stateData.selectedNode == null ? null : canvasData.FindNode(stateData.selectedNode.nodeID).node; - state.panOffset = stateData.panOffset; - state.zoom = stateData.zoom; - state.canvas = nodeCanvas; - state.name = "EditorState"; - nodeCanvas.editorStates[i] = state; - } - - NodeEditor.EndEditingCanvas(); - return nodeCanvas; - } - - #endregion - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportManager.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportManager.cs.meta deleted file mode 100644 index f15da2b..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportManager.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 7761e7c3d61739f4bbb8b023e3e91adc -timeCreated: 1497983354 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportStructure.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportStructure.cs deleted file mode 100644 index 9ecb1ab..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportStructure.cs +++ /dev/null @@ -1,270 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Reflection; -using UnityEngine; - -namespace NodeEditorFramework.IO -{ - public class CanvasData - { - public NodeCanvas canvas; - - public string name; - public Type type; - - public EditorStateData[] editorStates; - public List groups = new List(); - - public Dictionary nodes = new Dictionary(); - public List connections = new List(); - public Dictionary objects = new Dictionary(); - - public CanvasData(NodeCanvas nodeCanvas) - { - canvas = nodeCanvas; - name = nodeCanvas.name; - type = nodeCanvas.GetType(); - } - - public CanvasData(Type canvasType, string canvasName) - { - type = canvasType; - name = canvasName; - } - - public ObjectData ReferenceObject(object obj) - { - if (obj == null) - return null; - foreach (ObjectData data in objects.Values) - { - if (data.data == obj) - return data; - } - ObjectData objData = new ObjectData(obj); - objects.Add(objData.refID, objData); - return objData; - } - - public ObjectData FindObject(int refID) - { - ObjectData data; - objects.TryGetValue(refID, out data); - return data; - } - - public NodeData FindNode(Node node) - { - foreach (NodeData data in nodes.Values) - { - if (data.node == node) - return data; - } - return null; - } - - public NodeData FindNode(int nodeID) - { - NodeData data; - nodes.TryGetValue(nodeID, out data); - return data; - } - - public bool RecordConnection(PortData portData1, PortData portData2) - { - if (!portData1.connections.Contains(portData2)) - portData1.connections.Add(portData2); - if (!portData2.connections.Contains(portData1)) - portData2.connections.Add(portData1); - if (!connections.Exists((ConnectionData conData) => conData.isPart(portData1) && conData.isPart(portData2))) - { // Connection hasn't already been recorded - ConnectionData conData = new ConnectionData(portData1, portData2); - connections.Add(conData); - return true; - } - return false; - } - } - - public class EditorStateData - { - public NodeData selectedNode; - public Vector2 panOffset; - public float zoom; - - public EditorStateData(NodeData SelectedNode, Vector2 PanOffset, float Zoom) - { - selectedNode = SelectedNode; - panOffset = PanOffset; - zoom = Zoom; - } - } - - public class GroupData - { - public string name; - public Rect rect; - public Color color; - - public GroupData(NodeGroup group) - { - name = group.title; - rect = group.rect; - color = group.color; - } - - public GroupData(string Name, Rect Rect, Color Color) - { - name = Name; - rect = Rect; - color = Color; - } - } - - public class NodeData - { - public Node node; - - public string name; - public int nodeID; - public string typeID; - public Vector2 nodePos; - public Type type; - - public List connectionPorts = new List(); - public List variables = new List(); - - public NodeData(Node n) - { - node = n; - name = n.name; - typeID = node.GetID; - nodeID = node.GetHashCode(); - nodePos = node.rect.position; - type = n.GetType(); - } - - public NodeData(string Name, string TypeID, int NodeID, Vector2 Pos) - { - name = Name; - typeID = TypeID; - nodeID = NodeID; - nodePos = Pos; - type = NodeTypes.getNodeData(typeID).type; - } - } - - public class PortData - { - public ConnectionPort port; - - public int portID; - public NodeData body; - public string name; - - public bool dynamic = false; - public Type dynaType; - - public List connections = new List(); - - // STATIC - - public PortData(NodeData Body, ConnectionPort Port, string VarName) - { - port = Port; - portID = port.GetHashCode(); - body = Body; - name = VarName; - } - - public PortData(NodeData Body, string VarName, int PortID) - { - portID = PortID; - body = Body; - name = VarName; - } - - // DYNAMIC - - public PortData(NodeData Body, ConnectionPort DynamicPort) - { - dynamic = true; - port = DynamicPort; - portID = port.GetHashCode(); - body = Body; - name = DynamicPort.name; - dynaType = DynamicPort.GetType(); - } - - public PortData(NodeData Body, ConnectionPort DynamicPort, int PortID) - { - dynamic = true; - port = DynamicPort; - portID = PortID; - body = Body; - name = DynamicPort.name; - dynaType = DynamicPort.GetType(); - } - - } - - public class ConnectionData - { - public PortData port1; - public PortData port2; - - public ConnectionData(PortData Port1, PortData Port2) - { - port1 = Port1; - port2 = Port2; - } - - public bool isPart (PortData port) - { - return port1 == port || port2 == port; - } - } - - public class VariableData - { - public string name; - public ObjectData refObject; - public object value; - - public VariableData(FieldInfo field) - { - name = field.Name; - } - - public VariableData(string fieldName) - { - name = fieldName; - } - } - - public class ObjectData - { - public int refID; - public Type type; - public object data; - - public ObjectData(object obj) - { - if (obj == null) - throw new ArgumentNullException("obj"); - refID = obj.GetHashCode(); - // Some types like MonoScript implement no proper GetHashCode function - if (Mathf.Abs (refID) < 10) - refID = (int)UnityEngine.Random.value * int.MaxValue; - type = obj.GetType(); - data = obj; - } - - public ObjectData(int objRefID, object obj) - { - refID = objRefID; - type = obj.GetType(); - data = obj; - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportStructure.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportStructure.cs.meta deleted file mode 100644 index 339e174..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/ImportExportStructure.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 84af943011bc7e6448cd010e393c6c02 -timeCreated: 1498754587 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeCanvasSceneSave.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeCanvasSceneSave.cs deleted file mode 100644 index 829d72d..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeCanvasSceneSave.cs +++ /dev/null @@ -1,10 +0,0 @@ -using UnityEngine; - -namespace NodeEditorFramework -{ - public partial class NodeCanvasSceneSave : MonoBehaviour - { - public string saveName; - public NodeCanvas savedNodeCanvas; - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeCanvasSceneSave.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeCanvasSceneSave.cs.meta deleted file mode 100644 index 4f1d624..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeCanvasSceneSave.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 3f1cd8579a6c9ec4b85d9d62cd5ba58b -timeCreated: 1464014559 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeEditorSaveManager.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeEditorSaveManager.cs deleted file mode 100644 index 55d7d00..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeEditorSaveManager.cs +++ /dev/null @@ -1,613 +0,0 @@ -using UnityEngine; -using System.Linq; -using System.Collections.Generic; - -using NodeEditorFramework.Utilities; - -#if UNITY_5_3_OR_NEWER || UNITY_5_3 -using UnityEngine.SceneManagement; -#endif - -namespace NodeEditorFramework -{ - /// - /// Manager handling all save and load operations on NodeCanvases and NodeEditorStates of the Node Editor, both as assets and in the scene - /// - public static partial class NodeEditorSaveManager - { - #region Scene Saving - - private static GameObject sceneSaveHolder; - private const string sceneSaveHolderName = "NodeEditor_SceneSaveHolder"; - - #region Utility - - /// - /// Gets all existing stored saves in the current scenes and returns their names - /// - public static string[] GetSceneSaves() - { - return Object.FindObjectsOfType() - .Where((NodeCanvasSceneSave save) => save.savedNodeCanvas != null && save.saveName.ToLower() != "lastsession") -#if UNITY_5_3_OR_NEWER || UNITY_5_3 - .Select((NodeCanvasSceneSave save) => SceneManager.sceneCount > 1 ? (save.gameObject.scene.name + "::" + save.saveName) : save.saveName) -#else - .Select((NodeCanvasSceneSave save) => save.saveName) -#endif - .ToArray(); - } - - /// - /// Returns whether a sceneSave with the specified name exists in the current scene - /// - public static bool HasSceneSave (string saveName) - { - NodeCanvasSceneSave save = FindSceneSave(saveName); - return save != null && save.savedNodeCanvas != null; - } - - /// - /// Deletes the nodeCanvas stored in the current scene under the specified name - /// - public static void DeleteSceneNodeCanvas (string saveName) - { - if (string.IsNullOrEmpty (saveName)) - return; - NodeCanvasSceneSave sceneSave = FindSceneSave (saveName); - if (sceneSave != null) - { - #if UNITY_EDITOR - Object.DestroyImmediate (sceneSave); - #else - Object.Destroy (sceneSave); - #endif - } - } - - /// - /// Returns the scene save with the specified name in the current scene - /// - private static NodeCanvasSceneSave FindSceneSave(string saveName, bool forceCreation = false) - { - string scene = null; -#if UNITY_5_3_OR_NEWER || UNITY_5_3 - bool sceneSpecified = saveName.Contains("::"); - if (sceneSpecified) - { - string[] sp = saveName.Split(new string[] { "::" }, System.StringSplitOptions.None); - scene = sp[0]; - saveName = sp[1]; - } -#endif - - NodeCanvasSceneSave sceneSave = Object.FindObjectsOfType() -#if UNITY_5_3_OR_NEWER || UNITY_5_3 // Filter by scene - .Where((NodeCanvasSceneSave save) => !sceneSpecified || save.savedNodeCanvas == null || save.gameObject.scene.name == scene) -#endif - .FirstOrDefault((NodeCanvasSceneSave save) => - save.saveName.ToLower() == saveName.ToLower() || - (save.savedNodeCanvas != null && save.savedNodeCanvas.name.ToLower() == saveName.ToLower())); - if (sceneSave == null && forceCreation) - sceneSave = CreateSceneSave(saveName, scene); - return sceneSave; - } - - /// - /// Creates a scene save with the specified name in the current scene - /// - private static NodeCanvasSceneSave CreateSceneSave(string saveName, string sceneName = null) - { - GameObject holder = GetSceneSaveHolder(sceneName); - NodeCanvasSceneSave sceneSave = holder.AddComponent(); - sceneSave.saveName = saveName; - return sceneSave; - } - - /// - /// Gets the current sceneSaveHolder or creates it, optionally in the specified scene - /// - private static GameObject GetSceneSaveHolder(string sceneName = null) - { -#if UNITY_5_3_OR_NEWER || UNITY_5_3 // Reset sceneSaveHolder if it's in the wrong scene - bool sceneSpecified = !string.IsNullOrEmpty(sceneName); - if (sceneSpecified && sceneSaveHolder != null && sceneSaveHolder.scene.name != sceneName) - sceneSaveHolder = null; -#endif - - if (sceneSaveHolder == null) - { // Fetch scene save holder from scene - sceneSaveHolder = Object.FindObjectsOfType() - .Select(s => s.gameObject).Distinct() - .OrderBy(g => g.name == sceneSaveHolderName ? 1 : 2) -#if UNITY_5_3_OR_NEWER || UNITY_5_3 - .Where(g => !sceneSpecified || g.scene.name == sceneName) -#endif - .FirstOrDefault(); - } - - if (sceneSaveHolder == null) - { // Create new scene save holder in scene -#if UNITY_5_3_OR_NEWER || UNITY_5_3 // Make sure it is created in the desired scene - if (sceneSpecified && SceneManager.sceneCount > 1) - SceneManager.SetActiveScene(SceneManager.GetSceneByName(sceneName)); -#endif - sceneSaveHolder = new GameObject(sceneSaveHolderName); - } - - if (sceneSaveHolder != null) - sceneSaveHolder.hideFlags = HideFlags.None;//HideFlags.HideInHierarchy | HideFlags.HideInInspector; - return sceneSaveHolder; - } - - #endregion - - /// - /// Saves the nodeCanvas in the current scene under the specified name, optionally as a working copy and overwriting any existing save at path - /// If the specified canvas is stored as an asset, the saved canvas will loose the reference to the asset - /// - public static void SaveSceneNodeCanvas (string saveName, ref NodeCanvas nodeCanvas, bool createWorkingCopy, bool safeOverwrite = true) - { - if (string.IsNullOrEmpty (saveName)) throw new System.ArgumentNullException ("Cannot save Canvas to scene: No save name specified!"); - if (nodeCanvas == null) throw new System.ArgumentNullException ("Cannot save NodeCanvas: The specified NodeCanvas that should be saved as '" + saveName + "' is null!"); - if (nodeCanvas.GetType () == typeof(NodeCanvas)) throw new System.ArgumentException ("Cannot save NodeCanvas: The NodeCanvas has no explicit type! Please convert it to a valid sub-type of NodeCanvas!"); - - if (saveName.StartsWith ("SCENE/")) - saveName = saveName.Substring (6); - - nodeCanvas.Validate(); - - if (!nodeCanvas.livesInScene - #if UNITY_EDITOR // Make sure the canvas has no reference to an asset - || UnityEditor.AssetDatabase.Contains (nodeCanvas) - #endif - ) { - Debug.LogWarning ("Creating scene save '" + nodeCanvas.name + "' for canvas saved as an asset! Forcing creation of working copy!"); - nodeCanvas = CreateWorkingCopy(nodeCanvas); - } - - // Update the source of the canvas - nodeCanvas.UpdateSource ("SCENE/" + saveName); - - // Preprocess the canvas - NodeCanvas processedCanvas = nodeCanvas; - processedCanvas.OnBeforeSavingCanvas (); - if (createWorkingCopy) - processedCanvas = CreateWorkingCopy(processedCanvas); - - // Get the saveHolder and store the canvas - NodeCanvas savedCanvas = processedCanvas; - NodeCanvasSceneSave sceneSave = FindSceneSave(saveName, true); - -#if UNITY_EDITOR - if (sceneSave.savedNodeCanvas != null && safeOverwrite && sceneSave.savedNodeCanvas.GetType() == savedCanvas.GetType()) // OVERWRITE - OverwriteCanvas(ref sceneSave.savedNodeCanvas, savedCanvas); - - if (!Application.isPlaying) - { // Set Dirty - UnityEditor.EditorUtility.SetDirty (sceneSave.gameObject); -#if UNITY_5_3_OR_NEWER || UNITY_5_3 - UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty (sceneSave.gameObject.scene); -#else - UnityEditor.EditorApplication.MarkSceneDirty (); - #endif - } -#endif - sceneSave.savedNodeCanvas = savedCanvas; - - NodeEditorCallbacks.IssueOnSaveCanvas (savedCanvas); - } - - /// - /// Loads the nodeCanvas stored in the current scene under the specified name and optionally creates a working copy of it before returning - /// - public static NodeCanvas LoadSceneNodeCanvas (string saveName, bool createWorkingCopy) - { - if (string.IsNullOrEmpty (saveName)) - throw new System.ArgumentNullException ("Cannot load Canvas from scene: No save name specified!"); - - if (saveName.StartsWith ("SCENE/")) - saveName = saveName.Substring (6); - - // Load SceneSave - NodeCanvasSceneSave sceneSave = FindSceneSave (saveName); - if (sceneSave == null || sceneSave.savedNodeCanvas == null) - return null; - - // Extract the saved canvas and editorStates - NodeCanvas savedCanvas = sceneSave.savedNodeCanvas; - - // Set the saveName as the new source of the canvas - savedCanvas.UpdateSource ("SCENE/" + saveName); - - // Postprocess the loaded canvas - savedCanvas.Validate(); - if (createWorkingCopy) - savedCanvas = CreateWorkingCopy(savedCanvas); - - NodeEditorCallbacks.IssueOnLoadCanvas (savedCanvas); - return savedCanvas; - } - - #endregion - - #region Asset Saving - - /// - /// Saves the the specified NodeCanvas as a new asset at path, optionally as a working copy and overwriting any existing save at path - /// - public static void SaveNodeCanvas (string path, ref NodeCanvas nodeCanvas, bool createWorkingCopy, bool safeOverwrite = true) - { - #if !UNITY_EDITOR - throw new System.NotImplementedException (); - #else - if (string.IsNullOrEmpty (path)) throw new System.ArgumentNullException ("Cannot save NodeCanvas: No path specified!"); - if (nodeCanvas == null) throw new System.ArgumentNullException ("Cannot save NodeCanvas: The specified NodeCanvas that should be saved to path '" + path + "' is null!"); - if (nodeCanvas.GetType () == typeof(NodeCanvas)) throw new System.ArgumentException ("Cannot save NodeCanvas: The NodeCanvas has no explicit type! Please convert it to a valid sub-type of NodeCanvas!"); - if (nodeCanvas.allowSceneSaveOnly) throw new System.InvalidOperationException("Cannot save NodeCanvas: NodeCanvas is marked to contain scene data and cannot be saved as an asset!"); - - nodeCanvas.Validate(); - - if (nodeCanvas.livesInScene) - { - Debug.LogWarning ("Attempting to save scene canvas '" + nodeCanvas.name + "' to an asset, references to scene object may be broken!" + (!createWorkingCopy? " Forcing creation of working copy!" : "")); - createWorkingCopy = true; - } - if (UnityEditor.AssetDatabase.Contains (nodeCanvas) && UnityEditor.AssetDatabase.GetAssetPath (nodeCanvas) != path) - { - Debug.LogWarning ("Trying to create a duplicate save file for '" + nodeCanvas.name + "'! Forcing creation of working copy!"); - nodeCanvas = CreateWorkingCopy(nodeCanvas); - } - - // Prepare and update source path of the canvas - path = ResourceManager.PreparePath (path); - nodeCanvas.UpdateSource (path); - - // Preprocess the canvas - NodeCanvas processedCanvas = nodeCanvas; - processedCanvas.OnBeforeSavingCanvas (); - if (createWorkingCopy) - processedCanvas = CreateWorkingCopy(processedCanvas); - - // Differenciate canvasSave as the canvas asset and nodeCanvas as the source incase an existing save has been overwritten - NodeCanvas canvasSave = processedCanvas; - NodeCanvas prevSave; - if (safeOverwrite && (prevSave = ResourceManager.LoadResource (path)) != null && prevSave.GetType () == canvasSave.GetType ()) - { // OVERWRITE: Delete contents of old save - Object[] subAssets = UnityEditor.AssetDatabase.LoadAllAssetsAtPath(path); - for (int i = 0; i < subAssets.Length; i++) - { // Delete all subassets except the main canvas to preserve references - if (subAssets[i] != prevSave) - Object.DestroyImmediate(subAssets[i], true); - } - // Overwrite main canvas - OverwriteCanvas (ref prevSave, processedCanvas); - canvasSave = prevSave; - } - else - { // Write main canvas - UnityEditor.AssetDatabase.DeleteAsset(path); - UnityEditor.AssetDatabase.CreateAsset(processedCanvas, path); - } - - // Write editorStates - AddSubAssets (processedCanvas.editorStates, canvasSave); - // Write nodes + contents - foreach (Node node in processedCanvas.nodes) - { // Write node and additional scriptable objects - AddSubAsset (node, canvasSave); - AddSubAssets (node.GetScriptableObjects (), node); - // Make sure all node ports are included in the representative connectionPorts list - ConnectionPortManager.UpdatePortLists(node); - foreach (ConnectionPort port in node.connectionPorts) - AddSubAsset (port, node); - } - - UnityEditor.AssetDatabase.SaveAssets (); - UnityEditor.AssetDatabase.Refresh (); - - NodeEditorCallbacks.IssueOnSaveCanvas (canvasSave); - - #endif - } - - /// - /// Loads the NodeCanvas from the asset file at path and optionally creates a working copy of it before returning - /// - public static NodeCanvas LoadNodeCanvas (string path, bool createWorkingCopy) - { - #if !UNITY_EDITOR - throw new System.NotImplementedException (); - #else - if (string.IsNullOrEmpty (path)) - throw new System.ArgumentNullException ("Cannot load Canvas: No path specified!"); - path = ResourceManager.PreparePath (path); - - // Load only the NodeCanvas from the save file - NodeCanvas nodeCanvas = ResourceManager.LoadResource (path); - if (nodeCanvas == null) - throw new UnityException ("Cannot load NodeCanvas: The file at the specified path '" + path + "' is no valid save file as it does not contain a NodeCanvas!"); - - if (!Application.isPlaying && (nodeCanvas.editorStates == null || nodeCanvas.editorStates.Length == 0)) - { // Try to load any contained editorStates, as the canvas did not reference any - nodeCanvas.editorStates = ResourceManager.LoadResources (path); - } - - // Set the path as the new source of the canvas - nodeCanvas.UpdateSource (path); - - // Postprocess the loaded canvas - nodeCanvas.Validate(); - if (createWorkingCopy) - nodeCanvas = CreateWorkingCopy(nodeCanvas); - - NodeEditorCallbacks.IssueOnLoadCanvas (nodeCanvas); - return nodeCanvas; - #endif - } - - #region Utility - -#if UNITY_EDITOR - - /// - /// Adds the specified hidden subAssets to the mainAsset - /// - public static void AddSubAssets (ScriptableObject[] subAssets, ScriptableObject mainAsset) - { - foreach (ScriptableObject subAsset in subAssets) - AddSubAsset (subAsset, mainAsset); - } - - /// - /// Adds the specified hidden subAsset to the mainAsset - /// - public static void AddSubAsset (ScriptableObject subAsset, ScriptableObject mainAsset) - { - if (subAsset != null && mainAsset != null) - { - UnityEditor.AssetDatabase.AddObjectToAsset (subAsset, mainAsset); - subAsset.hideFlags = HideFlags.HideInHierarchy; - } - } - - /// - /// Adds the specified hidden subAsset to the mainAsset at path - /// - public static void AddSubAsset (ScriptableObject subAsset, string path) - { - if (subAsset != null && !string.IsNullOrEmpty (path)) - { - UnityEditor.AssetDatabase.AddObjectToAsset (subAsset, path); - subAsset.hideFlags = HideFlags.HideInHierarchy; - } - } - - #endif - - #endregion - - #endregion - - #region Working Copy - - /// - /// Creates a working copy of the specified nodeCanvas, and optionally also of it's associated editorStates. - /// This breaks the link of this object to any stored assets and references. That means, that all changes to this object will have to be explicitly saved. - /// - public static NodeCanvas CreateWorkingCopy (NodeCanvas nodeCanvas, bool editorStates = true) - { - if (nodeCanvas == null) - return null; - - // Lists holding initial and cloned version of each ScriptableObject for later replacement of references - List allSOs = new List (); - List clonedSOs = new List (); - System.Func copySOs = (ScriptableObject so) => ReplaceSO (allSOs, clonedSOs, so); - - // Clone and enter the canvas object and it's referenced SOs - nodeCanvas = AddClonedSO (allSOs, clonedSOs, nodeCanvas); - AddClonedSOs (allSOs, clonedSOs, nodeCanvas.GetScriptableObjects ()); - - // Iterate over the core ScriptableObjects in the canvas and clone them - for (int nodeCnt = 0; nodeCnt < nodeCanvas.nodes.Count; nodeCnt++) - { - Node node = nodeCanvas.nodes[nodeCnt]; - - // Clone Node and additional scriptableObjects - Node clonedNode = AddClonedSO (allSOs, clonedSOs, node); - AddClonedSOs (allSOs, clonedSOs, clonedNode.GetScriptableObjects ()); - - // Update representative port list connectionPorts with all ports and clone them - ConnectionPortManager.UpdatePortLists(clonedNode); - AddClonedSOs(allSOs, clonedSOs, clonedNode.connectionPorts); - } - - // Replace every reference to any of the initial SOs of the first list with the respective clones of the second list - nodeCanvas.CopyScriptableObjects (copySOs); - - for (int nodeCnt = 0; nodeCnt < nodeCanvas.nodes.Count; nodeCnt++) - { // Replace SOs in all Nodes - Node node = nodeCanvas.nodes[nodeCnt]; - - // Replace node and additional ScriptableObjects with their copies - Node clonedNode = nodeCanvas.nodes[nodeCnt] = ReplaceSO (allSOs, clonedSOs, node); - clonedNode.CopyScriptableObjects (copySOs); - - // Replace ConnectionPorts - foreach (ConnectionPortDeclaration portDecl in ConnectionPortManager.GetPortDeclarationEnumerator(clonedNode, true)) - { // Iterate over each static port declaration and replace it with it's connections - ConnectionPort port = (ConnectionPort)portDecl.portField.GetValue(clonedNode); - port = ReplaceSO(allSOs, clonedSOs, port); - for (int c = 0; c < port.connections.Count; c++) - port.connections[c] = ReplaceSO(allSOs, clonedSOs, port.connections[c]); - port.body = clonedNode; - portDecl.portField.SetValue(clonedNode, port); - } - for (int i = 0; i < clonedNode.dynamicConnectionPorts.Count; i++) - { // Iterate over all dynamic connection ports - ConnectionPort port = clonedNode.dynamicConnectionPorts[i]; - port = ReplaceSO(allSOs, clonedSOs, port); - for (int c = 0; c < port.connections.Count; c++) - port.connections[c] = ReplaceSO(allSOs, clonedSOs, port.connections[c]); - port.body = clonedNode; - clonedNode.dynamicConnectionPorts[i] = port; - } - } - - if (editorStates) // Clone the editorStates - nodeCanvas.editorStates = CreateWorkingCopy (nodeCanvas.editorStates, nodeCanvas); - // Fix references in editorStates to Nodes in the canvas - foreach (NodeEditorState state in nodeCanvas.editorStates) - state.selectedNode = ReplaceSO (allSOs, clonedSOs, state.selectedNode); - - return nodeCanvas; - } - - /// - /// Creates a working copy of the specified editorStates. Also remains the link of the canvas to these associated editorStates. - /// This breaks the link of this object to any stored assets and references. That means, that all changes to this object will have to be explicitly saved. - /// - private static NodeEditorState[] CreateWorkingCopy (NodeEditorState[] editorStates, NodeCanvas associatedNodeCanvas) - { - if (editorStates == null) - return new NodeEditorState[0]; - // Clone list - List clonedStates = new List (editorStates.Length); - for (int stateCnt = 0; stateCnt < editorStates.Length; stateCnt++) - { - if (editorStates[stateCnt] == null) - continue; - // Clone editorState - NodeEditorState state = Clone (editorStates[stateCnt]); - if (state != null) - { // Add it to the clone list - state.canvas = associatedNodeCanvas; - clonedStates.Add (state); - } - } - associatedNodeCanvas.editorStates = clonedStates.ToArray (); - return associatedNodeCanvas.editorStates; - } - - #region Utility - - /// - /// Clones the specified SO, preserving its name - /// - private static T Clone (T SO) where T : ScriptableObject - { - string soName = SO.name; - SO = Object.Instantiate (SO); - SO.name = soName; - return SO; - } - - /// - /// Clones SOs and writes both the initial and cloned versions into the respective list - /// - private static void AddClonedSOs (List scriptableObjects, List clonedScriptableObjects, IEnumerable initialSOs) where T : ScriptableObject - { - // Filter out all new SOs to add - IEnumerable newSOs = initialSOs.Where ((T so) => !scriptableObjects.Contains (so)); - foreach (T SO in newSOs) - { // Clone and record them - scriptableObjects.Add(SO); - clonedScriptableObjects.Add(Clone(SO)); - } - } - - /// - /// Clones SO and writes both the initial and cloned versions into the respective list - /// - private static T AddClonedSO (List scriptableObjects, List clonedScriptableObjects, T initialSO) where T : ScriptableObject - { - if (initialSO == null) - return null; - // Do not clone again if it already has been - int existing; - if ((existing = scriptableObjects.IndexOf (initialSO)) >= 0) - return clonedScriptableObjects[existing] as T; - // Clone SO and add both versions to the respective list - scriptableObjects.Add (initialSO); - T clonedSO = Clone (initialSO); - clonedScriptableObjects.Add (clonedSO); - return clonedSO; - } - - /// - /// Returns a clone of initialSO and adds both versions to their respective list for later replacement - /// - private static T ReplaceSO (List scriptableObjects, List clonedScriptableObjects, T initialSO) where T : ScriptableObject - { - if (initialSO == null) - return null; - int soInd = scriptableObjects.IndexOf (initialSO); - if (soInd < 0) - Debug.LogError("GetWorkingCopy: ScriptableObject " + initialSO.name + " was not copied before! It will be null!"); - else - { - ScriptableObject SO = clonedScriptableObjects[soInd]; - if (!SO) - Debug.LogError("GetWorkingCopy: ScriptableObject " + initialSO.name + " has been recorded with a null copy!"); - else if (SO is T) - return clonedScriptableObjects[soInd] as T; - else - Debug.LogError("GetWorkingCopy: ScriptableObject " + initialSO.name + " is not of the same type as copy " + clonedScriptableObjects[soInd].name + "!"); - } - return null; - } - - #endregion - - #endregion - - #region Utility - - /// - /// Returns the editorState with the specified name in canvas. - /// If not found but others and forceFind is false, a different one is chosen randomly, else a new one is created. - /// - public static NodeEditorState ExtractEditorState (NodeCanvas canvas, string stateName, bool forceFind = false) - { - NodeEditorState state = null; - if (canvas.editorStates.Length > 0) // Search for the editorState - state = canvas.editorStates.FirstOrDefault ((NodeEditorState s) => s.name == stateName); - if (state == null && !forceFind) // Take any other if not found - state = canvas.editorStates.FirstOrDefault(); - if (state == null) - { // Create editorState - state = ScriptableObject.CreateInstance(); - state.canvas = canvas; - // Insert into list - int index = canvas.editorStates.Length; - System.Array.Resize(ref canvas.editorStates, index + 1); - canvas.editorStates[index] = state; - #if UNITY_EDITOR - UnityEditor.EditorUtility.SetDirty(canvas); - #endif - } - state.name = stateName; - return state; - } - - /// - /// Overwrites canvas with the contents of canvasData, so that all references to canvas will be remained, but both canvases are still seperate. - /// Only works in the editor! - /// - public static void OverwriteCanvas (ref NodeCanvas targetCanvas, NodeCanvas canvasData) - { - #if UNITY_EDITOR - if (canvasData == null) - throw new System.ArgumentNullException ("Cannot overwrite canvas as data is null!"); - if (targetCanvas == null) - targetCanvas = NodeCanvas.CreateCanvas (canvasData.GetType ()); - UnityEditor.EditorUtility.CopySerialized (canvasData, targetCanvas); - targetCanvas.name = canvasData.name; - #else - throw new System.NotSupportedException ("Cannot overwrite canvas in player!"); - #endif - } - - #endregion - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeEditorSaveManager.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeEditorSaveManager.cs.meta deleted file mode 100644 index 9b22f1f..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeEditorSaveManager.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 536538853a8430243a2f38355c7d4bbd -timeCreated: 1453840956 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeEditorUserCache.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeEditorUserCache.cs deleted file mode 100644 index 2ef00a8..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Framework/SaveSystem/NodeEditorUserCache.cs +++ /dev/null @@ -1,393 +0,0 @@ -#if UNITY_EDITOR -#define CACHE -#endif - -using System; -using System.IO; -using UnityEngine; - -using NodeEditorFramework.Utilities; - -namespace NodeEditorFramework -{ - public class NodeEditorUserCache - { - public NodeCanvas nodeCanvas; - public NodeEditorState editorState; - public string openedCanvasPath = ""; - - public Type defaultNodeCanvasType; - public NodeCanvasTypeData typeData; - - private const string MainEditorStateIdentifier = "MainEditorState"; - -#if CACHE - private const bool cacheWorkingCopy = true; - private const int cacheIntervalSec = 60; - - private bool useCache = false; - private double lastCacheTime; - private string cachePath; - private string lastSessionPath { get { return cachePath + "/LastSession.asset"; } } -#endif - - - #region Setup - - public NodeEditorUserCache(NodeCanvas loadedCanvas) - { - SetCanvas(loadedCanvas); - } - - public NodeEditorUserCache() - { } - - public NodeEditorUserCache(string CachePath, NodeCanvas loadedCanvas) - { -#if CACHE - useCache = true; - cachePath = CachePath; - SetupCacheEvents(); -#endif - SetCanvas(loadedCanvas); - } - - public NodeEditorUserCache(string CachePath) - { -#if CACHE - useCache = true; - cachePath = CachePath; - SetupCacheEvents(); -#endif - } - - - /// - /// Assures a canvas is loaded, either from the cache or new - /// - public void AssureCanvas() - { -#if CACHE - if (nodeCanvas == null) - LoadCache (); -#endif - if (nodeCanvas == null) - NewNodeCanvas(); - if (editorState == null) - NewEditorState(); - } - - #endregion - - #region Cache - - /// - /// Subscribes the cache events needed for the cache to work properly - /// - public void SetupCacheEvents () - { -#if UNITY_EDITOR && CACHE - if (!useCache) - return; - - UnityEditor.EditorApplication.update -= CheckCacheUpdate; - UnityEditor.EditorApplication.update += CheckCacheUpdate; - lastCacheTime = UnityEditor.EditorApplication.timeSinceStartup; - - EditorLoadingControl.beforeEnteringPlayMode -= SaveCache; - EditorLoadingControl.beforeEnteringPlayMode += SaveCache; - EditorLoadingControl.beforeLeavingPlayMode -= SaveCache; - EditorLoadingControl.beforeLeavingPlayMode += SaveCache; - EditorLoadingControl.justEnteredPlayMode -= LoadCache; - EditorLoadingControl.justEnteredPlayMode += LoadCache; -#endif - } - - /// - /// Unsubscribes all cache events - /// - public void ClearCacheEvents () - { -#if UNITY_EDITOR && CACHE - SaveCache(); - UnityEditor.EditorApplication.update -= CheckCacheUpdate; - EditorLoadingControl.beforeEnteringPlayMode -= SaveCache; - EditorLoadingControl.beforeLeavingPlayMode -= SaveCache; - EditorLoadingControl.justEnteredPlayMode -= LoadCache; -#endif - } - - private void CheckCacheUpdate () - { -#if UNITY_EDITOR && CACHE - if (UnityEditor.EditorApplication.timeSinceStartup-lastCacheTime > cacheIntervalSec) - { - AssureCanvas(); - if (editorState.dragUserID == "" && editorState.connectKnob == null && GUIUtility.hotControl <= 0 && !OverlayGUI.HasPopupControl ()) - { // Only save when the user currently does not perform an action that could be interrupted by the save - lastCacheTime = UnityEditor.EditorApplication.timeSinceStartup; - SaveCache (); - } - } -#endif - } - - /// - /// Creates a new cache save file for the currently loaded canvas - /// Only called when a new canvas is created or loaded - /// - private void RecreateCache () - { -#if CACHE - if (!useCache) - return; - DeleteCache (); - SaveCache (); -#endif - } - - /// - /// Saves the current canvas to the cache - /// - public void SaveCache () - { -#if CACHE - if (!useCache) - return; - if (!nodeCanvas || nodeCanvas.GetType () == typeof(NodeCanvas)) - return; - UnityEditor.EditorUtility.SetDirty (nodeCanvas); - if (editorState != null) - UnityEditor.EditorUtility.SetDirty (editorState); - lastCacheTime = UnityEditor.EditorApplication.timeSinceStartup; - - nodeCanvas.editorStates = new NodeEditorState[] { editorState }; - if (nodeCanvas.livesInScene || nodeCanvas.allowSceneSaveOnly) - NodeEditorSaveManager.SaveSceneNodeCanvas ("lastSession", ref nodeCanvas, cacheWorkingCopy); - else - NodeEditorSaveManager.SaveNodeCanvas (lastSessionPath, ref nodeCanvas, cacheWorkingCopy, true); -#endif - } - - /// - /// Loads the canvas from the cache save file - /// Called whenever a reload was made - /// - public void LoadCache () - { -#if CACHE - if (!useCache) - { // Simply create a ne canvas - NewNodeCanvas (); - return; - } - - // Try to load the NodeCanvas - if ((!File.Exists (lastSessionPath) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas (lastSessionPath, cacheWorkingCopy)) == null) && // Check for asset cache - (nodeCanvas = NodeEditorSaveManager.LoadSceneNodeCanvas ("lastSession", cacheWorkingCopy)) == null) // Check for scene cache - { - NewNodeCanvas (); - return; - } - - // Fetch the associated MainEditorState - editorState = NodeEditorSaveManager.ExtractEditorState (nodeCanvas, MainEditorStateIdentifier); - UpdateCanvasInfo (); - nodeCanvas.Validate (); - nodeCanvas.TraverseAll (); - NodeEditor.RepaintClients (); -#endif - } - -#if CACHE - - /// - /// Makes sure the current canvas is saved to the cache - /// - private void CheckCurrentCache () - { - if (!useCache) - return; - if (nodeCanvas.livesInScene) - { - if (!NodeEditorSaveManager.HasSceneSave ("lastSession")) - SaveCache (); - } - else if (UnityEditor.AssetDatabase.LoadAssetAtPath (lastSessionPath) == null) - SaveCache (); - } - - /// - /// Deletes the cache - /// - private void DeleteCache () - { - if (!useCache) - return; - UnityEditor.AssetDatabase.DeleteAsset (lastSessionPath); - UnityEditor.AssetDatabase.Refresh (); - NodeEditorSaveManager.DeleteSceneNodeCanvas ("lastSession"); - } - - /// - /// Sets the cache dirty and as makes sure it's saved - /// - private void UpdateCacheFile () - { - if (!useCache) - return; - UnityEditor.EditorUtility.SetDirty (nodeCanvas); - UnityEditor.AssetDatabase.SaveAssets (); - UnityEditor.AssetDatabase.Refresh (); - } -#endif - - #endregion - - #region Save/Load - - /// - /// Sets the current canvas, handling all cache operations - /// - public void SetCanvas (NodeCanvas canvas) - { - if (canvas == null) - NewNodeCanvas(); - else if (nodeCanvas != canvas) - { - canvas.Validate (); - nodeCanvas = canvas; - editorState = NodeEditorSaveManager.ExtractEditorState (nodeCanvas, MainEditorStateIdentifier); - RecreateCache (); - UpdateCanvasInfo (); - nodeCanvas.TraverseAll (); - NodeEditor.RepaintClients (); - } - } - - /// - /// Saves the mainNodeCanvas and it's associated mainEditorState as an asset at path - /// - public void SaveSceneNodeCanvas (string path) - { - nodeCanvas.editorStates = new NodeEditorState[] { editorState }; - bool switchedToScene = !nodeCanvas.livesInScene; - NodeEditorSaveManager.SaveSceneNodeCanvas (path, ref nodeCanvas, true); - editorState = NodeEditorSaveManager.ExtractEditorState (nodeCanvas, MainEditorStateIdentifier); - if (switchedToScene) - RecreateCache (); - NodeEditor.RepaintClients (); - } - - /// - /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path - /// - public void LoadSceneNodeCanvas (string path) - { - if (path.StartsWith ("SCENE/")) - path = path.Substring (6); - - // Try to load the NodeCanvas - if ((nodeCanvas = NodeEditorSaveManager.LoadSceneNodeCanvas (path, true)) == null) - { - NewNodeCanvas (); - return; - } - editorState = NodeEditorSaveManager.ExtractEditorState (nodeCanvas, MainEditorStateIdentifier); - - openedCanvasPath = path; - nodeCanvas.Validate(); - RecreateCache (); - UpdateCanvasInfo (); - nodeCanvas.TraverseAll (); - NodeEditor.RepaintClients (); - } - - /// - /// Saves the mainNodeCanvas and it's associated mainEditorState as an asset at path - /// - public void SaveNodeCanvas (string path) - { - nodeCanvas.editorStates = new NodeEditorState[] { editorState }; - bool switchedToFile = nodeCanvas.livesInScene; - NodeEditorSaveManager.SaveNodeCanvas (path, ref nodeCanvas, true); - if (switchedToFile) - RecreateCache (); - NodeEditor.RepaintClients (); - } - - /// - /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path - /// - public void LoadNodeCanvas (string path) - { - // Try to load the NodeCanvas - if (!File.Exists (path) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas (path, true)) == null) - { - NewNodeCanvas (); - return; - } - editorState = NodeEditorSaveManager.ExtractEditorState (nodeCanvas, MainEditorStateIdentifier); - - openedCanvasPath = path; - nodeCanvas.Validate(); - RecreateCache (); - UpdateCanvasInfo (); - nodeCanvas.TraverseAll (); - NodeEditor.RepaintClients (); - } - - /// - /// Creates and loads a new NodeCanvas - /// - public void NewNodeCanvas (Type canvasType = null) - { - canvasType = canvasType ?? defaultNodeCanvasType; - 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(topmostRect.GetGetMethod(false) ?? topmostRect.GetGetMethod(true)) : null; - MethodInfo GetTopRect = GUIClipType.GetMethod ("GetTopRect", BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic); - MethodInfo ClipRect = GUIClipType.GetMethod ("Clip", BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic, Type.DefaultBinder, new Type[] { typeof(Rect) }, new ParameterModifier[] {}); - - if (GUIClipType == null || topmostRect == null || GetTopRect == null || ClipRect == null) - { - Debug.LogWarning ("GUIScaleUtility cannot run on this system! Compability mode enabled. For you that means you're not able to use the Node Editor inside more than one group:( Please PM me (Seneral @UnityForums) so I can figure out what causes this! Thanks!"); - Debug.LogWarning ((GUIClipType == null? "GUIClipType is Null, " : "") + (topmostRect == null? "topmostRect is Null, " : "") + (GetTopRect == null? "GetTopRect is Null, " : "") + (ClipRect == null? "ClipRect is Null, " : "")); - compabilityMode = true; - initiated = true; - return; - } - - // Create simple acessor delegates - GetTopRectDelegate = (Func)Delegate.CreateDelegate (typeof(Func), GetTopRect); - topmostRectDelegate = (Func)Delegate.CreateDelegate (typeof(Func), GetTopmostRect); - - if (GetTopRectDelegate == null || topmostRectDelegate == null) - { - Debug.LogWarning ("GUIScaleUtility cannot run on this system! Compability mode enabled. For you that means you're not able to use the Node Editor inside more than one group:( Please PM me (Seneral @UnityForums) so I can figure out what causes this! Thanks!"); - Debug.LogWarning ((GUIClipType == null? "GUIClipType is Null, " : "") + (topmostRect == null? "topmostRect is Null, " : "") + (GetTopRect == null? "GetTopRect is Null, " : "") + (ClipRect == null? "ClipRect is Null, " : "")); - compabilityMode = true; - initiated = true; - return; - } - - // Sometimes, strange errors pop up (related to Mac?), which we try to catch and enable a compability Mode no supporting zooming in groups - /*try - { - topmostRectDelegate.Invoke (); - } - catch (Exception e) - { - Debug.LogWarning ("GUIScaleUtility cannot run on this system! Compability mode enabled. For you that means you're not able to use the Node Editor inside more than one group:( Please PM me (Seneral @UnityForums) so I can figure out what causes this! Thanks!"); - Debug.Log (e.Message); - compabilityMode = true; - }*/ - - initiated = true; - } - - #endregion - - #region Scale Area - - public static Vector2 getCurrentScale { get { return new Vector2 (1/GUI.matrix.GetColumn (0).magnitude, 1/GUI.matrix.GetColumn (1).magnitude); } } - - ///

- /// Begins a scaled local area. - /// Returns vector to offset GUI controls with to account for zooming to the pivot. - /// Using adjustGUILayout does that automatically for GUILayout rects. Theoretically can be nested! - /// - public static Vector2 BeginScale (ref Rect rect, Vector2 zoomPivot, float zoom, bool IsEditorWindow, bool adjustGUILayout) - { - isEditorWindow = IsEditorWindow; - - Rect screenRect; - if (compabilityMode) - { // In compability mode, we will assume only one top group and do everything manually, not using reflected calls (-> practically blind) - GUI.EndGroup (); - screenRect = rect; - #if UNITY_EDITOR - if (isEditorWindow) - screenRect.y += 23; - #endif - } - else - { // If it's supported, we take the completely generic way using reflected calls - GUIScaleUtility.BeginNoClip (); - screenRect = GUIScaleUtility.GUIToScaledSpace (rect); - } - - rect = Scale (screenRect, screenRect.position + zoomPivot, new Vector2 (zoom, zoom)); - - // Now continue drawing using the new clipping group - GUI.BeginGroup (rect); - rect.position = Vector2.zero; // Adjust because we entered the new group - - // Because I currently found no way to actually scale to a custom pivot rather than (0, 0), - // we'll make use of a cheat and just offset it accordingly to let it appear as if it would scroll to the center - // Note, due to that, controls not adjusted are still scaled to (0, 0) - Vector2 zoomPosAdjust = rect.center - screenRect.size/2 + zoomPivot; - - // For GUILayout, we can make this adjustment here if desired - adjustedGUILayout.Add (adjustGUILayout); - if (adjustGUILayout) - { - GUILayout.BeginHorizontal (); - GUILayout.Space (rect.center.x - screenRect.size.x + zoomPivot.x); - GUILayout.BeginVertical (); - GUILayout.Space (rect.center.y - screenRect.size.y + zoomPivot.y); - } - - // Take a matrix backup to restore back later on - GUIMatrices.Add (GUI.matrix); - - // Scale GUI.matrix. After that we have the correct clipping group again. - GUIUtility.ScaleAroundPivot (new Vector2 (1/zoom, 1/zoom), zoomPosAdjust); - - return zoomPosAdjust; - } - - /// - /// Ends a scale region previously opened with BeginScale - /// - public static void EndScale () - { - // Set last matrix and clipping group - if (GUIMatrices.Count == 0 || adjustedGUILayout.Count == 0) - throw new UnityException ("GUIScaleUtility: You are ending more scale regions than you are beginning!"); - GUI.matrix = GUIMatrices[GUIMatrices.Count-1]; - GUIMatrices.RemoveAt (GUIMatrices.Count-1); - - // End GUILayout zoomPosAdjustment - if (adjustedGUILayout[adjustedGUILayout.Count-1]) - { - GUILayout.EndVertical (); - GUILayout.EndHorizontal (); - } - adjustedGUILayout.RemoveAt (adjustedGUILayout.Count-1); - - // End the scaled group - GUI.EndGroup (); - - if (compabilityMode) - { // In compability mode, we don't know the previous group rect, but as we cannot use top groups there either way, we restore the screen group - if (isEditorWindow) // We're in an editor window - GUI.BeginClip (new Rect (0, 23, Screen.width, Screen.height-23)); - else - GUI.BeginClip (new Rect (0, 0, Screen.width, Screen.height)); - } - else - { // Else, restore the clips (groups) - GUIScaleUtility.RestoreClips (); - } - } - - #endregion - - #region Clips Hierarchy - - /// - /// Begins a field without groups. They should be restored using RestoreClips. Can be nested! - /// - public static void BeginNoClip () - { - // Record and close all clips one by one, from bottom to top, until we hit the 'origin' - List rectStackGroup = new List (); - Rect topMostClip = getTopRect; - while (topMostClip != new Rect (-10000, -10000, 40000, 40000)) - { - rectStackGroup.Add (topMostClip); - GUI.EndClip (); - topMostClip = getTopRect; - } - // Store the clips appropriately - rectStackGroup.Reverse (); - rectStackGroups.Add (rectStackGroup); - currentRectStack.AddRange (rectStackGroup); - } - - /// - /// Begins a field without the last count groups. They should be restored using RestoreClips. Can be nested! - /// - public static void MoveClipsUp (int count) - { - // Record and close all clips one by one, from bottom to top, until reached the count or hit the 'origin' - List rectStackGroup = new List (); - Rect topMostClip = getTopRect; - while (topMostClip != new Rect (-10000, -10000, 40000, 40000) && count > 0) - { - rectStackGroup.Add (topMostClip); - GUI.EndClip (); - topMostClip = getTopRect; - count--; - } - // Store the clips appropriately - rectStackGroup.Reverse (); - rectStackGroups.Add (rectStackGroup); - currentRectStack.AddRange (rectStackGroup); - } - - /// - /// Restores the clips removed in BeginNoClip or MoveClipsUp - /// - public static void RestoreClips () - { - if (rectStackGroups.Count == 0) - { - Debug.LogError ("GUIClipHierarchy: BeginNoClip/MoveClipsUp - RestoreClips count not balanced!"); - return; - } - - // Read and restore clips one by one, from top to bottom - List rectStackGroup = rectStackGroups[rectStackGroups.Count-1]; - for (int clipCnt = 0; clipCnt < rectStackGroup.Count; clipCnt++) - { - GUI.BeginClip (rectStackGroup[clipCnt]); - currentRectStack.RemoveAt (currentRectStack.Count-1); - } - rectStackGroups.RemoveAt (rectStackGroups.Count-1); - } - - #endregion - - #region Layout & Matrix Ignores - - /// - /// Ignores the current GUILayout cache and begins a new one. Cannot be nested! - /// - public static void BeginNewLayout () - { - if (compabilityMode) - return; - // Will mimic a new layout by creating a new group at (0, 0). Will be restored though after ending the new Layout - Rect topMostClip = getTopRect; - if (topMostClip != new Rect (-10000, -10000, 40000, 40000)) - GUILayout.BeginArea (new Rect (0, 0, topMostClip.width, topMostClip.height)); - else - GUILayout.BeginArea (new Rect (0, 0, Screen.width, Screen.height)); - } - - /// - /// Ends the last GUILayout cache - /// - public static void EndNewLayout () - { - if (!compabilityMode) - GUILayout.EndArea (); - } - - /// - /// Begins an area without GUIMatrix transformations. Can be nested! - /// - public static void BeginIgnoreMatrix () - { - // Store and clean current matrix - GUIMatrices.Add (GUI.matrix); - GUI.matrix = Matrix4x4.identity; - } - - /// - /// Restores last matrix ignored with BeginIgnoreMatrix - /// - public static void EndIgnoreMatrix () - { - if (GUIMatrices.Count == 0) - throw new UnityException ("GUIScaleutility: You are ending more ignoreMatrices than you are beginning!"); - // Read and assign previous matrix - GUI.matrix = GUIMatrices[GUIMatrices.Count-1]; - GUIMatrices.RemoveAt (GUIMatrices.Count-1); - } - - #endregion - - #region Space Transformations - - /// - /// Scales the position around the pivot with scale - /// - public static Vector2 Scale (Vector2 pos, Vector2 pivot, Vector2 scale) - { - return Vector2.Scale (pos - pivot, scale) + pivot; - } - - /// - /// Scales the rect around the pivot with scale - /// - public static Rect Scale (Rect rect, Vector2 pivot, Vector2 scale) - { - rect.position = Vector2.Scale (rect.position - pivot, scale) + pivot; - rect.size = Vector2.Scale (rect.size, scale); - return rect; - } - - /// - /// Transforms the position from the space aquired with BeginNoClip or MoveClipsUp to it's previous space - /// - public static Vector2 ScaledToGUISpace (Vector2 scaledPosition) - { - if (rectStackGroups == null || rectStackGroups.Count == 0) - return scaledPosition; - // Iterate through the clips and substract positions - List rectStackGroup = rectStackGroups[rectStackGroups.Count-1]; - for (int clipCnt = 0; clipCnt < rectStackGroup.Count; clipCnt++) - scaledPosition -= rectStackGroup[clipCnt].position; - return scaledPosition; - } - /// - /// Transforms the rect from the space aquired with BeginNoClip or MoveClipsUp to it's previous space. - /// DOES NOT scale the rect, only offsets it! - /// - public static Rect ScaledToGUISpace (Rect scaledRect) - { - if (rectStackGroups == null || rectStackGroups.Count == 0) - return scaledRect; - scaledRect.position = ScaledToGUISpace (scaledRect.position); - return scaledRect; - } - - /// - /// Transforms the position to the new space aquired with BeginNoClip or MoveClipsUp - /// It's way faster to call GUIToScreenSpace before modifying the space though! - /// - public static Vector2 GUIToScaledSpace (Vector2 guiPosition) - { - if (rectStackGroups == null || rectStackGroups.Count == 0) - return guiPosition; - // Iterate through the clips and add positions ontop - List rectStackGroup = rectStackGroups[rectStackGroups.Count-1]; - for (int clipCnt = 0; clipCnt < rectStackGroup.Count; clipCnt++) - guiPosition += rectStackGroup[clipCnt].position; - return guiPosition; - } - /// - /// Transforms the rect to the new space aquired with BeginNoClip or MoveClipsUp. - /// DOES NOT scale the rect, only offsets it! - /// It's way faster to call GUIToScreenSpace before modifying the space though! - /// - public static Rect GUIToScaledSpace (Rect guiRect) - { - if (rectStackGroups == null || rectStackGroups.Count == 0) - return guiRect; - guiRect.position = GUIToScaledSpace (guiRect.position); - return guiRect; - } - - /// - /// Transforms the position to screen space. - /// You can use GUIToScaledSpace when you want to transform an old rect to the new space aquired with BeginNoClip or MoveClipsUp (slower, try to call this function before any of these two)! - /// ATTENTION: This does not work well when any of the top groups is negative, means extends to the top or left of the screen. You may consider to use GUIToScaledSpace then, if possible! - /// - public static Vector2 GUIToScreenSpace (Vector2 guiPosition) - { - #if UNITY_EDITOR - if (isEditorWindow) - return guiPosition + getTopRectScreenSpace.position - new Vector2 (0, 22); - #endif - return guiPosition + getTopRectScreenSpace.position; - } - - /// - /// Transforms the rect to screen space. - /// You can use GUIToScaledSpace when you want to transform an old rect to the new space aquired with BeginNoClip or MoveClipsUp (slower, try to call this function before any of these two)! - /// ATTENTION: This does not work well when any of the top groups is negative, means extends to the top or left of the screen. You may consider to use GUIToScaledSpace then, if possible! - /// - public static Rect GUIToScreenSpace (Rect guiRect) - { - guiRect.position += getTopRectScreenSpace.position; - #if UNITY_EDITOR - if (isEditorWindow) - guiRect.y -= 22; - #endif - return guiRect; - } - - #endregion - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/GUIScaleUtility.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/GUIScaleUtility.cs.meta deleted file mode 100644 index 813c50c..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/GUIScaleUtility.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: b3f7361d79a0bf54fb9dbd7500d87c77 -timeCreated: 1482685504 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/OverlayGUI.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/OverlayGUI.cs deleted file mode 100644 index 0777635..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/OverlayGUI.cs +++ /dev/null @@ -1,463 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -#if UNITY_EDITOR -using MenuFunction = UnityEditor.GenericMenu.MenuFunction; -using MenuFunctionData = UnityEditor.GenericMenu.MenuFunction2; -#else -using MenuFunction = NodeEditorFramework.Utilities.OverlayGUI.CustomMenuFunction; -using MenuFunctionData = NodeEditorFramework.Utilities.OverlayGUI.CustomMenuFunctionData; -#endif - -namespace NodeEditorFramework.Utilities -{ - public static class OverlayGUI - { - public delegate void CustomMenuFunction(); - public delegate void CustomMenuFunctionData(object userData); - - private static string currentEditorUser; - - public static string openedPopupUser = "NONE"; - public static PopupMenu openedPopup; - - /// - /// Returns if any popup currently has control. - /// - public static bool HasPopupControl () - { - return openedPopup != null && currentEditorUser == openedPopupUser; - } - - /// - /// Starts the OverlayGUI (Call before any other GUI code!) - /// - public static void StartOverlayGUI (string editorUser) - { - currentEditorUser = editorUser; - if (HasPopupControl () && Event.current.type != EventType.Layout && Event.current.type != EventType.Repaint) - openedPopup.Draw (); - } - - /// - /// Ends the OverlayGUI (Call after any other GUI code!) - /// - public static void EndOverlayGUI () - { - if (HasPopupControl () && (Event.current.type == EventType.Layout || Event.current.type == EventType.Repaint)) - openedPopup.Draw (); - } - - /// - /// Opens the specified popupMenu in the current editor users and closes all other popups - /// - public static void OpenPopup (PopupMenu popup) - { - openedPopup = popup; - openedPopupUser = currentEditorUser; - } - - /// - /// Closes the popup in the current editor if existant - /// - public static void ClosePopup () - { - if (HasPopupControl ()) - { - openedPopup = null; - openedPopupUser = "NONE"; - } - } - } - - /// - /// A Generic Popupmenu. Used by GenericMenu, Popup (future), etc. - /// - public class PopupMenu - { - public List menuItems = new List (); - - // State - private Rect position; - private string selectedPath; - private MenuItem groupToDraw; - private float currentItemHeight; - private bool close; - - // GUI variables - public static GUIStyle backgroundStyle; - public static Texture2D expandRight; - public static float itemHeight; - public static GUIStyle selectedLabel; - - public float minWidth; - - private const float minCloseDistance = 200; - - public PopupMenu () - { - SetupGUI (); - } - - public void SetupGUI () - { - backgroundStyle = new GUIStyle (GUI.skin.box); - backgroundStyle.contentOffset = new Vector2 (2, 2); - expandRight = ResourceManager.LoadTexture ("Textures/expandRight.png"); - itemHeight = GUI.skin.label.CalcHeight (new GUIContent ("text"), 100); - - selectedLabel = new GUIStyle (GUI.skin.label); - selectedLabel.normal.background = RTEditorGUI.ColorToTex (1, new Color (0.4f, 0.4f, 0.4f)); - } - - public void Show (Vector2 pos, float MinWidth = 40) - { - minWidth = MinWidth; - position = calculateRect (pos, menuItems, minWidth); - selectedPath = ""; - OverlayGUI.OpenPopup (this); - } - - public Vector2 Position { get { return position.position; } } - -#region Creation - - public void AddItem (GUIContent content, bool on, MenuFunctionData func, object userData) - { - string path; - MenuItem parent = AddHierarchy (ref content, out path); - if (parent != null) - parent.subItems.Add (new MenuItem (path, content, func, userData)); - else - menuItems.Add (new MenuItem (path, content, func, userData)); - } - - public void AddItem (GUIContent content, bool on, MenuFunction func) - { - string path; - MenuItem parent = AddHierarchy (ref content, out path); - if (parent != null) - parent.subItems.Add (new MenuItem (path, content, func)); - else - menuItems.Add (new MenuItem (path, content, func)); - } - - public void AddSeparator (string path) - { - GUIContent content = new GUIContent (path); - MenuItem parent = AddHierarchy (ref content, out path); - if (parent != null) - parent.subItems.Add (new MenuItem ()); - else - menuItems.Add (new MenuItem ()); - } - - private MenuItem AddHierarchy (ref GUIContent content, out string path) - { - path = content.text; - if (path.Contains ("/")) - { // is inside a group - string[] subContents = path.Split ('/'); - string folderPath = subContents[0]; - - // top level group - MenuItem parent = menuItems.Find ((MenuItem item) => item.content != null && item.content.text == folderPath && item.group); - if (parent == null) - menuItems.Add (parent = new MenuItem (folderPath, new GUIContent (folderPath), true)); - // additional level groups - for (int groupCnt = 1; groupCnt < subContents.Length-1; groupCnt++) - { - string folder = subContents[groupCnt]; - folderPath += "/" + folder; - if (parent == null) - Debug.LogError ("Parent is null!"); - else if (parent.subItems == null) - Debug.LogError ("Subitems of " + parent.content.text + " is null!"); - MenuItem subGroup = parent.subItems.Find ((MenuItem item) => item.content != null && item.content.text == folder && item.group); - if (subGroup == null) - parent.subItems.Add (subGroup = new MenuItem (folderPath, new GUIContent (folder), true)); - parent = subGroup; - } - - // actual item - path = content.text; - content = new GUIContent (subContents[subContents.Length-1], content.tooltip); - return parent; - } - return null; - } - -#endregion - -#region Drawing - - public void Draw () - { - int inRect = DrawGroup (position, menuItems); - - while (groupToDraw != null && !close) - { - MenuItem group = groupToDraw; - groupToDraw = null; - if (group.group) // Draw group and find if the mouse is in group rect - inRect = Mathf.Max(inRect, DrawGroup(group.groupPos, group.subItems)); - } - - if (close || inRect < 2 || (Event.current.type == EventType.MouseDown && inRect < 3)) - OverlayGUI.ClosePopup (); - - NodeEditor.RepaintClients (); - } - - private int DrawGroup (Rect pos, List menuItems) - { - Rect rect = calculateRect (pos.position, menuItems, minWidth); - - // DRAW GROUP - currentItemHeight = backgroundStyle.contentOffset.y; - GUI.BeginGroup (extendRect (rect, backgroundStyle.contentOffset), GUIContent.none, backgroundStyle); - for (int itemCnt = 0; itemCnt < menuItems.Count; itemCnt++) - { - DrawItem (menuItems[itemCnt], rect); - if (close) break; - } - GUI.EndGroup (); - - // MOUSE POS RECT TEST - int inRect = 1; // State 1: Outside of all rects - if (rect.Contains(Event.current.mousePosition)) - inRect = 3; // State 3: Inside group rect - else - { - Rect clickRect = new Rect(rect.x - minCloseDistance, rect.y - minCloseDistance, rect.width + 2 * minCloseDistance, rect.height + 2 * minCloseDistance); - if (clickRect.Contains(Event.current.mousePosition)) - inRect = 2; // State 2: Inside extended click rect - } - - return inRect; - } - - private void DrawItem (MenuItem item, Rect groupRect) - { - if (item.separator) - { - if (Event.current.type == EventType.Repaint) - RTEditorGUI.Seperator (new Rect (backgroundStyle.contentOffset.x+1, currentItemHeight+1, groupRect.width-2, 1)); - currentItemHeight += 3; - } - else - { - Rect labelRect = new Rect (backgroundStyle.contentOffset.x, currentItemHeight, groupRect.width, itemHeight); - - if (labelRect.Contains (Event.current.mousePosition)) - selectedPath = item.path; - - bool selected = selectedPath == item.path || selectedPath.Contains (item.path + "/"); - GUI.Label (labelRect, item.content, selected? NodeEditorGUI.nodeLabelSelected : NodeEditorGUI.nodeLabel); - - if (item.group) - { - GUI.DrawTexture (new Rect (labelRect.x+labelRect.width-12, labelRect.y+(labelRect.height-12)/2, 12, 12), expandRight); - if (selected) - { - item.groupPos = new Rect (groupRect.x+groupRect.width+4, groupRect.y+currentItemHeight-2, 0, 0); - groupToDraw = item; - } - } - else if (selected && (Event.current.type == EventType.MouseDown || (Event.current.button != 1 && Event.current.type == EventType.MouseUp))) - { - item.Execute (); - close = true; - Event.current.Use (); - } - - currentItemHeight += itemHeight; - } - } - - private static Rect extendRect (Rect rect, Vector2 extendValue) - { - rect.x -= extendValue.x; - rect.y -= extendValue.y; - rect.width += extendValue.x+extendValue.x; - rect.height += extendValue.y+extendValue.y; - return rect; - } - - private static Rect calculateRect (Vector2 position, List menuItems, float minWidth) - { - Vector2 size; - float width = minWidth, height = 0; - - for (int itemCnt = 0; itemCnt < menuItems.Count; itemCnt++) - { - MenuItem item = menuItems[itemCnt]; - if (item.separator) - height += 3; - else - { - width = Mathf.Max (width, GUI.skin.label.CalcSize (item.content).x + (item.group? 22 : 10)); - height += itemHeight; - } - } - - size = new Vector2 (width, height); - bool down = (position.y+size.y) <= Screen.height; - return new Rect (position.x, position.y - (down? 0 : size.y), size.x, size.y); - } - -#endregion - -#region Nested MenuItem - - public class MenuItem - { - public string path; - // -!Separator - public GUIContent content; - // -Executable Item - public MenuFunction func; - public MenuFunctionData funcData; - public object userData; - // -Non-executables - public bool separator = false; - // --Group - public bool group = false; - public Rect groupPos; - public List subItems; - - public MenuItem () - { - separator = true; - } - - public MenuItem (string _path, GUIContent _content, bool _group) - { - path = _path; - content = _content; - group = _group; - - if (group) - subItems = new List (); - } - - public MenuItem (string _path, GUIContent _content, MenuFunction _func) - { - path = _path; - content = _content; - func = _func; - } - - public MenuItem (string _path, GUIContent _content, MenuFunctionData _func, object _userData) - { - path = _path; - content = _content; - funcData = _func; - userData = _userData; - } - - public void Execute () - { - if (funcData != null) - funcData (userData); - else if (func != null) - func (); - } - } - -#endregion - } - - /// - /// Generic Menu which mimics UnityEditor.GenericMenu class pretty much exactly. Wrapper for the generic PopupMenu. - /// - public class GenericMenu - { -#if UNITY_EDITOR - private UnityEditor.GenericMenu editorMenu; -#endif - private static PopupMenu popup; - - public Vector2 Position { get { return popup.Position; } } - - public GenericMenu (bool emulateEditor = false) - { -#if UNITY_EDITOR - if (emulateEditor) - editorMenu = new UnityEditor.GenericMenu(); - else -#endif - popup = new PopupMenu (); - } - - public void ShowAsContext () - { -#if UNITY_EDITOR - if (editorMenu != null) - editorMenu.ShowAsContext(); - else -#endif - popup.Show (GUIScaleUtility.GUIToScreenSpace(Event.current.mousePosition)); - } - - public void Show(Vector2 pos, float MinWidth = 40) - { -#if UNITY_EDITOR - if (editorMenu != null) - editorMenu.DropDown(new Rect (pos, Vector2.zero)); - else -#endif - popup.Show(GUIScaleUtility.GUIToScreenSpace (pos), MinWidth); - } - - public void DropDown(Rect rect, float MinWidth = 40) - { -#if UNITY_EDITOR - if (editorMenu != null) - editorMenu.DropDown(rect); - else -#endif - popup.Show(GUIScaleUtility.GUIToScreenSpace (rect.position), Mathf.Max (rect.width, MinWidth)); - } - - public void AddItem (GUIContent content, bool on, MenuFunctionData func, object userData) - { -#if UNITY_EDITOR - if (editorMenu != null) - editorMenu.AddItem (content, on, func, userData); - else -#endif - popup.AddItem (content, on, func, userData); - } - - public void AddItem(GUIContent content, bool on, MenuFunction func) - { -#if UNITY_EDITOR - if (editorMenu != null) - editorMenu.AddItem(content, on, func); - else -#endif - popup.AddItem(content, on, func); - } - - public void AddDisabledItem(GUIContent content) - { -#if UNITY_EDITOR - if (editorMenu != null) - editorMenu.AddDisabledItem(content); - else -#endif - popup.AddItem(content, false, null); - } - - public void AddSeparator (string path) - { -#if UNITY_EDITOR - if (editorMenu != null) - editorMenu.AddSeparator(path); - else -#endif - popup.AddSeparator (path); - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/OverlayGUI.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/OverlayGUI.cs.meta deleted file mode 100644 index 29aa2d1..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/OverlayGUI.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1e983fb9135fb994489619385460bda0 -timeCreated: 1482685504 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/RTEditorGUI.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/RTEditorGUI.cs deleted file mode 100644 index 128385d..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/RTEditorGUI.cs +++ /dev/null @@ -1,1046 +0,0 @@ -using UnityEngine; -using System; -using System.Globalization; -using System.Linq; -using System.Collections.Generic; - -using Object = UnityEngine.Object; - -namespace NodeEditorFramework.Utilities -{ - public static class RTEditorGUI - { - - #region GUI Proportioning Utilities - - public static float labelWidth = 150; - public static float fieldWidth = 50; - public static float indent = 0; - private static float textFieldHeight { get { return GUI.skin.textField.CalcHeight (new GUIContent ("i"), 10); } } - - public static Rect PrefixLabel (Rect totalPos, GUIContent label, GUIStyle style) - { - if (label == GUIContent.none) - return totalPos;//IndentedRect (totalPos); - - Rect labelPos = new Rect (totalPos.x + indent, totalPos.y, Mathf.Min (getLabelWidth () - indent, totalPos.width/2), totalPos.height); - GUI.Label (labelPos, label, style); - - return new Rect (totalPos.x + getLabelWidth (), totalPos.y, totalPos.width - getLabelWidth (), totalPos.height); - } - - public static Rect PrefixLabel (Rect totalPos, float percentage, GUIContent label, GUIStyle style) - { - if (label == GUIContent.none) - return totalPos; - - Rect labelPos = new Rect (totalPos.x + indent, totalPos.y, totalPos.width*percentage, totalPos.height); - GUI.Label (labelPos, label, style); - - return new Rect (totalPos.x + totalPos.width*percentage, totalPos.y, totalPos.width*(1-percentage), totalPos.height); - } - - private static Rect IndentedRect (Rect source) - { - return new Rect (source.x + indent, source.y, source.width - indent, source.height); - } - - private static float getLabelWidth () - { - #if UNITY_EDITOR - return UnityEditor.EditorGUIUtility.labelWidth; - #else - if (labelWidth == 0) - return 150; - return labelWidth; - #endif - } - - private static float getFieldWidth () - { - #if UNITY_EDITOR - return UnityEditor.EditorGUIUtility.fieldWidth; - #else - if (fieldWidth == 0) - return 50; - return fieldWidth; - #endif - } - - private static Rect GetFieldRect (GUIContent label, GUIStyle style, params GUILayoutOption[] options) - { - float minLabelW = 0, maxLabelW = 0; - if (label != GUIContent.none) - style.CalcMinMaxWidth (label, out minLabelW, out maxLabelW); - return GUILayoutUtility.GetRect (getFieldWidth() + minLabelW + 5, getFieldWidth() + maxLabelW + 5, textFieldHeight, textFieldHeight, options); - } - - private static Rect GetSliderRect (GUIContent label, GUIStyle style, params GUILayoutOption[] options) - { - float minLabelW = 0, maxLabelW = 0; - if (label != GUIContent.none) - style.CalcMinMaxWidth (label, out minLabelW, out maxLabelW); - return GUILayoutUtility.GetRect (getFieldWidth() + minLabelW + 5, getFieldWidth() + maxLabelW + 5 + 100, textFieldHeight, textFieldHeight, options); - } - - private static Rect GetSliderRect (Rect sliderRect) - { - return new Rect (sliderRect.x, sliderRect.y, sliderRect.width - getFieldWidth() - 5, sliderRect.height); - } - - private static Rect GetSliderFieldRect (Rect sliderRect) - { - return new Rect (sliderRect.x + sliderRect.width - getFieldWidth(), sliderRect.y, getFieldWidth(), sliderRect.height); - } - - #endregion - - #region Seperator - - /// - /// Efficient space like EditorGUILayout.Space - /// - public static void Space () - { - Space (6); - } - /// - /// Space like GUILayout.Space but more efficient - /// - public static void Space (float pixels) - { - GUILayoutUtility.GetRect (pixels, pixels); - } - - - /// - /// A GUI Function which simulates the default seperator - /// - public static void Seperator () - { - setupSeperator (); - GUILayout.Box (GUIContent.none, seperator, new GUILayoutOption[] { GUILayout.Height (1) }); - } - - /// - /// A GUI Function which simulates the default seperator - /// - public static void Seperator (Rect rect) - { - setupSeperator (); - GUI.Box (new Rect (rect.x, rect.y, rect.width, 1), GUIContent.none, seperator); - } - - private static GUIStyle seperator; - private static void setupSeperator () - { - if (seperator == null) - { - seperator = new GUIStyle(); - seperator.normal.background = ColorToTex (1, new Color (0.6f, 0.6f, 0.6f)); - seperator.stretchWidth = true; - seperator.margin = new RectOffset(0, 0, 7, 7); - } - } - - #endregion - - #region Change Check - - private static Stack changeStack = new Stack (); - - public static void BeginChangeCheck () - { - changeStack.Push (GUI.changed); - GUI.changed = false; - } - - public static bool EndChangeCheck () - { - bool changed = GUI.changed; - if (changeStack.Count > 0) - { - GUI.changed = changeStack.Pop (); - if (changed && changeStack.Count > 0 && !changeStack.Peek ()) - { // Update parent change check - changeStack.Pop (); - changeStack.Push (changed); - } - } - else - Debug.LogWarning ("Requesting more EndChangeChecks than issuing BeginChangeChecks!"); - return changed; - } - - #endregion - - - #region Foldout and Toggle Wrappers - - public static bool Foldout (bool foldout, string content, params GUILayoutOption[] options) - { - return Foldout (foldout, new GUIContent (content), options); - } - - public static bool Foldout (bool foldout, string content, GUIStyle style, params GUILayoutOption[] options) - { - return Foldout (foldout, new GUIContent (content), style, options); - } - - public static bool Foldout (bool foldout, GUIContent content, params GUILayoutOption[] options) - { - #if UNITY_EDITOR - if (!Application.isPlaying) - return UnityEditor.EditorGUILayout.Foldout (foldout, content); - #endif - return Foldout (foldout, content, GUI.skin.toggle, options); - } - - public static bool Foldout (bool foldout, GUIContent content, GUIStyle style, params GUILayoutOption[] options) - { - #if UNITY_EDITOR - if (!Application.isPlaying) - return UnityEditor.EditorGUILayout.Foldout (foldout, content, style); - #endif - return GUILayout.Toggle (foldout, content, style, options); - } - - - public static bool Toggle (bool toggle, string content, params GUILayoutOption[] options) - { - return Toggle (toggle, new GUIContent (content), options); - } - - public static bool Toggle (bool toggle, string content, GUIStyle style, params GUILayoutOption[] options) - { - return Toggle (toggle, new GUIContent (content), style, options); - } - - public static bool Toggle (bool toggle, GUIContent content, params GUILayoutOption[] options) - { - #if UNITY_EDITOR - if (!Application.isPlaying) - return UnityEditor.EditorGUILayout.ToggleLeft (content, toggle, options); - #endif - return Toggle (toggle, content, GUI.skin.toggle, options); - } - - public static bool Toggle (bool toggle, GUIContent content, GUIStyle style, params GUILayoutOption[] options) - { - #if UNITY_EDITOR - if (!Application.isPlaying) - return UnityEditor.EditorGUILayout.ToggleLeft (content, toggle, style, options); - #endif - return GUILayout.Toggle (toggle, content, style, options); - } - - #endregion - - #region Fields and Sliders - - #region Extra - - /// - /// Text Field with label for ingame purposes with copy-paste functionality. Should behave like UnityEditor.EditorGUILayout.TextField - /// - public static string TextField(string text, params GUILayoutOption[] options) - { - return TextField(GUIContent.none, text, null, options); - } - - /// - /// Text Field with label for ingame purposes with copy-paste functionality. Should behave like UnityEditor.EditorGUILayout.TextField - /// - public static string TextField (GUIContent label, string text, GUIStyle style = null, params GUILayoutOption[] options) - { - /*#if UNITY_EDITOR - if (!Application.isPlaying) - return UnityEditor.EditorGUILayout.TextField (label, text, options); - #endif*/ - - if (style == null) style = GUI.skin.textField; - if (text == null) text = ""; - - Rect totalPos = GetFieldRect (label, style, options); - Rect fieldPos = PrefixLabel (totalPos, 0.5f, label, GUI.skin.label); - - // Handle custom copy-paste - text = HandleCopyPaste(GUIUtility.GetControlID("TextField".GetHashCode(), FocusType.Keyboard, fieldPos) + 1) ?? text; - text = GUI.TextField (fieldPos, text); - return text; - } - - - /// - /// Slider to select between the given options - /// - public static int OptionSlider (GUIContent label, int selected, string[] selectableOptions, params GUILayoutOption[] options) - { - return OptionSlider (label, selected, selectableOptions, GUI.skin.label, options); - } - /// - /// Slider to select between the given options - /// - public static int OptionSlider (GUIContent label, int selected, string[] selectableOptions, GUIStyle style, params GUILayoutOption[] options) - { - if (style == null) style = GUI.skin.textField; - Rect totalPos = GetSliderRect (label, style, options); - Rect sliderFieldPos = PrefixLabel (totalPos, 0.5f, label, GUI.skin.label); - - selected = Mathf.RoundToInt (GUI.HorizontalSlider (GetSliderRect (sliderFieldPos), selected, 0, selectableOptions.Length-1)); - GUI.Label (GetSliderFieldRect (sliderFieldPos), selectableOptions[selected]); - return selected; - } - - - /// - /// Slider to select from a set range of powers for a given base value. - /// Operates on the final value, rounds it to the next power and displays it. - /// - public static int MathPowerSlider (GUIContent label, int baseValue, int value, int minPow, int maxPow, params GUILayoutOption[] options) - { - int power = (int)Math.Floor (Math.Log (value) / Math.Log (baseValue)); - power = MathPowerSliderRaw (label, baseValue, power, minPow, maxPow, options); - return (int)Math.Pow (baseValue, power); - } - /// - /// Slider to select from a set range of powers for a given base value. - /// Operates on the raw power but displays the final calculated value. - /// - public static int MathPowerSliderRaw (GUIContent label, int baseValue, int power, int minPow, int maxPow, params GUILayoutOption[] options) - { - Rect totalPos = GetSliderRect (label, GUI.skin.label, options); - Rect sliderFieldPos = PrefixLabel (totalPos, 0.5f, label, GUI.skin.label); - - power = Mathf.RoundToInt (GUI.HorizontalSlider (GetSliderRect (sliderFieldPos), power, minPow, maxPow)); - GUI.Label (GetSliderFieldRect (sliderFieldPos), Mathf.Pow (baseValue, power).ToString ()); - return power; - } - - #endregion - - #region Int Fields and Slider Wrappers - - /// - /// An integer slider that emulates the EditorGUILayout version. - /// HorizontalSlider with a label prefixed and an additional int field thereafter if desired. - /// - public static int IntSlider (string label, int value, int minValue, int maxValue, params GUILayoutOption[] options) - { - return (int)Slider (new GUIContent (label), value, minValue, maxValue, options); - } - - /// - /// An integer slider that emulates the EditorGUILayout version. - /// HorizontalSlider with a label prefixed and an additional int field thereafter if desired. - /// - public static int IntSlider (GUIContent label, int value, int minValue, int maxValue, params GUILayoutOption[] options) - { - return (int)Slider (label, value, minValue, maxValue, options); - } - - /// - /// An integer slider that emulates the EditorGUILayout version. - /// HorizontalSlider with a label prefixed and an additional int field thereafter if desired. - /// - public static int IntSlider (int value, int minValue, int maxValue, params GUILayoutOption[] options) - { - return (int)Slider (GUIContent.none, value, minValue, maxValue, options); - } - - /// - /// Int Field for ingame purposes. Behaves exactly like UnityEditor.EditorGUILayout.IntField, besides the label slide field - /// - public static int IntField (string label, int value, params GUILayoutOption[] options) - { - return (int)FloatField (new GUIContent (label), value, options); - } - - /// - /// Int Field for ingame purposes. Behaves exactly like UnityEditor.EditorGUILayout.IntField, besides the label slide field - /// - public static int IntField (GUIContent label, int value, params GUILayoutOption[] options) - { - return (int)FloatField (label, value, options); - } - - /// - /// Int Field for ingame purposes. Behaves exactly like UnityEditor.EditorGUILayout.IntField - /// - public static int IntField (int value, params GUILayoutOption[] options) - { - return (int)FloatField (value, options); - } - - #endregion - - #region Float Slider - - /// - /// A slider that emulates the EditorGUILayout version. - /// HorizontalSlider with an additional float field thereafter. - /// - public static float Slider (float value, float minValue, float maxValue, params GUILayoutOption[] options) - { - return Slider (GUIContent.none, value, minValue, maxValue, options); - } - - /// - /// A slider that emulates the EditorGUILayout version. - /// HorizontalSlider with a label prefixed and an additional float field thereafter if desired. - /// - public static float Slider (string label, float value, float minValue, float maxValue, params GUILayoutOption[] options) - { - return Slider (new GUIContent (label), value, minValue, maxValue, options); - } - - /// - /// A slider that emulates the EditorGUILayout version. - /// HorizontalSlider with a label prefixed and an additional float field thereafter if desired. - /// - public static float Slider (GUIContent label, float value, float minValue, float maxValue, params GUILayoutOption[] options) - { - #if UNITY_EDITOR - if (!Application.isPlaying) - return UnityEditor.EditorGUILayout.Slider (label, value, minValue, maxValue, options); - #endif - - Rect totalPos = GetSliderRect (label, GUI.skin.label, options); - Rect sliderFieldPos = PrefixLabel (totalPos, 0.5f, label, GUI.skin.label); - - value = GUI.HorizontalSlider (GetSliderRect (sliderFieldPos), value, minValue, maxValue); - value = Mathf.Min (maxValue, Mathf.Max (minValue, FloatField (GetSliderFieldRect (sliderFieldPos), value, GUILayout.Width (60)))); - return value; - } - - #endregion - - #region Float Field - - private static int activeFloatField = -1; - private static float activeFloatFieldLastValue = 0; - private static string activeFloatFieldString = ""; - - /// - /// Float Field for ingame purposes. Behaves exactly like UnityEditor.EditorGUILayout.FloatField, besides the label slide field - /// - public static float FloatField (string label, float value, params GUILayoutOption[] fieldOptions) - { - return FloatField (new GUIContent (label), value, fieldOptions); - } - - /// - /// Float Field for ingame purposes. Behaves exactly like UnityEditor.EditorGUILayout.FloatField, besides the label slide field - /// - public static float FloatField (GUIContent label, float value, params GUILayoutOption[] options) - { - Rect totalPos = GetFieldRect (label, GUI.skin.label, options); - Rect fieldPos = PrefixLabel (totalPos, 0.5f, label, GUI.skin.label); - return FloatField (fieldPos, value, options); - } - - /// - /// Float Field for ingame purposes. Behaves exactly like UnityEditor.EditorGUILayout.FloatField - /// - public static float FloatField (float value, params GUILayoutOption[] options) - { - Rect pos = GetFieldRect (GUIContent.none, null, options); - return FloatField (pos, value, options); - } - - /// - /// Float Field for ingame purposes. Behaves exactly like UnityEditor.EditorGUILayout.FloatField - /// - public static float FloatField (Rect pos, float value, params GUILayoutOption[] options) - { - int floatFieldID = GUIUtility.GetControlID ("FloatField".GetHashCode (), FocusType.Keyboard, pos) + 1; - if (floatFieldID == 0) - return value; - - bool recorded = activeFloatField == floatFieldID; - bool active = floatFieldID == GUIUtility.keyboardControl; - - if (active && recorded && activeFloatFieldLastValue != value) - { // Value has been modified externally - activeFloatFieldLastValue = value; - activeFloatFieldString = value.ToString (); - } - - // Get stored string for the text field if this one is recorded - string str = recorded? activeFloatFieldString : value.ToString (); - - // Handle custom copy-paste - str = HandleCopyPaste(floatFieldID) ?? str; - - string strValue = GUI.TextField (pos, str); - if (recorded) - activeFloatFieldString = strValue; - - // Try Parse if value got changed. If the string could not be parsed, ignore it and keep last value - bool parsed = true; - if (strValue == "") - value = activeFloatFieldLastValue = 0; - else if (strValue != value.ToString ()) - { - float newValue; - parsed = float.TryParse (strValue, out newValue); - if (parsed) - value = activeFloatFieldLastValue = newValue; - } - - if (active && !recorded) - { // Gained focus this frame - activeFloatField = floatFieldID; - activeFloatFieldString = strValue; - activeFloatFieldLastValue = value; - } - else if (!active && recorded) - { // Lost focus this frame - activeFloatField = -1; - if (!parsed) - value = strValue.ForceParse (); - } - - return value; - } - - /// - /// Forces to parse to float by cleaning string if necessary - /// - public static float ForceParse (this string str) - { - // try parse - float value; - if (float.TryParse (str, out value)) - return value; - - // Clean string if it could not be parsed - bool recordedDecimalPoint = false; - List strVal = new List (str); - for (int cnt = 0; cnt < strVal.Count; cnt++) - { - UnicodeCategory type = CharUnicodeInfo.GetUnicodeCategory (str[cnt]); - if (type != UnicodeCategory.DecimalDigitNumber) - { - strVal.RemoveRange (cnt, strVal.Count-cnt); - break; - } - else if (str[cnt] == '.') - { - if (recordedDecimalPoint) - { - strVal.RemoveRange (cnt, strVal.Count-cnt); - break; - } - recordedDecimalPoint = true; - } - } - - // Parse again - if (strVal.Count == 0) - return 0; - str = new string (strVal.ToArray ()); - if (!float.TryParse (str, out value)) - Debug.LogError ("Could not parse " + str); - return value; - } - - /// - /// Add copy-paste functionality to any text field - /// Returns changed text or NULL. - /// Usage: text = HandleCopyPaste (controlID) ?? text; - /// - public static string HandleCopyPaste(int controlID) - { - if (controlID == GUIUtility.keyboardControl) - { - if (Event.current.type == EventType.KeyUp && (Event.current.modifiers == EventModifiers.Control || Event.current.modifiers == EventModifiers.Command)) - { - if (Event.current.keyCode == KeyCode.C) - { - Event.current.Use(); - TextEditor editor = (TextEditor)GUIUtility.GetStateObject(typeof(TextEditor), GUIUtility.keyboardControl); - editor.Copy(); - } - else if (Event.current.keyCode == KeyCode.V) - { - Event.current.Use(); - TextEditor editor = (TextEditor)GUIUtility.GetStateObject(typeof(TextEditor), GUIUtility.keyboardControl); - editor.Paste(); -#if UNITY_5_3_OR_NEWER || UNITY_5_3 - return editor.text; -#else - return editor.content.text; -#endif - } - else if (Event.current.keyCode == KeyCode.A) - { - Event.current.Use(); - TextEditor editor = (TextEditor)GUIUtility.GetStateObject(typeof(TextEditor), GUIUtility.keyboardControl); - editor.SelectAll(); - } - } - } - return null; - } - - - #endregion - - #endregion - - #region Object Field - - /// - /// Provides an object field both for editor (using default) and for runtime (not yet implemented other that displaying object) - /// - public static T ObjectField (T obj, bool allowSceneObjects) where T : Object - { - return ObjectField (GUIContent.none, obj, allowSceneObjects); - } - - /// - /// Provides an object field both for editor (using default) and for runtime (not yet implemented other that displaying object) - /// - public static T ObjectField (string label, T obj, bool allowSceneObjects) where T : Object - { - return ObjectField (new GUIContent (label), obj, allowSceneObjects); - } - - /// - /// Provides an object field both for editor (using default) and for runtime (not yet implemented other that displaying object) - /// - public static T ObjectField (GUIContent label, T obj, bool allowSceneObjects, params GUILayoutOption[] options) where T : Object - { - #if UNITY_EDITOR - if (!Application.isPlaying) - return UnityEditor.EditorGUILayout.ObjectField (label, obj, typeof (T), allowSceneObjects) as T; - #endif - bool open = false; - if (obj.GetType () == typeof(Texture2D)) - { - GUILayout.BeginHorizontal (); - GUILayout.Label (label); - open = GUILayout.Button (obj as Texture2D, new GUILayoutOption[] { GUILayout.MaxWidth (64), GUILayout.MaxHeight (64) }); - GUILayout.EndHorizontal (); - } - else - { - GUIStyle style = new GUIStyle (GUI.skin.box); - open = GUILayout.Button (label, style); - } - if (open) - { - //Debug.Log ("Selecting Object!"); - } - return obj; - } - - #endregion - - #region Popups - - // TODO: Implement RT Popup - - public static System.Enum EnumPopup (System.Enum selected) - { - return EnumPopup (GUIContent.none, selected); - } - - public static System.Enum EnumPopup (string label, System.Enum selected) - { - return EnumPopup (new GUIContent (label), selected); - } - - public static System.Enum EnumPopup (GUIContent label, System.Enum selected) - { - #if UNITY_EDITOR - if (!Application.isPlaying) - return UnityEditor.EditorGUILayout.EnumPopup (label, selected); - #endif - label.text += ": " + selected.ToString (); - GUILayout.Label (label); - return selected; - } - - public static int Popup (GUIContent label, int selected, string[] displayedOptions) - { - #if UNITY_EDITOR - if (!Application.isPlaying) - { - GUILayout.BeginHorizontal (); - GUILayout.Label (label); - selected = UnityEditor.EditorGUILayout.Popup (selected, displayedOptions); - GUILayout.EndHorizontal (); - return selected; - } - #endif - - GUILayout.BeginHorizontal (); - label.text += ": " + selected.ToString (); - GUILayout.Label (label); - GUILayout.EndHorizontal (); - return selected; - } - - public static int Popup (string label, int selected, string[] displayedOptions) - { - #if UNITY_EDITOR - if (!Application.isPlaying) - return UnityEditor.EditorGUILayout.Popup (label, selected, displayedOptions); - #endif - GUILayout.Label (label + ": " + selected.ToString ()); - return selected; - } - - public static int Popup (int selected, string[] displayedOptions) - { - return Popup ("", selected, displayedOptions); - } - - #endregion - - #region Low-Level Drawing - - private static Material lineMaterial; - private static Texture2D lineTexture; - - private static void SetupLineMat (Texture tex, Color col) - { - if (lineMaterial == null) - { - Shader lineShader = Shader.Find("Hidden/LineShader"); - if (lineShader == null) - throw new NotImplementedException("Missing line shader implementation!"); - lineMaterial = new Material(lineShader); - } - if (tex == null) - tex = lineTexture != null? lineTexture : lineTexture = ResourceManager.LoadTexture ("Textures/AALine.png"); - lineMaterial.SetTexture ("_LineTexture", tex); - lineMaterial.SetColor ("_LineColor", col); - lineMaterial.SetPass (0); - } - - /// - /// Draws a Bezier curve just as UnityEditor.Handles.DrawBezier, non-clipped. If width is 1, tex is ignored; Else if tex is null, a anti-aliased texture tinted with col will be used; else, col is ignored and tex is used. - /// - public static void DrawBezier (Vector2 startPos, Vector2 endPos, Vector2 startTan, Vector2 endTan, Color col, Texture2D tex, float width = 1) - { - if (Event.current.type != EventType.Repaint) - return; - - // Own Bezier Formula - // Slower than handles because of the horrendous amount of calls into the native api - - // Calculate optimal segment count - int segmentCount = CalculateBezierSegmentCount (startPos, endPos, startTan, endTan); - // Draw bezier with calculated segment count - DrawBezier (startPos, endPos, startTan, endTan, col, tex, segmentCount, width); - } - - /// - /// Draws a clipped Bezier curve just as UnityEditor.Handles.DrawBezier. - /// If width is 1, tex is ignored; Else if tex is null, a anti-aliased texture tinted with col will be used; else, col is ignored and tex is used. - /// - public static void DrawBezier (Vector2 startPos, Vector2 endPos, Vector2 startTan, Vector2 endTan, Color col, Texture2D tex, int segmentCount, float width) - { - if (Event.current.type != EventType.Repaint && Event.current.type != EventType.KeyDown) - return; - - // Own Bezier Formula - // Slower than handles because of the horrendous amount of calls into the native api - - // Calculate bezier points - Vector2[] bezierPoints = new Vector2[segmentCount+1]; - for (int pointCnt = 0; pointCnt <= segmentCount; pointCnt++) - bezierPoints[pointCnt] = GetBezierPoint ((float)pointCnt/segmentCount, startPos, endPos, startTan, endTan); - // Draw polygon line from the bezier points - DrawPolygonLine (bezierPoints, col, tex, width); - } - - /// - /// Draws a clipped polygon line from the given points. - /// If width is 1, tex is ignored; Else if tex is null, a anti-aliased texture tinted with col will be used; else, col is ignored and tex is used. - /// - public static void DrawPolygonLine (Vector2[] points, Color col, Texture2D tex, float width = 1) - { - if (Event.current.type != EventType.Repaint && Event.current.type != EventType.KeyDown) - return; - - // Simplify basic cases - if (points.Length == 1) - return; - else if (points.Length == 2) - DrawLine (points[0], points[1], col, tex, width); - - // Setup for drawing - SetupLineMat (tex, col); - GL.Begin (GL.TRIANGLE_STRIP); - GL.Color (Color.white); - - // Fetch clipping rect - Rect clippingRect = GUIScaleUtility.getTopRect; - clippingRect.x = clippingRect.y = 0; - - Vector2 curPoint = points[0], nextPoint, perpendicular; - bool clippedP0, clippedP1; - for (int pointCnt = 1; pointCnt < points.Length; pointCnt++) - { - nextPoint = points[pointCnt]; - - // Clipping test - Vector2 curPointOriginal = curPoint, nextPointOriginal = nextPoint; - if (SegmentRectIntersection (clippingRect, ref curPoint, ref nextPoint, out clippedP0, out clippedP1)) - { // (partially) visible - // Calculate apropriate perpendicular - if (pointCnt < points.Length-1) // Interpolate perpendicular inbetween the point chain - perpendicular = CalculatePointPerpendicular (curPointOriginal, nextPointOriginal, points[pointCnt+1]); - else // At the end, there's no further point to interpolate the perpendicular from - perpendicular = CalculateLinePerpendicular (curPointOriginal, nextPointOriginal); - - if (clippedP0) - { // Just became visible, so enable GL again and draw the clipped line start point - GL.End (); - GL.Begin (GL.TRIANGLE_STRIP); - DrawLineSegment (curPoint, perpendicular * width/2); - } - - // Draw first point before starting with the point chain. Placed here instead of before because of clipping - if (pointCnt == 1) - DrawLineSegment (curPoint, CalculateLinePerpendicular (curPoint, nextPoint) * width/2); - // Draw the actual point - DrawLineSegment (nextPoint, perpendicular * width/2); - } - else if (clippedP1) - { // Just became invisible, so disable GL - GL.End (); - GL.Begin (GL.TRIANGLE_STRIP); - } - - // Update state variable - curPoint = nextPointOriginal; - } - // Finalize drawing - GL.End (); - } - - /// - /// Calculates the optimal bezier segment count for the given bezier - /// - private static int CalculateBezierSegmentCount (Vector2 startPos, Vector2 endPos, Vector2 startTan, Vector2 endTan) - { - float straightFactor = Vector2.Angle (startTan-startPos, endPos-startPos) * Vector2.Angle (endTan-endPos, startPos-endPos) * (endTan.magnitude+startTan.magnitude); - straightFactor = 2 + Mathf.Pow (straightFactor / 400, 0.125f); // 1/8 - float distanceFactor = 1 + (startPos-endPos).magnitude; - distanceFactor = Mathf.Pow (distanceFactor, 0.25f); // 1/4 - return 4 + (int)(straightFactor * distanceFactor); - } - - /// - /// Calculates the normalized perpendicular vector of the give line - /// - private static Vector2 CalculateLinePerpendicular (Vector2 startPos, Vector2 endPos) - { - return new Vector2 (endPos.y-startPos.y, startPos.x-endPos.x).normalized; - } - - /// - /// Calculates the normalized perpendicular vector for the pointPos interpolated with its two neighbours prevPos and nextPos - /// - private static Vector2 CalculatePointPerpendicular (Vector2 prevPos, Vector2 pointPos, Vector2 nextPos) - { - return CalculateLinePerpendicular (pointPos, pointPos + (nextPos-prevPos)); - } - - /// - /// Gets the point of the bezier at t - /// - private static Vector2 GetBezierPoint (float t, Vector2 startPos, Vector2 endPos, Vector2 startTan, Vector2 endTan) - { - float rt = 1 - t; - float rtt = rt * t; - - return startPos * rt*rt*rt + - startTan * 3 * rt * rtt + - endTan * 3 * rtt * t + - endPos * t*t*t; - } - - /// - /// Adds a line sgement to the GL buffer. Useed in a row to create a line - /// - private static void DrawLineSegment (Vector2 point, Vector2 perpendicular) - { - GL.TexCoord2 (0, 0); - GL.Vertex (point - perpendicular); - GL.TexCoord2 (0, 1); - GL.Vertex (point + perpendicular); - } - - /// - /// Draws a non-clipped line. If tex is null, a anti-aliased texture tinted with col will be used; else, col is ignored and tex is used. - /// - public static void DrawLine (Vector2 startPos, Vector2 endPos, Color col, Texture2D tex, float width = 1) - { - if (Event.current.type != EventType.Repaint) - return; - - // Setup - SetupLineMat (tex, col); - GL.Begin (GL.TRIANGLE_STRIP); - GL.Color (Color.white); - // Fetch clipping rect - Rect clippingRect = GUIScaleUtility.getTopRect; - clippingRect.x = clippingRect.y = 0; - // Clip to rect - if (SegmentRectIntersection (clippingRect, ref startPos, ref endPos)) - { // Draw with clipped line if it is visible - Vector2 perpWidthOffset = CalculateLinePerpendicular (startPos, endPos) * width / 2; - DrawLineSegment (startPos, perpWidthOffset); - DrawLineSegment (endPos, perpWidthOffset); - } - // Finalize drawing - GL.End (); - } - - /// - /// Clips the line between the points p1 and p2 to the bounds rect. - /// Uses Liang-Barsky Line Clipping Algorithm. - /// - private static bool SegmentRectIntersection(Rect bounds, ref Vector2 p0, ref Vector2 p1) - { - bool cP0, cP1; - return SegmentRectIntersection (bounds, ref p0, ref p1, out cP0, out cP1); - } - - - /// - /// Clips the line between the points p1 and p2 to the bounds rect. - /// Uses Liang-Barsky Line Clipping Algorithm. - /// - private static bool SegmentRectIntersection (Rect bounds, ref Vector2 p0, ref Vector2 p1, out bool clippedP0, out bool clippedP1) - { - float t0 = 0.0f; - float t1 = 1.0f; - float dx = p1.x - p0.x; - float dy = p1.y - p0.y; - - if (ClipTest (-dx, p0.x - bounds.xMin, ref t0, ref t1)) // Left - { - if (ClipTest (dx, bounds.xMax - p0.x, ref t0, ref t1)) // Right - { - if (ClipTest (-dy, p0.y - bounds.yMin, ref t0, ref t1)) // Bottom - { - if (ClipTest (dy, bounds.yMax - p0.y, ref t0, ref t1)) // Top - { - clippedP0 = t0 > 0; - clippedP1 = t1 < 1; - - if (clippedP1) - { - p1.x = p0.x + t1 * dx; - p1.y = p0.y + t1 * dy; - } - - if (clippedP0) - { - p0.x = p0.x + t0 * dx; - p0.y = p0.y + t0 * dy; - } - - return true; - } - } - } - } - - clippedP1 = clippedP0 = true; - return false; - } - - /// - /// Liang-Barsky Line Clipping Test - /// - private static bool ClipTest(float p, float q, ref float t0, ref float t1) - { - float u = q / p; - - if (p < 0.0f) - { - if (u > t1) - return false; - if (u > t0) - t0 = u; - } - else if (p > 0.0f) - { - if (u < t0) - return false; - if (u < t1) - t1 = u; - } - else if (q < 0.0f) - return false; - - return true; - } - - #endregion - - #region Texture Utilities - - /// - /// Create a 1x1 tex with color col - /// - public static Texture2D ColorToTex (int pxSize, Color col) - { - Color[] texCols = new Color[pxSize*pxSize]; - for (int px = 0; px < pxSize*pxSize; px++) - texCols[px] = col; - Texture2D tex = new Texture2D (pxSize, pxSize); - tex.SetPixels (texCols); - tex.Apply (); - return tex; - } - - /// - /// Tint the texture with the color. It's advised to use ResourceManager.GetTintedTexture to account for doubles. - /// - public static Texture2D Tint (Texture2D tex, Color color) - { - Texture2D tintedTex = UnityEngine.Object.Instantiate (tex); - for (int x = 0; x < tex.width; x++) - for (int y = 0; y < tex.height; y++) - tintedTex.SetPixel (x, y, tex.GetPixel (x, y) * color); - tintedTex.Apply (); - return tintedTex; - } - - /// - /// Rotates the texture Counter-Clockwise, 'quarterSteps' specifying the times - /// - public static Texture2D RotateTextureCCW (Texture2D tex, int quarterSteps) - { - if (tex == null) - return null; - // Copy and setup working arrays - tex = UnityEngine.Object.Instantiate (tex); - int width = tex.width, height = tex.height; - Color[] col = tex.GetPixels (); - Color[] rotatedCol = new Color[width*height]; - for (int itCnt = 0; itCnt < quarterSteps; itCnt++) - { // For each iteration, perform rotation of 90 degrees - for (int x = 0; x < width; x++) - for (int y = 0; y < height; y++) - rotatedCol[x*width + y] = col[(width-y-1) * width + x]; - rotatedCol.CopyTo (col, 0); // Push rotation for next iteration - } - // Apply rotated working arrays - tex.SetPixels (col); - tex.Apply (); - return tex; - } - - #endregion - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/RTEditorGUI.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/RTEditorGUI.cs.meta deleted file mode 100644 index b279b78..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/GUI/RTEditorGUI.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: ba0e8dc8348e88446aa2431285e7724c -timeCreated: 1482685504 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ReflectionUtility.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ReflectionUtility.cs deleted file mode 100644 index 22c7f0c..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ReflectionUtility.cs +++ /dev/null @@ -1,85 +0,0 @@ -using UnityEngine; -using System; -using System.Reflection; -using System.Linq; - -namespace NodeEditorFramework.Utilities -{ - public static class ReflectionUtility - { - public class ReflectionSearchIgnoreAttribute : Attribute - { - public ReflectionSearchIgnoreAttribute () { } - } - - /// - /// Gets all non-abstract types extending the given base type - /// - public static Type[] getSubTypes (Type baseType) - { - return AppDomain.CurrentDomain.GetAssemblies () - .Where ((Assembly assembly) => assembly.FullName.Contains ("Assembly")) - .SelectMany ((Assembly assembly) => assembly.GetTypes () - .Where ((Type T) => - (T.IsClass && !T.IsAbstract) - && T.IsSubclassOf (baseType) - && !T.GetCustomAttributes (typeof(ReflectionSearchIgnoreAttribute), false).Any ()) - ).ToArray (); - } - - /// - /// Gets all non-abstract types extending the given base type and with the given attribute - /// - public static Type[] getSubTypes (Type baseType, Type hasAttribute) - { - return AppDomain.CurrentDomain.GetAssemblies () - .Where ((Assembly assembly) => assembly.FullName.Contains ("Assembly")) - .SelectMany ((Assembly assembly) => assembly.GetTypes () - .Where ((Type T) => - (T.IsClass && !T.IsAbstract) - && T.IsSubclassOf (baseType) - && T.GetCustomAttributes (hasAttribute, false).Any () - && !T.GetCustomAttributes (typeof(ReflectionSearchIgnoreAttribute), false).Any ()) - ).ToArray (); - } - - /// - /// Returns all fields that should be serialized in the given type - /// - public static FieldInfo[] getSerializedFields (Type type) - { - return type.GetFields (BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic) - .Where ((FieldInfo field) => - (field.IsPublic && !field.GetCustomAttributes (typeof(NonSerializedAttribute), true).Any ()) - || field.GetCustomAttributes (typeof(SerializeField), true).Any () - && !field.GetCustomAttributes (typeof(ReflectionSearchIgnoreAttribute), false).Any ()) - .ToArray (); - } - - /// - /// Returns all fields that should be serialized in the given type, minus the fields declared in or above the given base type - /// - public static FieldInfo[] getSerializedFields (Type type, Type hiddenBaseType) - { - return type.GetFields (BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic) - .Where ((FieldInfo field) => - (hiddenBaseType == null || !field.DeclaringType.IsAssignableFrom (hiddenBaseType)) - && ((field.IsPublic && !field.GetCustomAttributes (typeof(NonSerializedAttribute), true).Any ()) - || field.GetCustomAttributes (typeof(SerializeField), true).Any () - && !field.GetCustomAttributes (typeof(ReflectionSearchIgnoreAttribute), false).Any ())) - .ToArray (); - } - - /// - /// Gets all fields in the classType of the specified fieldType - /// - public static FieldInfo[] getFieldsOfType (Type classType, Type fieldType) - { - return classType.GetFields (BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic) - .Where ((FieldInfo field) => - field.FieldType == fieldType || field.FieldType.IsSubclassOf (fieldType) - && !field.GetCustomAttributes (typeof(ReflectionSearchIgnoreAttribute), false).Any ()) - .ToArray (); - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ReflectionUtility.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ReflectionUtility.cs.meta deleted file mode 100644 index df072c3..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ReflectionUtility.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: bb2f709eaa85b7e468b625b6304a6727 -timeCreated: 1498248777 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ResourceManager.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ResourceManager.cs deleted file mode 100644 index 745e22a..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ResourceManager.cs +++ /dev/null @@ -1,236 +0,0 @@ -using UnityEngine; -using System; -using System.Linq; -using System.IO; -using System.Text.RegularExpressions; -using System.Collections.Generic; - -namespace NodeEditorFramework.Utilities -{ - /// - /// Provides methods for loading resources both at runtime and in the editor; - /// Though, to load at runtime, they have to be in a resources folder - /// - public static class ResourceManager - { - private static string _ResourcePath = ""; - public static void SetDefaultResourcePath (string defaultResourcePath) - { - _ResourcePath = UnifyPathSeparators (defaultResourcePath); - } - - private static Regex pathSeparators = new Regex("[\\\\|/]+"); - public static string UnifyPathSeparators(string path) - { - return pathSeparators.Replace(path, "" + Path.DirectorySeparatorChar); - } - - #region Common Resource Loading - - /// - /// Prepares the path; At Runtime, it will return path relative to Resources, in editor, it will return the assets relative to Assets. Takes any path. - /// - public static string PreparePath (string path) - { - path = UnifyPathSeparators(path); - path = path.Replace (UnifyPathSeparators(Application.dataPath), "Assets"); -#if UNITY_EDITOR - if (!path.StartsWith ("Assets")) - path = _ResourcePath + path; -#else - if (path.Contains ("Resources")) - path = path.Substring (path.LastIndexOf ("Resources") + 10); - path = path.Substring (0, path.LastIndexOf ('.')); -#endif - return path; - } - - /// - /// Loads a resource in the resources folder in both the editor and at runtime. - /// Path can be global, relative to the assets folder or, if used at runtime only, any subfolder, but has to be in a Resource folder to be loaded at runtime - /// - public static T[] LoadResources (string path) where T : UnityEngine.Object - { - path = PreparePath (path); - #if UNITY_EDITOR // In the editor - return UnityEditor.AssetDatabase.LoadAllAssetsAtPath (path).OfType ().ToArray (); - #else - throw new NotImplementedException ("Currently it is not possible to load subAssets at runtime!"); - // return UnityEngine.Resources.LoadAll (path); - #endif - } - - /// - /// Loads a resource in the resources folder in both the editor and at runtime - /// Path can be global, relative to the assets folder or, if used at runtime only, any subfolder, but has to be in a Resource folder to be loaded at runtime - /// - public static T LoadResource (string path) where T : UnityEngine.Object - { - path = PreparePath (path); - #if UNITY_EDITOR // In the editor - return UnityEditor.AssetDatabase.LoadAssetAtPath (path); - #else - return UnityEngine.Resources.Load (path); - #endif - } - - #endregion - - #region Texture Management - - private static List loadedTextures = new List (); - - /// - /// Loads a texture in the resources folder in both the editor and at runtime and manages it in a memory for later use. - /// If you don't wan't to optimise memory, just use LoadResource instead - /// It's adviced to prepare the texPath using the function before to create a uniform 'path format', because textures are compared through their paths - /// - public static Texture2D LoadTexture (string texPath) - { - if (String.IsNullOrEmpty (texPath)) - return null; - int existingInd = loadedTextures.FindIndex ((MemoryTexture memTex) => memTex.path == texPath); - if (existingInd != -1) - { // If we have this texture in memory already, return it - if (loadedTextures[existingInd].texture == null) - loadedTextures.RemoveAt (existingInd); - else - return loadedTextures[existingInd].texture; - } - // Else, load up the texture and store it in memory - Texture2D tex = LoadResource (texPath); - AddTextureToMemory (texPath, tex); - return tex; - } - - /// - /// Loads up a texture tinted with col, and manages it in a memory for later use. - /// It's adviced to prepare the texPath using the function before to create a uniform 'path format', because textures are compared through their paths - /// - public static Texture2D GetTintedTexture(string texPath, Color col) - { - string texMod = "Tint:" + col.ToString(); - Texture2D tintedTexture = GetTexture(texPath, texMod); - if (tintedTexture == null) - { // We have to create a tinted version, perhaps even load the default texture if not yet in memory, and store it - tintedTexture = LoadTexture(texPath); - tintedTexture = RTEditorGUI.Tint(tintedTexture, col); - AddTextureToMemory(texPath, tintedTexture, texMod); // Register texture for re-use - } - return tintedTexture; - } - - /// - /// Loads up a texture tinted with col, and manages it in a memory for later use. - /// It's adviced to prepare the texPath using the function before to create a uniform 'path format', because textures are compared through their paths - /// - public static Texture2D GetTintedTexture(Texture2D tex, Color col) - { - MemoryTexture memTex = FindInMemory(tex); - if (memTex != null && !string.IsNullOrEmpty (memTex.path)) - return GetTintedTexture(memTex.path, col); - - string texMod = "Tint:" + col.ToString(); - Texture2D tintedTexture = RTEditorGUI.Tint(tex, col); - AddTextureToMemory(tex.name, tintedTexture, texMod); // Register texture for re-use - return tintedTexture; - } - - /// - /// Records an additional texture for the manager memory with optional modifications - /// It's adviced to prepare the texPath using the function before to create a uniform 'path format', because textures are compared through their paths - /// - public static void AddTextureToMemory (string texturePath, Texture2D texture, params string[] modifications) - { - if (texture == null) return; - loadedTextures.Add (new MemoryTexture (texturePath, texture, modifications)); - } - - /// - /// Returns whether the manager memory contains the texture - /// It's adviced to prepare the texPath using the function before to create a uniform 'path format', because textures are compared through their paths - /// - public static MemoryTexture FindInMemory (Texture2D tex) - { - int existingInd = loadedTextures.FindIndex ((MemoryTexture memTex) => memTex.texture == tex); - return existingInd != -1? loadedTextures[existingInd] : null; - } - - /// - /// Whether the manager memory contains a texture with optional modifications - /// It's adviced to prepare the texPath using the function before to create a uniform 'path format', because textures are compared through their paths - /// - public static bool HasInMemory (string texturePath, params string[] modifications) - { - int existingInd = loadedTextures.FindIndex ((MemoryTexture memTex) => memTex.path == texturePath); - return existingInd != -1 && EqualModifications (loadedTextures[existingInd].modifications, modifications); - } - - /// - /// Gets a texture already in manager memory with specified modifications (check with contains before!) - /// It's adviced to prepare the texPath using the function before to create a uniform 'path format', because textures are compared through their paths - /// - public static MemoryTexture GetMemoryTexture (string texturePath, params string[] modifications) - { - List textures = loadedTextures.FindAll ((MemoryTexture memTex) => memTex.path == texturePath); - if (textures == null || textures.Count == 0) - return null; - foreach (MemoryTexture tex in textures) - if (EqualModifications (tex.modifications, modifications)) - return tex; - return null; - } - - /// - /// Gets a texture already in manager memory with specified modifications (check with 'HasInMemory' before!) - /// It's adviced to prepare the texPath using the function before to create a uniform 'path format', because textures are compared through their paths - /// - public static Texture2D GetTexture (string texturePath, params string[] modifications) - { - MemoryTexture memTex = GetMemoryTexture (texturePath, modifications); - return memTex == null? null : memTex.texture; - } - - /// - /// Gets a texture already in manager memory with specified modifications (check with 'HasInMemory' before!) - /// It's adviced to prepare the texPath using the function before to create a uniform 'path format', because textures are compared through their paths - /// - public static bool TryGetTexture (string texturePath, ref Texture2D tex, params string[] modifications) - { - MemoryTexture memTex = GetMemoryTexture (texturePath, modifications); - if (memTex != null) - tex = memTex.texture; - return memTex != null; - } - - private static bool EqualModifications (string[] modsA, string[] modsB) - { - return modsA.Length == modsB.Length && Array.TrueForAll (modsA, mod => modsB.Count (oMod => mod == oMod) == modsA.Count (oMod => mod == oMod)); - } - - public static string[] AppendMod (string[] modifications, string newModification) - { - string[] mods = new string[modifications.Length+1]; - modifications.CopyTo (mods, 0); - mods[mods.Length-1] = newModification; - return mods; - } - - public class MemoryTexture - { - public string path; - public Texture2D texture; - public string[] modifications; - - public MemoryTexture (string texPath, Texture2D tex, params string[] mods) - { - path = texPath; - texture = tex; - modifications = mods; - } - } - - #endregion - } - -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ResourceManager.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ResourceManager.cs.meta deleted file mode 100644 index cfcdd5f..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/ResourceManager.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 2d514a5dbe4a62c4c8bd5eb878e45eba -timeCreated: 1482685504 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/link.xml b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/link.xml deleted file mode 100644 index 750992b..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/link.xml +++ /dev/null @@ -1,5 +0,0 @@ - - - - - diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/link.xml.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/link.xml.meta deleted file mode 100644 index fc7197a..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/Node_Editor/Utilities/link.xml.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1214e8ff723ff5649ad425fc75029717 -timeCreated: 1482685508 -licenseType: Store -TextScriptImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/README.md b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/README.md deleted file mode 100644 index 301ec99..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/README.md +++ /dev/null @@ -1,40 +0,0 @@ -# Node Editor Framework for Unity - -#### A flexible and modular Node Editor Framework for creating node based displays and editors - -
- -

- Node Editor Image -

- - WebGL Demo - - Forum Thread - - Documentation - -

- -### Features -- Fully-featured and extensible interface -- Extensive controls including zooming/panning -- Super extensible with runtime-fetching of custom nodes, connections, canvas, traversal routines and controls -- Advanced save- and cache system, including saving to Scene, Asset and XML -- Complete runtime support (see WebGL demo) -- Clean, structured and commented code! - -### Examples -There are several great examples depending on how you are planning to use the framework. You can find them as a subbranch of this repo in Examples/... and need to be copied into a project already containing the Node Editor Framework (**most use the develop branch!**): - -1. The [Texture Composer](https://github.com/Seneral/Node_Editor_Framework/tree/Examples/Texture_Composer), as seen in the title screen, is a very simple setup of a few texture nodes built upon the default calculation canvas in the framework. Start here to get a basic idea on how to create simple extensions of the framework with custom functionality. -2. A great, but complex example is the [Dialogue System](https://github.com/Seneral/Node_Editor_Framework/tree/Examples/Dialogue-System), developed and maintained by [ChicK00o](https://github.com/ChicK00o) and [atrblizzard](https://github.com/atrblizzard). Making excellent use of the framework's modularity to extend the frameworks capability and behaviour to get a basic dialogue system, including the editing and runtime execution (with an example scene), up and running. Check it out if you want to get an idea of a bigger setup expanding on the Node Editor Framework with custom rules. -3. Another set of nodes is the 'Expression Node' example. These are a bit different as they use reflection to inject any type of variable into the framework, to convert or execute code on. It's main purpose is to show complex modifications of the Node Knobs and general extended use of the framework. -4. A small example of extending the editor controls can be seen in the included [Node Group](https://github.com/Seneral/Node_Editor/blob/develop/Node_Editor/Framework/Core/NodeGroup.cs). It contains custom controls to handle without modifying any framework code. - -### Contributing -If you want to contribute to this framework or have improved this framework internally to suit your needs better, please consider creating a Pull Request with your changes when they could help the framework become better. The [issues section](https://github.com/Seneral/Node_Editor_Framework/issues) serves as a feature discussion forum and I encourage you to check it out to get an idea of the future plans for the framework. You can also PM the main developer [Seneral](http://forum.unity3d.com/members/seneral.638015/) directly if you wish so. - -### Credits -The project was started as a part of the thread ["Simple Node Editor"](http://forum.unity3d.com/threads/simple-node-editor.189230/#post-2134738) in may 2015 by [Seneral](http://forum.unity3d.com/members/seneral.638015/). Big thanks to [Baste Nesse Buanes](http://forum.unity3d.com/members/baste.185905/) who helped to set up this repository initially, without his help the framework could not have expanded to the point where it is now! Also, thanks to [Vexe](http://forum.unity3d.com/members/vexe.280515/), who has greatly helped with the reflection related stuff which is used for the zooming functionality of the editor. And of course thanks to everyone contributing or simply motivating the developers by sharing their work with the Node Editor Framework! You can find the full list of contributors [here](https://github.com/Seneral/Node_Editor_Framework/graphs/contributors). - -### Licensing -The license used is the MIT License - see license.md diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/README.md.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/README.md.meta deleted file mode 100644 index e843c6a..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/README.md.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 14e0d7705656c4a6f8f3a397de7b860b -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/license.md b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/license.md deleted file mode 100644 index 866026f..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/license.md +++ /dev/null @@ -1,23 +0,0 @@ -# Software license - -The MIT License (MIT) - -Copyright (c) 2015 Baste Nesse Buanes - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -SOFTWARE. diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/license.md.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/license.md.meta deleted file mode 100644 index 907b21e..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/Node_Editor_Framework-develop/license.md.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 974401d460a1b41b7af60af22ac2f148 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes.meta deleted file mode 100644 index 77af346..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 55e060f2ca84b480bb5fca762943d23a -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Canvas.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Canvas.meta deleted file mode 100644 index 4f2b3de..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Canvas.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 3c18e5706b23e4bd68b99a9bcda7e986 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Canvas/RPGTalkNodeCanvas.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Canvas/RPGTalkNodeCanvas.cs deleted file mode 100644 index 5ac86ab..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Canvas/RPGTalkNodeCanvas.cs +++ /dev/null @@ -1,137 +0,0 @@ -using System.Collections.Generic; -using System.Linq; -using NodeEditorFramework; -using UnityEditor; -using RPGTALK.Helper; - -namespace RPGTALK.Nodes -{ - - [NodeCanvasType("RPGTalk Canvas")] - public class RPGTalkNodeCanvas : NodeCanvas - { - - public override string canvasName { get { return "RPGTalk"; } } - public string Name = "RPGTalk"; - - public RPGTalkCharacter[] characters; - public string[] charactersNames; - - public Expression[] expressions; - - public string[] GetExpressionsNamesByCharacterName(string name) - { - List returnExpressions = new List(); - List _expressions = new List(); - _expressions.Add("None"); - foreach (RPGTalkCharacter character in characters) - { - if (name == character.dialoger) - { - foreach (Expression exp in character.expressions) - { - returnExpressions.Add(exp); - _expressions.Add(exp.name); - } - } - } - - expressions = returnExpressions.ToArray(); - return _expressions.ToArray(); - } - - public RPGTalkNode[] GetStartCutsceneNodes() - { - List startNodes = new List(); - foreach (Node node in this.nodes) - { - if (node is RPGTalkNode && (node as RPGTalkNode).startOfCutscene) - { - startNodes.Add(node as RPGTalkNode); - } - - } - - return startNodes.ToArray(); - } - - public int GetCorrectCutsceneAutoTitle() - { - RPGTalkNode[] startNodes = GetStartCutsceneNodes(); - List contains = new List(); - for (int i = 0; i < startNodes.Length; i++) - { - if (startNodes[i].CutsceneTitle.IndexOf("Cutscene_") != -1 && startNodes[i].CutsceneTitle.IndexOf("FollowUp_") == -1) - { - contains.Add(int.Parse(startNodes[i].CutsceneTitle.Substring(startNodes[i].CutsceneTitle.IndexOf("Cutscene_") + 9))); - } - } - for (int i = 0; i < contains.Count; i++) - { - if (!contains.Contains(i)) - { - return i; - } - } - return startNodes.Length; - } - - public RPGTalkCharacter[] GetAllCharactersInGame() - { - if (characters != null && characters.Length > 0) - { - return characters; - } - - string[] assetPath = AssetDatabase.FindAssets("t:RPGTalkCharacter"); - if (assetPath.Length == 0) - { - return null; - } - - List list = new List(); - List names = new List(); - names.Add("None"); - foreach (string path in assetPath) - { - RPGTalkCharacter character = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(path)); - list.Add(character); - names.Add(character.dialoger); - } - - charactersNames = names.ToArray(); - characters = list.ToArray(); - return list.ToArray(); - - } - - public string[] GetallCharactersNames() - { - if (characters == null || characters.Length > 0) - { - GetAllCharactersInGame(); - } - - return charactersNames; - } - - public int GetNextLineInTxt() - { - string file = ""; - foreach (RPGTalkNode node in GetStartCutsceneNodes()) - { - file += "[title=" + node.CutsceneTitle + "_begin]\n"; - int actualLine = file.Split('\n').Length; - file += node.GetText(actualLine); - file += "[title=" + node.CutsceneTitle + "_end]\n"; - } - int numLines = file.Split('\n').Length; - return numLines; - } - - - - - - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Canvas/RPGTalkNodeCanvas.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Canvas/RPGTalkNodeCanvas.cs.meta deleted file mode 100644 index e49c124..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Canvas/RPGTalkNodeCanvas.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d66198f05a38b4c63bc0337fedf5bb9e -timeCreated: 1469349939 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes.meta deleted file mode 100644 index d077903..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7d2f9bf896c584cce917fd6a1f49a6e2 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkChoiceNode.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkChoiceNode.cs deleted file mode 100644 index 0182be7..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkChoiceNode.cs +++ /dev/null @@ -1,176 +0,0 @@ -using System; -using NodeEditorFramework; -using UnityEngine; -using UnityEngine.Serialization; -using UnityEditor; - - -namespace RPGTALK.Nodes -{ - /// - /// Node for when the current text should be an question - /// - [Node(false, "Rpgtalk/Choice Node")] - public class RPGTalkChoiceNode : Node - { - - public override string Title - { - get - { - if (attachedTo == null) - { - return "Choice"; - } - else - { - return "Choice_" + attachedTo.choices.IndexOf(this).ToString(); - } - } - } - - public override bool AllowRecursion { get { return true; } } - public Type GetObjectType { get { return typeof(RPGTalkChoiceNode); } } - - public override Vector2 MinSize { get { return new Vector2(150, 100); } } - public override bool AutoLayout { get { return true; } } - - private const string Id = "rpgtalkChoiceNode"; - public override string GetID { get { return Id; } } - - [FormerlySerializedAs("WhatTheCharacterSays")] - public string DialogLine; - - public RPGTalkNode attachedTo; - - public virtual RPGTalkChoiceNode PassAhead(int inputValue) - { - return this; - } - - - - //Next Node to go to - [ValueConnectionKnob("To Where", Direction.Out, "RPGTalkChoiceForward", NodeSide.Right, MaxConnectionCount = ConnectionCount.Single)] - public ValueConnectionKnob toWhereOUT; - [ConnectionKnob("From Where", Direction.In, "RPGTalkChoiceForward", NodeSide.Left, MaxConnectionCount = ConnectionCount.Single)] - public ConnectionKnob fromWhereIN; - - private Vector2 scroll; - - protected override void OnCreate() - { - DialogLine = "This is the text of the answer!"; - } - - public override void NodeGUI() - { - if (attachedTo != null && attachedTo.choices.IndexOf(this) == -1) - { - EditorGUILayout.HelpBox("Something bad happened. Please reload your TXT =( Node Editor still in BETA, we will try our best to figure this out", MessageType.Error); - } - scroll = EditorGUILayout.BeginScrollView(scroll, GUILayout.Height(100)); - EditorStyles.textField.wordWrap = true; - DialogLine = EditorGUILayout.TextArea(DialogLine, GUILayout.ExpandHeight(true), GUILayout.Width(140)); - EditorStyles.textField.wordWrap = false; - EditorGUILayout.EndScrollView(); - - - } - - - protected internal override void OnAddConnection(ConnectionPort port, ConnectionPort connection) - { - base.OnAddConnection(port, connection); - - if(!(connection.body is RPGTalkNode)){ - port.RemoveConnection(connection); - return; - } - - - if (port.direction == Direction.In) - { - attachedTo = connection.body as RPGTalkNode; - } - - } - - protected internal override void OnRemoveConnection(ConnectionPort port, ConnectionPort connection) - { - base.OnRemoveConnection(port, connection); - if (port.direction == Direction.In) - { - attachedTo = null; - - } - } - - //Return the title from the rpgtalknode after it - public string GetFollowUpTalkTile() - { - foreach (ConnectionPort port in connectionPorts) - { - if (port.direction == Direction.Out && port.connections.Count > 0) - { - RPGTalkNode node = (port.connections[0].body as RPGTalkNode); - if (node.attachedToChoice == null || node.attachedToChoice == this) - { - return node.CutsceneTitle; - } - else - { - return node.lineInTxt.ToString(); - } - } - } - - return ""; - } - - //Return the linetobreak from the rpgtalknode after it - public string GetFollowUpTalkBreak() - { - foreach (ConnectionPort port in connectionPorts) - { - if (port.direction == Direction.Out && port.connections.Count > 0) - { - RPGTalkNode node = (port.connections[0].body as RPGTalkNode); - if (node.attachedToChoice == null || node.attachedToChoice == this) - { - return node.CutsceneTitle; - } - else - { - RPGTalkNode initialNode = node; - while (true) - { - if (initialNode.attachedTo == null) - { - break; - } - else - { - initialNode = initialNode.attachedTo; - } - - } - return initialNode.CutsceneTitle; - } - } - } - - return ""; - } - - } - - - public class RPGTalkChoiceForwardType : ValueConnectionType // : IConnectionTypeDeclaration - { - public override string Identifier { get { return "RPGTalkChoiceForward"; } } - public override Type Type { get { return typeof(float); } } - public override Color Color { get { return Color.yellow; } } - } - -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkChoiceNode.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkChoiceNode.cs.meta deleted file mode 100644 index 94b3340..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkChoiceNode.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3d97f84c7840b452f9f879e95dfd86cf -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkNode.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkNode.cs deleted file mode 100644 index 36794c7..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkNode.cs +++ /dev/null @@ -1,470 +0,0 @@ -using System; -using System.Collections.Generic; -using NodeEditorFramework; -using UnityEngine; -using UnityEngine.Serialization; -using UnityEditor; - -namespace RPGTALK.Nodes -{ - - /// - /// basic node class for a dialog line - /// - [Node(false, "Rpgtalk/Dialog Node")] - public class RPGTalkNode : Node - { - - public override string Title - { - get - { - if (startOfCutscene) - { - return CutsceneTitle + " - Line: " + lineInTxt.ToString(); - } - else if (attachedTo != null) - { - string nameToGo = ""; - RPGTalkNode lookingInto = attachedTo; - while (lookingInto != null) - { - nameToGo = lookingInto.CutsceneTitle; - lookingInto = lookingInto.attachedTo; - } - return "Attached to: " + nameToGo + " - Line: " + lineInTxt.ToString(); - } - else - { - return "Not start but not attached to anything"; - } - } - } - - public override bool AllowRecursion { get { return true; } } - public Type GetObjectType { get { return typeof(RPGTalkNode); } } - - public override Vector2 MinSize { get { return new Vector2(350, 200); } } - public override bool AutoLayout { get { return true; } } //resizable renamed to autolayout? - - private const string Id = "rpgtalkNode"; - public override string GetID { get { return Id; } } - - [FormerlySerializedAs("SayingCharacterPotrait")] - public Sprite CharacterPotrait; - [FormerlySerializedAs("WhatTheCharacterSays")] - public string DialogLine; - - public string CutsceneTitle; - public bool startOfCutscene; - public RPGTalkNode attachedTo; - string[] characters; - public int characterID; - int oldCharacterID = -1; - - public string[] expressions; - public int expressionID; - int oldExpressionID; - - public List choices; - public string questionID = "Type your question ID here"; - public RPGTalkChoiceNode attachedToChoice; - - public int lineInTxt; - - public List saves; - public RPGTalkSaveNode attachedToSave; - - //Next Node to go to - [ValueConnectionKnob("To Where", Direction.Out, "RPGTalkForward", NodeSide.Right, MaxConnectionCount = ConnectionCount.Multi)] - public ValueConnectionKnob toWhereOUT; - [ConnectionKnob("From Where", Direction.In, "RPGTalkForward", NodeSide.Left, MaxConnectionCount = ConnectionCount.Multi)] - public ConnectionKnob fromWhereIN; - - private Vector2 scroll; - - protected override void OnCreate() - { - DialogLine = "This is what will be said"; - CharacterPotrait = null; - CutsceneTitle = "Cutscene_" + (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetCorrectCutsceneAutoTitle().ToString(); - startOfCutscene = true; - characters = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetallCharactersNames(); - lineInTxt = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetNextLineInTxt() + 1; //when create, it doesn't count with myself. - choices = new List(); - saves = new List(); - } - - public override void NodeGUI() - { - EditorGUILayout.BeginVertical("Box"); - if (startOfCutscene) - { - CutsceneTitle = EditorGUILayout.TextField("", CutsceneTitle); - } - GUILayout.BeginHorizontal(); - CharacterPotrait = (Sprite)EditorGUILayout.ObjectField(CharacterPotrait, typeof(Sprite), false, GUILayout.Width(65f), GUILayout.Height(65f)); - EditorGUILayout.BeginVertical(); - - if(characters == null) - { - characters = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetallCharactersNames(); - } - - characterID = EditorGUILayout.Popup(characterID, characters); - if (characterID != oldCharacterID) - { - oldCharacterID = characterID; - if (characterID == 0) - { - CharacterPotrait = null; - expressions = null; - return; - } - CharacterPotrait = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetAllCharactersInGame()[characterID - 1].photo; - expressions = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetExpressionsNamesByCharacterName(characters[characterID - 1]); - } - - if (expressions != null && expressions.Length > 1) - { - expressionID = EditorGUILayout.Popup(expressionID, expressions); - if (expressionID != oldExpressionID) - { - oldExpressionID = expressionID; - if (expressionID == 0) - { - CharacterPotrait = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetAllCharactersInGame()[characterID - 1].photo; - return; - } - expressions = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetExpressionsNamesByCharacterName(characters[characterID - 1]); - CharacterPotrait = (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).expressions[expressionID - 1].photo; - } - } - GUILayout.EndVertical(); - GUILayout.EndHorizontal(); - - GUILayout.EndVertical(); - if (choices.Count > 0) - { - questionID = EditorGUILayout.TextField("Question ID:", questionID); - } - else - { - EditorGUILayout.LabelField("You can tie Choices, or Saves or other Dialog to this node!"); - } - - GUILayout.BeginHorizontal(); - - scroll = EditorGUILayout.BeginScrollView(scroll, GUILayout.Height(100)); - EditorStyles.textField.wordWrap = true; - DialogLine = EditorGUILayout.TextArea(DialogLine, GUILayout.ExpandHeight(true), GUILayout.Width(340)); - EditorStyles.textField.wordWrap = false; - EditorGUILayout.EndScrollView(); - GUILayout.EndHorizontal(); - } - - protected internal override void OnAddConnection(ConnectionPort port, ConnectionPort connection) - { - base.OnAddConnection(port, connection); - if (port.direction == Direction.In) - { - - if (connection.body.isChildOf(this)) - { - return; - } - - if (connection.body is RPGTalkNode) - { - startOfCutscene = false; - if (attachedTo == null) - { - attachedTo = connection.body as RPGTalkNode; - CutsceneTitle = attachedTo.CutsceneTitle; - } - } - else if (connection.body is RPGTalkChoiceNode) - { - if (attachedToChoice == null) - { - attachedToChoice = connection.body as RPGTalkChoiceNode; - } - //I am the result of a choice - if (attachedToChoice.attachedTo != null) - { - CutsceneTitle = "FollowUp_" + attachedToChoice.attachedTo.CutsceneTitle + "_" + attachedToChoice.Title; - } - else - { - CutsceneTitle = "FollowUp_" + attachedToChoice.Title; - } - } - else - { - if (attachedToSave == null) - { - attachedToSave = connection.body as RPGTalkSaveNode; - } - //I am the result of a choice - if (attachedToSave.attachedTo != null) - { - CutsceneTitle = "FollowUp_" + attachedToSave.attachedTo.CutsceneTitle + "_" + attachedToSave.Title; - } - else - { - CutsceneTitle = "FollowUp_" + attachedToSave.Title; - } - } - } - else - { - //make sure that will be only one connection to RPGTalkNode - List toDelete = new List(); - foreach (ConnectionPort connected in outputPorts[0].connections) - { - if (connection.body is RPGTalkNode) - { - if (connected != connection) - { - toDelete.Add(connected); - } - } - else if (connection.body is RPGTalkChoiceNode) - { - if (connected != connection && (connected.body is RPGTalkNode || connected.body is RPGTalkSaveNode)) - { - toDelete.Add(connected); - } - } - else - { - if (connected != connection && (connected.body is RPGTalkNode || connected.body is RPGTalkChoiceNode)) - { - toDelete.Add(connected); - } - } - } - - foreach (ConnectionPort deleteMe in toDelete) - { - outputPorts[0].RemoveConnection(deleteMe); - } - - //Add choice - if (connection.body is RPGTalkChoiceNode) - { - choices.Add(connection.body as RPGTalkChoiceNode); - } - - //Add save - if (connection.body is RPGTalkSaveNode) - { - saves.Add(connection.body as RPGTalkSaveNode); - } - - } - - (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetNextLineInTxt(); - - } - - protected internal override void OnRemoveConnection(ConnectionPort port, ConnectionPort connection) - { - base.OnRemoveConnection(port, connection); - if (port.direction == Direction.In) - { - if (attachedTo == connection.body as RPGTalkNode) - { - if (port.connections.Count == 0) - { - startOfCutscene = true; - attachedTo = null; - CutsceneTitle = "Cutscene_" + (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetCorrectCutsceneAutoTitle().ToString(); - } - else - { - attachedTo = port.connections[0].body as RPGTalkNode; - } - } - else if (attachedToChoice == connection.body as RPGTalkChoiceNode) - { - - //removed choice I came from - attachedToChoice = null; - CutsceneTitle = "Cutscene_" + (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetCorrectCutsceneAutoTitle().ToString(); - - } - else if (attachedToChoice == connection.body as RPGTalkSaveNode) - { - //removed choice I came from - attachedToSave = null; - CutsceneTitle = "Cutscene_" + (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetCorrectCutsceneAutoTitle().ToString(); - } - - } - else - { - //Remove choice - if (connection.body is RPGTalkChoiceNode) - { - choices.Remove(connection.body as RPGTalkChoiceNode); - } - - //Remove choice - if (connection.body is RPGTalkSaveNode) - { - saves.Remove(connection.body as RPGTalkSaveNode); - } - } - - (NodeEditor.curNodeCanvas as RPGTalkNodeCanvas).GetNextLineInTxt(); - - } - - public string GetText(int currentLine = -1) - { - - if (currentLine != -1) - { - lineInTxt = currentLine; - } - - string toReturn = ""; - if (characterID != 0) - { - toReturn += characters[characterID] + ":"; - } - if (expressionID != 0 && expressions!= null && expressions.Length > expressionID) - { - - toReturn += "[expression=" + expressions[expressionID] + "]"; - } - if (choices.Count > 0) - { - //remove empty spaces - questionID = questionID.Replace(" ", string.Empty); - toReturn += "[question=" + questionID + "]"; - } - DialogLine = DialogLine.Replace("\n", "\\n"); - toReturn += DialogLine; - - - foreach (ConnectionPort port in connectionPorts) - { - if (port.direction != Direction.Out) - { - break; - } - - if (port.connections.Count > 0) - { - if (port.connections[0].body is RPGTalkNode) - { - RPGTalkNode node = (port.connections[0].body as RPGTalkNode); - if (node.attachedTo == this) - { - toReturn += "\n"; - if (currentLine != -1) - { - currentLine++; - } - toReturn += node.GetText(currentLine); - } - else - { - if (node.startOfCutscene) - { - toReturn += "[newtalk start=" + node.CutsceneTitle + "_begin break=" + node.CutsceneTitle + "_end]"; - } - else - { - RPGTalkNode initialNode = node; - while (true) - { - if (initialNode.attachedTo == null) - { - break; - } - else - { - initialNode = initialNode.attachedTo; - } - - } - toReturn += "[newtalk start=" + node.lineInTxt + " break=" + initialNode.CutsceneTitle + "_end]"; - - } - - toReturn += "\n"; - } - - }//is rpgtalknode - else if (port.connections[0].body is RPGTalkChoiceNode) - { - toReturn += "\n"; - foreach (RPGTalkChoiceNode choice in choices) - { - toReturn += "[choice]" + choice.DialogLine; - - if (choice.GetFollowUpTalkTile() != "") - { - int startchoice; - if (int.TryParse(choice.GetFollowUpTalkTile(), out startchoice)) - { - toReturn += "[newtalk start=" + startchoice.ToString() + " break=" + choice.GetFollowUpTalkBreak() + "_end]"; - } - else - { - toReturn += "[newtalk start=" + choice.GetFollowUpTalkTile() + "_begin break=" + choice.GetFollowUpTalkBreak() + "_end]"; - } - - } - toReturn += "\n"; - } - }// is rpgtalkchoice - else - { - toReturn += "\n"; - foreach (RPGTalkSaveNode save in saves) - { - toReturn += "[save "; - - if (save.GetFollowUpTalkTile() != "") - { - int startchoice; - if (int.TryParse(save.GetFollowUpTalkTile(), out startchoice)) - { - toReturn += "start=" + startchoice.ToString() + " break=" + save.GetFollowUpTalkBreak() + "_end"; - } - else - { - toReturn += "start=" + save.GetFollowUpTalkTile() + "_begin break=" + save.GetFollowUpTalkBreak() + "_end"; - } - - } - - toReturn += " data=" + save.savedData + " mod=" + save.modifier + "]"; - - toReturn += "\n"; - } - }// is save - }// connection coun > 0 - else - { - //This is the final node - toReturn += "\n"; - } - }//foreach node - return toReturn; - } - - } - - public class RPGTalkForwardType : ValueConnectionType // : IConnectionTypeDeclaration - { - public override string Identifier { get { return "RPGTalkForward"; } } - public override Type Type { get { return typeof(float); } } - public override Color Color { get { return Color.cyan; } } - } - -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkNode.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkNode.cs.meta deleted file mode 100644 index 781d838..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkNode.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 8bc0b4ceaf84e421bbb8af9fbe820df0 -timeCreated: 1469349940 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkSaveNode.cs b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkSaveNode.cs deleted file mode 100644 index f33eaf8..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkSaveNode.cs +++ /dev/null @@ -1,180 +0,0 @@ -using System; -using NodeEditorFramework; -using UnityEngine; -using UnityEngine.Serialization; -using UnityEditor; - -namespace RPGTALK.Nodes -{ - - /// - /// Node to deal with something that could be different if some value is saved - /// - [Node(false, "Rpgtalk/Save Node")] - public class RPGTalkSaveNode : Node - { - - public override string Title - { - get - { - if (attachedTo == null) - { - return "Save Node"; - } - else - { - return "SaveNode_" + attachedTo.saves.IndexOf(this).ToString(); - } - } - } - - public override bool AllowRecursion { get { return true; } } - public Type GetObjectType { get { return typeof(RPGTalkChoiceNode); } } - - public override Vector2 MinSize { get { return new Vector2(200, 100); } } - public override bool AutoLayout { get { return true; } } //resizable renamed to autolayout? - - private const string Id = "rpgtalkSaveNode"; - public override string GetID { get { return Id; } } - - [FormerlySerializedAs("WhatTheCharacterSays")] - public string savedData; - public int modifier; - - public RPGTalkNode attachedTo; - - public virtual RPGTalkSaveNode PassAhead(int inputValue) - { - return this; - } - - - - //Next Node to go to - [ValueConnectionKnob("To Where", Direction.Out, "RPGTalkSaveForward", NodeSide.Right, MaxConnectionCount = ConnectionCount.Single)] - public ValueConnectionKnob toWhereOUT; - [ConnectionKnob("From Where", Direction.In, "RPGTalkSaveForward", NodeSide.Left, MaxConnectionCount = ConnectionCount.Single)] - public ConnectionKnob fromWhereIN; - - private Vector2 scroll; - - protected override void OnCreate() - { - savedData = "IDOfQuestion"; - } - - public override void NodeGUI() - { - if(attachedTo != null && attachedTo.saves.IndexOf(this) == -1) - { - EditorGUILayout.HelpBox("Something bad happened. Please reload your TXT =( Node Editor still in BETA, we will try our best to figure this out", MessageType.Error); - } - - EditorGUILayout.HelpBox("Write below the ID of the saved statement. For questions answered, this is the id of the question.", MessageType.Info); - scroll = EditorGUILayout.BeginScrollView(scroll, GUILayout.Height(50)); - EditorStyles.textField.wordWrap = true; - savedData = EditorGUILayout.TextArea(savedData, GUILayout.ExpandHeight(true), GUILayout.Width(190)); - EditorStyles.textField.wordWrap = false; - EditorGUILayout.EndScrollView(); - EditorGUILayout.HelpBox("Write below the value that the saved statement should have to continue this node. For questions answered, this is the id of the choice made", MessageType.Info); - modifier = EditorGUILayout.IntField(modifier); - - } - - - protected internal override void OnAddConnection(ConnectionPort port, ConnectionPort connection) - { - base.OnAddConnection(port, connection); - if (!(connection.body is RPGTalkNode)) - { - port.RemoveConnection(connection); - return; - } - - - if (port.direction == Direction.In) - { - attachedTo = connection.body as RPGTalkNode; - } - - } - - protected internal override void OnRemoveConnection(ConnectionPort port, ConnectionPort connection) - { - base.OnRemoveConnection(port, connection); - if (port.direction == Direction.In) - { - attachedTo = null; - - } - } - - //Return the title from the rpgtalknode after it - public string GetFollowUpTalkTile() - { - foreach (ConnectionPort port in connectionPorts) - { - if (port.direction == Direction.Out && port.connections.Count > 0) - { - RPGTalkNode node = (port.connections[0].body as RPGTalkNode); - if (node.attachedToChoice == null || node.attachedToChoice == this) - { - return node.CutsceneTitle; - } - else - { - return node.lineInTxt.ToString(); - } - } - } - - return ""; - } - - //Return the linetobreak from the rpgtalknode after it - public string GetFollowUpTalkBreak() - { - foreach (ConnectionPort port in connectionPorts) - { - if (port.direction == Direction.Out && port.connections.Count > 0) - { - RPGTalkNode node = (port.connections[0].body as RPGTalkNode); - if (node.attachedToChoice == null || node.attachedToChoice == this) - { - return node.CutsceneTitle; - } - else - { - RPGTalkNode initialNode = node; - while (true) - { - if (initialNode.attachedTo == null) - { - break; - } - else - { - initialNode = initialNode.attachedTo; - } - - } - return initialNode.CutsceneTitle; - } - } - } - - return ""; - } - - } - - - public class RPGTalkSaveForwardType : ValueConnectionType // : IConnectionTypeDeclaration - { - public override string Identifier { get { return "RPGTalkSaveForward"; } } - public override Type Type { get { return typeof(float); } } - public override Color Color { get { return Color.red; } } - } - -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkSaveNode.cs.meta b/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkSaveNode.cs.meta deleted file mode 100644 index 3a3fef1..0000000 --- a/Assets/RPGTALK/Scripts/Editor/Node Editor/RPGTalk Nodes/Nodes/RPGTalkSaveNode.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ff623184d6a3b46c1bcbd076e9a8374b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkAreaEditor.cs b/Assets/RPGTALK/Scripts/Editor/RPGTalkAreaEditor.cs deleted file mode 100644 index 268e632..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkAreaEditor.cs +++ /dev/null @@ -1,153 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; -using UnityEditorInternal; - - -[CustomEditor(typeof(RPGTalkArea))] -public class RPGTalkAreaEditor : Editor { - - - override public void OnInspectorGUI() - { - serializedObject.Update (); - - //Instance of our RPGTalkLocalization class - RPGTalkArea area = (RPGTalkArea)target; - - EditorGUI.BeginChangeCheck (); - - - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - EditorGUILayout.LabelField("What should be changed?",EditorStyles.boldLabel); - - - EditorGUILayout.LabelField("Put below the RPGTalk instance that can be changed by this area"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("rpgtalkTarget"),GUIContent.none); - EditorGUILayout.LabelField("Put below the Playable Director instance that can be played by this area"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("timelineDirectorToPlay"),GUIContent.none); - - if(serializedObject.FindProperty("timelineDirectorToPlay").objectReferenceValue == null && - serializedObject.FindProperty("rpgtalkTarget").objectReferenceValue == null){ - EditorGUILayout.HelpBox("This Area is not doing nothing! You need to set at least a RPGTalk instance or a Timeline instance!", MessageType.Error, true); - } - EditorGUILayout.EndVertical (); - - - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - EditorGUILayout.LabelField("When it should be changed?",EditorStyles.boldLabel); - - area.shouldInteractWithButton = GUILayout.Toggle(area.shouldInteractWithButton, "Should wait for user's interaction to start?"); - if (area.shouldInteractWithButton) { - EditorGUI.indentLevel++; - EditorGUILayout.LabelField ("Key that needs to be pressed to interect:"); - area.interactionKey = (KeyCode)EditorGUILayout.EnumPopup (area.interactionKey); - EditorGUILayout.LabelField("The Talk can also be passed with some button set on Project Settings > Input:"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("interactionButton"), true); - area.interactWithMouse = GUILayout.Toggle(area.interactWithMouse, "Also interact with Mouse Click?"); - - - EditorGUILayout.PropertyField (serializedObject.FindProperty("showWhenInteractionIsPossible"),true); - if(serializedObject.FindProperty("showWhenInteractionIsPossible").arraySize == 0){ - EditorGUILayout.HelpBox("Not a single element to be shown when the intercation is possible?" + - "It would be nice to put a element here such as 'Press X to talk'", MessageType.Warning, true); - } - EditorGUI.indentLevel--; - } else { - area.triggerEnter = GUILayout.Toggle(area.triggerEnter, "Start OnTriggerEnter?"); - area.triggerExit = GUILayout.Toggle(area.triggerExit, "Start OnTriggerExit?"); - } - - area.happenOnlyOnce = GUILayout.Toggle(area.happenOnlyOnce, "Can only be played once?"); - if (area.happenOnlyOnce) - { - area.saveAlreadyHappened = GUILayout.Toggle(area.saveAlreadyHappened, "Save if this area has already played"); - if(area.saveAlreadyHappened && (area.rpgtalkTarget == null || !area.rpgtalkTarget.GetComponent())) - { - EditorGUILayout.HelpBox("A Save Instance Snippet should be on the RPGTalk holder to save this option.", MessageType.Warning, true); - } - } - if (serializedObject.FindProperty ("rpgtalkTarget").objectReferenceValue != null) { - area.forbidPlayIfRpgtalkIsPlaying = GUILayout.Toggle (area.forbidPlayIfRpgtalkIsPlaying, "Cannot be played if the RPGTalk instance is already playing"); - } - - EditorGUILayout.LabelField("Check if the collider that hit this are has this tag"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("checkIfColliderHasTag"),GUIContent.none); - if (serializedObject.FindProperty ("checkIfColliderHasTag").stringValue == "") { - EditorGUILayout.HelpBox ("If the tag is leaved in blank, this Area will work for every Collider that hits it.", MessageType.Info, true); - } - - EditorGUILayout.EndVertical (); - - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - EditorGUILayout.LabelField("Callbacks",EditorStyles.boldLabel); - - EditorGUILayout.LabelField("Any script should be called before the area begins?"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("callbackBeforeTalk"),GUIContent.none); - - - if (serializedObject.FindProperty ("rpgtalkTarget").objectReferenceValue != null) { - EditorGUILayout.LabelField ("Overwrite the scripts that should be called when the Talk is done?"); - EditorGUILayout.PropertyField (serializedObject.FindProperty ("overwriteCallbackAfterTalk"), GUIContent.none); - - } - - EditorGUILayout.EndVertical (); - - if (serializedObject.FindProperty ("rpgtalkTarget").objectReferenceValue != null) { - EditorGUILayout.BeginVertical ((GUIStyle)"HelpBox"); - EditorGUILayout.LabelField ("Change in RPGTalk:", EditorStyles.boldLabel); - - EditorGUILayout.LabelField ("Put below the Text file to be parsed and become the talks!"); - EditorGUILayout.PropertyField (serializedObject.FindProperty ("txtToParse"), GUIContent.none); - if (serializedObject.FindProperty ("txtToParse").objectReferenceValue == null) { - EditorGUILayout.HelpBox ("If no TXT file is set, it will be used the same that this RPGTalk instance already have", MessageType.Info, true); - } - - EditorGUILayout.Space (); - - EditorGUILayout.LabelField ("What line of the text should the Talk start? And in what line shoult it end?"); - EditorGUILayout.BeginHorizontal (); - EditorGUILayout.PropertyField (serializedObject.FindProperty ("lineToStart"), GUIContent.none); - EditorGUILayout.PropertyField (serializedObject.FindProperty ("lineToBreak"), GUIContent.none); - EditorGUILayout.EndHorizontal (); - string lineToStart = serializedObject.FindProperty ("lineToStart").stringValue; - int actualLinaToStart = -2; - if (int.TryParse (lineToStart, out actualLinaToStart) && actualLinaToStart < 1) { - EditorGUILayout.HelpBox ("The line that the Text should start must be 1 or greater!", MessageType.Error, true); - } - string lineToBreak = serializedObject.FindProperty ("lineToBreak").stringValue; - int actualLinaToBreak = -2; - if (int.TryParse (lineToBreak, out actualLinaToBreak) && actualLinaToBreak != -1 && - actualLinaToBreak < actualLinaToStart) { - EditorGUILayout.HelpBox ("The line of the Text to stop the Talk comes before the line of the Text to start the Talk? " + - "That makes no sense! If you want to read the Text file until the end, leave the line to break as '-1'", MessageType.Error, true); - } - EditorGUILayout.HelpBox ("The line to start or to end might be set as strings! For instance, you can set lineToStart as 'MyString' and in your text, RPGTalk will start reading the line just after the tag [title=MyString].", MessageType.Info, true); - - EditorGUILayout.Space (); - area.shouldStayOnScreen = GUILayout.Toggle (area.shouldStayOnScreen, "Should the canvas stay on screen after the talk ended?"); - area.autoPass = GUILayout.Toggle(area.autoPass, "Automatically Pass the Talk?"); - if (area.autoPass) - { - EditorGUILayout.PropertyField(serializedObject.FindProperty("secondsAutoPass")); - } - - - area.containInsideScreen = GUILayout.Toggle(area.containInsideScreen, "Contain the Dialog Window inside the screen?"); - if (area.containInsideScreen) - { - EditorGUILayout.HelpBox("To contain a Diolog window inside the screen, your RPGTalk Holder must have the RPGTalkFollowCharacter snippet.", MessageType.Info, true); - } - - - - EditorGUILayout.EndVertical (); - } - - - if(EditorGUI.EndChangeCheck()) - serializedObject.ApplyModifiedProperties(); - } -} diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkAreaEditor.cs.meta b/Assets/RPGTALK/Scripts/Editor/RPGTalkAreaEditor.cs.meta deleted file mode 100644 index d6a0ae0..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkAreaEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 04535593afb86413385aba5465ed17a3 -timeCreated: 1505835821 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.asset b/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.asset deleted file mode 100644 index 393b428..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.asset +++ /dev/null @@ -1,17 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!114 &11400000 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: cf9b0fbe52b9f42a7b1ffc1f289d77f0, type: 3} - m_Name: RPGTalkConfig - m_EditorClassIdentifier: - logo: {fileID: 21300000, guid: ff9acc7e4a75e4593a9ef3a2451edf86, type: 3} - alreadyConfigured: 1 - usingTMP: 0 diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.asset.meta b/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.asset.meta deleted file mode 100644 index 9931615..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 02dbf3be19e874baaab4ace08b16193c -NativeFormatImporter: - externalObjects: {} - mainObjectFileID: 11400000 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.cs b/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.cs deleted file mode 100644 index 7eaebb4..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.cs +++ /dev/null @@ -1,17 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace RPGTALK.Helper -{ - public class RPGTalkConfig : ScriptableObject - { - - public Sprite logo; - - public bool alreadyConfigured; - - public bool usingTMP; - - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.cs.meta b/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.cs.meta deleted file mode 100644 index a63041c..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkConfig.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: cf9b0fbe52b9f42a7b1ffc1f289d77f0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkEditor.cs b/Assets/RPGTALK/Scripts/Editor/RPGTalkEditor.cs deleted file mode 100644 index a099b57..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkEditor.cs +++ /dev/null @@ -1,327 +0,0 @@ -using UnityEngine; -using System.Collections; -using UnityEditor; -using UnityEditorInternal; -using RPGTALK.Texts; -using RPGTALK.Helper; - - -[CustomEditor(typeof(RPGTalk))] -public class RPGTalkEditor : Editor -{ - - bool hideCharacters; - - override public void OnInspectorGUI() - { - serializedObject.Update (); - - //Instance of our RPGTalk class - RPGTalk rpgTalk = (RPGTalk)target; - - EditorGUI.BeginChangeCheck(); - - EditorGUILayout.LabelField("Put below the Text file to be parsed and become the talks!"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("txtToParse"),GUIContent.none); - if (serializedObject.FindProperty ("txtToParse").objectReferenceValue == null) { - EditorGUILayout.HelpBox ("RPGTalk needs a TXT file to retrieve the lines from", MessageType.Error, true); - } - - EditorGUILayout.Space(); - EditorGUILayout.LabelField("What line of the text should the Talk start? And in what line shoult it end?"); - EditorGUILayout.BeginHorizontal(); - EditorGUILayout.PropertyField(serializedObject.FindProperty("lineToStart"), GUIContent.none); - EditorGUILayout.PropertyField(serializedObject.FindProperty("lineToBreak"), GUIContent.none); - EditorGUILayout.EndHorizontal(); - string lineToStart = serializedObject.FindProperty("lineToStart").stringValue; - int actualLinaToStart = -2; - if (int.TryParse(lineToStart, out actualLinaToStart) && actualLinaToStart < 1) - { - EditorGUILayout.HelpBox("The line that the Text should start must be 1 or greater!", MessageType.Error, true); - } - string lineToBreak = serializedObject.FindProperty("lineToBreak").stringValue; - int actualLinaToBreak = -2; - if (int.TryParse(lineToBreak, out actualLinaToBreak) && actualLinaToBreak != -1 && - actualLinaToBreak < actualLinaToStart) - { - EditorGUILayout.HelpBox("The line of the Text to stop the Talk comes before the line of the Text to start the Talk? " + - "That makes no sense! If you want to read the Text file until the end, leave the line to break as '-1'", MessageType.Error, true); - } - EditorGUILayout.HelpBox("The line to start or to end might be set as strings! For instance, you can set lineToStart as 'MyString' and in your text, RPGTalk will start reading the line just after the tag [title=MyString].", MessageType.Info, true); - - - EditorGUILayout.PropertyField (serializedObject.FindProperty("showWithDialog"),true); - if(serializedObject.FindProperty("showWithDialog").arraySize == 0){ - EditorGUILayout.HelpBox("Not a single element to be shown with the Talk? Not even the Canvas?" + - "Are you sure that is the correct bahaviour?", MessageType.Warning, true); - } - - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - - EditorGUILayout.LabelField("Regular Options:",EditorStyles.boldLabel); - rpgTalk.startOnAwake = GUILayout.Toggle(rpgTalk.startOnAwake, "Start On Awake?"); - rpgTalk.dialoger = GUILayout.Toggle(rpgTalk.dialoger, "Should try to read the name of the talker?"); - rpgTalk.shouldUsePhotos = GUILayout.Toggle(rpgTalk.shouldUsePhotos, "Should there be the photo of the talker?"); - rpgTalk.shouldStayOnScreen = GUILayout.Toggle(rpgTalk.shouldStayOnScreen, "Should the canvas stay on screen after the talk ended?"); - - - rpgTalk.enableQuickSkip = GUILayout.Toggle(rpgTalk.enableQuickSkip, "Enable QuickStep (the player can jump the animation)?"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("textSpeed")); - - rpgTalk.passWithMouse = GUILayout.Toggle(rpgTalk.passWithMouse, "Pass the Talk with Mouse Click?"); - EditorGUILayout.LabelField("The Talk can also be passed with some button set on Project Settings > Input:"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("passWithInputButton"),GUIContent.none); - EditorGUILayout.LabelField("The Talk can also be passed with some key:"); - rpgTalk.passWithKey = (KeyCode)EditorGUILayout.EnumPopup(rpgTalk.passWithKey); - rpgTalk.autoPass = GUILayout.Toggle(rpgTalk.autoPass, "Automatically Pass the Talk?"); - if (rpgTalk.autoPass) - { - EditorGUILayout.PropertyField(serializedObject.FindProperty("secondsAutoPass")); - } - if (!rpgTalk.passWithMouse && serializedObject.FindProperty("passWithInputButton").stringValue == "" && !rpgTalk.autoPass){ - EditorGUILayout.HelpBox("There is no condition to pass the Talk. Is it really the expected behaviour?", MessageType.Warning, true); - } - - EditorGUILayout.Space (); - EditorGUILayout.LabelField("RPGTalk can try to make a Word Wrap for long texts in the same line."); - rpgTalk.wordWrap = GUILayout.Toggle(rpgTalk.wordWrap, "Word Wrap?"); - if (rpgTalk.wordWrap) { - EditorGUILayout.LabelField ("Set manually the maximum chars in Width/Height that fit in the screen:"); - EditorGUI.indentLevel++; - EditorGUILayout.PropertyField (serializedObject.FindProperty ("maxCharInWidth")); - EditorGUILayout.PropertyField (serializedObject.FindProperty ("maxCharInHeight")); - EditorGUI.indentLevel--; - - } - EditorGUILayout.LabelField("If lines to start and break were changed during the talk:"); - rpgTalk.goBackToOriginalStartAndBreak = GUILayout.Toggle(rpgTalk.goBackToOriginalStartAndBreak, "They should be changed back when it finish"); - - EditorGUILayout.EndVertical (); - - - if (rpgTalk.dialoger) - { - //create a nice box with round edges. - EditorGUILayout.BeginVertical((GUIStyle)"HelpBox"); - - EditorGUILayout.LabelField("Characters Settings:", EditorStyles.boldLabel); - - rpgTalk.shouldFollow = GUILayout.Toggle(rpgTalk.shouldFollow, "Should the canvas follow someone?"); - if (rpgTalk.shouldFollow && !rpgTalk.GetComponent()) - { - EditorGUILayout.HelpBox("There should be a RPGtalkFollowCharacter Snippet on this object to make the follow work the way it should", MessageType.Error, true); - /*EditorGUI.indentLevel++; - EditorGUILayout.LabelField("The object that follows should be Billboard? Based on which camera?"); - EditorGUILayout.BeginHorizontal(); - rpgTalk.billboard = GUILayout.Toggle(rpgTalk.billboard, "Billboard?"); - if (rpgTalk.billboard) - { - rpgTalk.mainCamera = GUILayout.Toggle(rpgTalk.mainCamera, "Based on Main Camera?"); - } - EditorGUILayout.EndHorizontal(); - if (rpgTalk.billboard && !rpgTalk.mainCamera) - { - EditorGUILayout.LabelField("What camera should the Billboard be based on?"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("otherCamera"), GUIContent.none); - } - EditorGUI.indentLevel--;*/ - } - - - EditorGUILayout.LabelField("Who are the characters that may appear on that conversation?"); - EditorGUI.indentLevel++; - if (!hideCharacters) - { - if (rpgTalk.characters != null) - { - for (int i = 0; i < rpgTalk.characters.Length; i++) - { - EditorGUILayout.LabelField("Who is this character?"); - EditorGUILayout.BeginHorizontal(); - rpgTalk.characters[i].character = (RPGTalkCharacter)EditorGUILayout.ObjectField(rpgTalk.characters[i].character, typeof(RPGTalkCharacter), false); - if (GUILayout.Button(" - ")) - { - serializedObject.FindProperty("characters").DeleteArrayElementAtIndex(i); - } - EditorGUILayout.EndHorizontal(); - EditorGUI.indentLevel += 2; - EditorGUILayout.LabelField("Should an different Animator be set for it?"); - rpgTalk.characters[i].animatorOverwrite = (Animator)EditorGUILayout.ObjectField(rpgTalk.characters[i].animatorOverwrite, typeof(Animator), true); - if (rpgTalk.shouldFollow) - { - EditorGUILayout.LabelField("What Transform should the canvas follow? Should there be an offset?"); - EditorGUILayout.BeginHorizontal(); - rpgTalk.characters[i].follow = (Transform)EditorGUILayout.ObjectField(rpgTalk.characters[i].follow, typeof(Transform), true); - rpgTalk.characters[i].followOffset = EditorGUILayout.Vector3Field(GUIContent.none, rpgTalk.characters[i].followOffset); - EditorGUILayout.EndHorizontal(); - } - EditorGUI.indentLevel -= 2; - EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); - } - } - } - EditorGUILayout.BeginHorizontal(); - if (!hideCharacters) - { - if (GUILayout.Button(" + ")) - { - serializedObject.FindProperty("characters").InsertArrayElementAtIndex(serializedObject.FindProperty("characters").arraySize); - } - } - if (GUILayout.Button(hideCharacters ? "Show " + rpgTalk.characters.Length + " characters" : "Hide Characters")) - { - hideCharacters = !hideCharacters; - } - EditorGUILayout.EndHorizontal(); - - if (rpgTalk.shouldFollow && rpgTalk.characters.Length == 0) - { - EditorGUILayout.HelpBox("You need to set a Character and its Transform so that the Canvas can follow someone", MessageType.Error, true); - } - - - EditorGUI.indentLevel--; - - - - EditorGUILayout.EndVertical(); - - - } - - - //create a nice box with round edges. - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - EditorGUILayout.LabelField("Interface:",EditorStyles.boldLabel); - EditorGUILayout.LabelField("Put below the UI for the text itself:"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("textUIObj")); - - if (serializedObject.FindProperty("textUIObj").objectReferenceValue == null){ - EditorGUILayout.HelpBox("There should be a Text, inside of a Canvas, to show the Talk.", MessageType.Error, true); - }else if (!TMP_Translator.IsValidType(serializedObject.FindProperty("textUIObj").objectReferenceValue as GameObject)) - { - EditorGUILayout.HelpBox("The object must be a Text or a Text Mesh Pro UGUI Type", MessageType.Error, true); - } - if (rpgTalk.dialoger) { - EditorGUILayout.LabelField("Put below the UI for the name of the talker:"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("dialogerObj")); - if (serializedObject.FindProperty("dialogerObj").objectReferenceValue == null) - { - EditorGUILayout.HelpBox("There should be a Text, inside of a Canvas, to show the name of the talker.", MessageType.Warning, true); - } - else if (!TMP_Translator.IsValidType(serializedObject.FindProperty("dialogerObj").objectReferenceValue as GameObject)) - { - EditorGUILayout.HelpBox("The object must be a Text or a Text Mesh Pro UGUI Type", MessageType.Error, true); - } - - } - if (rpgTalk.shouldUsePhotos) { - EditorGUILayout.LabelField("Put below the UI for the photo of the talker:"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("UIPhoto")); - if(serializedObject.FindProperty("UIPhoto").objectReferenceValue == null){ - EditorGUILayout.HelpBox("There should be a Image, inside of a Canvas, to show the talker's photo.", MessageType.Warning, true); - } - } - EditorGUILayout.EndVertical (); - - - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - EditorGUILayout.LabelField("Callback & Variables:",EditorStyles.boldLabel); - EditorGUILayout.LabelField("Any script should be called when the Talk is done?"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("callback"),GUIContent.none); - - - EditorGUILayout.Space (); - EditorGUILayout.LabelField("Variables can be set to change some word in the text"); - EditorGUI.indentLevel++; - EditorGUILayout.PropertyField (serializedObject.FindProperty("variables"),true); - EditorGUI.indentLevel--; - - EditorGUILayout.EndVertical (); - - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - EditorGUILayout.LabelField("Photos and Sprites:",EditorStyles.boldLabel); - - - if (rpgTalk.textUIObj != null && TMP_Translator.IsText(rpgTalk.textUIObj)) - { - EditorGUILayout.LabelField("Add sprites that can be used inside the text:"); - EditorGUI.indentLevel++; - EditorGUILayout.PropertyField(serializedObject.FindProperty("sprites"), true); - EditorGUI.indentLevel--; - if (rpgTalk.sprites != null && rpgTalk.sprites.Count > 0) - { - EditorGUILayout.HelpBox("To use sprites inside the text, write the tag [sprite=X] and RPGTalk will replace it with the corresponding sprite above", MessageType.Info, true); - } - } - else if(rpgTalk.textUIObj != null) - { - EditorGUILayout.LabelField("Write below the name of the Sprite Atlas Asset you want Text Mesh Pro to use:"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("tmpSpriteAtlas"), true); - EditorGUILayout.HelpBox("To use sprites inside the text, write the tag [sprite=X] in your TXT and RPGTalk will replace it with the Text Mesh Pro tag", MessageType.Info, true); - } - - - - EditorGUILayout.EndVertical (); - - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - EditorGUILayout.LabelField("Animation:",EditorStyles.boldLabel); - EditorGUILayout.LabelField("A Animator can be manipulated when talking:"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("animatorWhenTalking"),GUIContent.none); - if(serializedObject.FindProperty("animatorWhenTalking").objectReferenceValue != null){ - EditorGUILayout.LabelField("A Boolean to be set true when the character is talking:"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("animatorBooleanName"),GUIContent.none); - EditorGUILayout.LabelField("A int can be set with the number of the talker, based on the list of photos:"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("animatorIntName"),GUIContent.none); - } - EditorGUILayout.EndVertical (); - - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - EditorGUILayout.LabelField("Audio:",EditorStyles.boldLabel); - EditorGUILayout.LabelField("The audio to be played by each letter:"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("textAudio"),GUIContent.none); - EditorGUILayout.LabelField("The audio to be played when the player passes the Talk:"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("passAudio"),GUIContent.none); - EditorGUILayout.EndVertical (); - - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - EditorGUILayout.LabelField("Choices:",EditorStyles.boldLabel); - EditorGUILayout.LabelField("Put below a Button prefab that will be instantiated when the player has choices"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("choicePrefab"),GUIContent.none); - EditorGUILayout.LabelField("Put below a object that the choice buttons will be instantiated to:"); - EditorGUILayout.PropertyField (serializedObject.FindProperty("choicesParent"),GUIContent.none); - if(serializedObject.FindProperty("choicePrefab").objectReferenceValue != null && serializedObject.FindProperty("choicesParent").objectReferenceValue == null){ - EditorGUILayout.HelpBox("There should be a parent to instantiate the choices to. Usually, it as an object inside the dialog box with a 'Layout Group' element.", MessageType.Warning, true); - } - EditorGUILayout.EndVertical (); - - EditorGUILayout.Separator (); - - EditorGUILayout.BeginVertical( (GUIStyle) "HelpBox"); - EditorGUILayout.LabelField("So, I heard you like free stuff, hum?",EditorStyles.boldLabel); - GUIStyle style = new GUIStyle (); - style.richText = true; - string color = "#cc0000"; - GUILayout.Label(string.Format("Be sure to show your support by following Seize Studios on social medias!", color), style); - EditorGUILayout.BeginHorizontal (); - if (GUILayout.Button ("Like our page on Facebook!")) { - Application.OpenURL(@"https://www.facebook.com/seizestudios/"); - } - if (GUILayout.Button ("Follow us on Twitter!")) { - Application.OpenURL(@"https://twitter.com/seizestudios"); - } - EditorGUILayout.EndHorizontal (); - GUIStyle centeredStyle = GUI.skin.GetStyle("Label"); - centeredStyle.alignment = TextAnchor.UpperCenter; - EditorGUILayout.LabelField("www.seizestudios.com",centeredStyle); - EditorGUILayout.EndVertical (); - - - - if(EditorGUI.EndChangeCheck()) - serializedObject.ApplyModifiedProperties(); - //EditorGUIUtility.LookLikeControls(); - - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkEditor.cs.meta b/Assets/RPGTALK/Scripts/Editor/RPGTalkEditor.cs.meta deleted file mode 100644 index cc2b96f..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 014f15e5bae024f8993edda642c7d35d -timeCreated: 1476472695 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkInitialization.cs b/Assets/RPGTALK/Scripts/Editor/RPGTalkInitialization.cs deleted file mode 100644 index bd8dc1c..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkInitialization.cs +++ /dev/null @@ -1,264 +0,0 @@ -using System; -using System.Reflection; -using UnityEngine; -using UnityEditor; -using UnityEditor.Build; - -namespace RPGTALK.Helper -{ - [InitializeOnLoad] - public class RPGTalkInitialization : EditorWindow, IActiveBuildTargetChanged - { - - public static RPGTalkInitialization instance; - - //The scriptable Object that keeps the saved data - public static RPGTalkConfig configAsset; - - //Keep if the player finished steps of the configuration - static bool doneTMP, doneEncoding; - - //Keep if the user has TMP in the project - static bool hasTMP; - - public static TextAsset[] nonUTF8; - - Vector2 scrollPos; - - //Everytime unity initialize, we want to check if we already did the config. If we didn't, open the window. - static RPGTalkInitialization() - { - if(instance != null) - { - return; - } - - if (configAsset == null) - { - GetConfigAsset(); - } - if(!configAsset.alreadyConfigured) - { - Config(); - } - } - - void OnEnable() - { - instance = this; - EditorApplication.LockReloadAssemblies(); - } - - void OnDisable() - { - EditorApplication.UnlockReloadAssemblies(); - } - - [MenuItem("RPGTalk/Configure")] - public static void Config() - { - //This function will open the window - doneTMP = false; - doneEncoding = false; - if (configAsset == null) - { - GetConfigAsset(); - } - GetWindow("Configure RPGTalk"); - } - - private void OnGUI() - { - minSize = new Vector2(300, 300); - if (configAsset == null) - { - EditorGUILayout.HelpBox("None or Multiple Config Asset were found. It should be on Scripts/Helpers", MessageType.Error, true); - return; - } - - - - - GUI.skin.label.wordWrap = true; - - scrollPos = GUILayout.BeginScrollView(scrollPos); - - - - if (!doneTMP) - { - //RPGTalk Logo - GUILayout.Label(configAsset.logo.texture); - GUILayout.Label("Welcome to RPGTalk!"); - EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); - - GUILayout.Label("To make the most out of it, let's go to a simple configuration, shall we?"); - - - EditorGUILayout.Space(); - GUILayout.Label("Do you use or plan to use Text Mesh PRO?"); - - EditorGUILayout.BeginHorizontal(); - if (GUILayout.Button("Yes I do!")) - { - doneTMP = true; - AddDefineIfNecessary("RPGTalk_TMP", BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget)); - configAsset.usingTMP = true; - hasTMP = NamespaceExists("TMPro"); - } - if (GUILayout.Button("No, I do not (Or I don't know what it is)")) - { - doneTMP = true; - RemoveDefineIfNecessary("RPGTalk_TMP", BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget)); - configAsset.usingTMP = false; - hasTMP = NamespaceExists("TMPro"); - } - EditorGUILayout.EndHorizontal(); - } - else if (!doneEncoding) - { - - //RPGTalk Logo - EditorGUI.DrawTextureTransparent(new Rect(0, 0, 50, 50), configAsset.logo.texture); - EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); - EditorGUILayout.BeginHorizontal(); - GUILayout.Label("One of the main features of RPGTalk is to read .TXT files. So encoding should be a concern."); - EditorGUILayout.HelpBox("What is encoding? \n Computer files are, after all, just bits of data. They are all aligned in a way that the computer can understand and show to us on the screen. But there are several languages around the world, some use different characters than the others, so the way that the computer reads those characters should be different as well. There are a lot of types of encoding, but the one that access most of the characters of the world is called Unicode.", MessageType.Info); - EditorGUILayout.EndHorizontal(); - EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); - GUILayout.Label("Unity and RPGTalk reads TXT files with Unicode. This shouldn't be an issue if you are only writting ASCII languages (like english). But if you plan on have a language with accents, latin, asian or different types of characters, you should make sure your .TXT files are Unicode. UTF-8 should work fine."); - EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); - GUILayout.Label("With that little context in mind, this step of the configuration is just a WARNING: make sure your .TXT file is Unicode (like UTF-8) before using it with RPGTalk. It is easy to convert. Google it up!"); - - if (GUILayout.Button("Ok, I got it!")) - { - doneEncoding = true; - SaveConifg(); - } - - - } - else - { - - //RPGTalk Logo - EditorGUI.DrawTextureTransparent(new Rect(0, 0, 50, 50), configAsset.logo.texture); - EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); - - if (hasTMP && !configAsset.usingTMP) - { - EditorGUILayout.HelpBox("You said you won't use Text Mesh Pro but it is in your project. Be sure to check this configuration again if you change your mind.", MessageType.Warning, true); - } - if (!hasTMP && configAsset.usingTMP) - { - EditorGUILayout.HelpBox("You said you will use Text Mesh Pro but it is not in your project. Be sure to add it and avoid errors.", MessageType.Warning, true); - } - - EditorGUILayout.Space(); EditorGUILayout.Space(); - - GUILayout.Label("All Set =)"); - if (GUILayout.Button("Finish!")) - { - this.Close(); - } - } - - - - - EditorGUILayout.LabelField("", GUI.skin.horizontalSlider); - GUILayout.Label("You can change this settings anytime going to the menu RPGTalk/Configure"); - - EditorGUILayout.EndScrollView(); - - } - - void SaveConifg() - { - configAsset.alreadyConfigured = true; - EditorUtility.SetDirty(configAsset); - AssetDatabase.SaveAssets(); - } - - public bool NamespaceExists(string desiredNamespace) - { - foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies()) - { - foreach (Type type in assembly.GetTypes()) - { - if (type.Namespace == desiredNamespace) - return true; - } - } - return false; - } - - //Find out where is the config asset - static void GetConfigAsset() - { - string[] assetPath = AssetDatabase.FindAssets("t:RPGTalkConfig"); - if(assetPath.Length == 0 || assetPath.Length > 1) - { - configAsset = null; - Debug.LogWarning("Couldn't fint the RPGTalk Configuration file in your project D= This will cause bad erros!"); - return; - } - configAsset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(assetPath[0])); - } - - - - - //needed to use the interface IActiveBuildTargetChanged - public int callbackOrder { get { return 0; } } - - //Called by IActiveBuildTargetChanged everytime the player changed the build platform. Write the Defines - public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) - { - RemoveDefineIfNecessary("RPGTalk_TMP", BuildPipeline.GetBuildTargetGroup(previousTarget)); - AddDefineIfNecessary("RPGTalk_TMP", BuildPipeline.GetBuildTargetGroup(newTarget)); - } - - //Add defines to player settings so we can use #if ... - public static void AddDefineIfNecessary(string _define, BuildTargetGroup _buildTargetGroup) - { - var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(_buildTargetGroup); - - if (defines == null) { defines = _define; } - else if (defines.Length == 0) { defines = _define; } - else { if (defines.IndexOf(_define, 0) < 0) { defines += ";" + _define; } } - - PlayerSettings.SetScriptingDefineSymbolsForGroup(_buildTargetGroup, defines); - } - - //Remove defines to player settings - public static void RemoveDefineIfNecessary(string _define, BuildTargetGroup _buildTargetGroup) - { - var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(_buildTargetGroup); - - if (defines.StartsWith(_define + ";")) - { - // First of multiple defines. - defines = defines.Remove(0, _define.Length + 1); - } - else if (defines.StartsWith(_define)) - { - // The only define. - defines = defines.Remove(0, _define.Length); - } - else if (defines.EndsWith(";" + _define)) - { - // Last of multiple defines. - defines = defines.Remove(defines.Length - _define.Length - 1, _define.Length + 1); - } - else - { - // Somewhere in the middle or not defined. - var index = defines.IndexOf(_define, 0, System.StringComparison.Ordinal); - if (index >= 0) { defines = defines.Remove(index, _define.Length + 1); } - } - - PlayerSettings.SetScriptingDefineSymbolsForGroup(_buildTargetGroup, defines); - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkInitialization.cs.meta b/Assets/RPGTALK/Scripts/Editor/RPGTalkInitialization.cs.meta deleted file mode 100644 index 262b4fc..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkInitialization.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c4d4d1470b9f74932980ef4f60e82974 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkLanguageEditor.cs b/Assets/RPGTALK/Scripts/Editor/RPGTalkLanguageEditor.cs deleted file mode 100644 index c38f852..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkLanguageEditor.cs +++ /dev/null @@ -1,158 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; -using RPGTALK.Localization; - -[CustomEditor(typeof(RPGTalkLanguage))] -public class RPGTalkLanguageEditor : Editor -{ - - bool firstRun; - RPGTalkLanguage main; - - override public void OnInspectorGUI() - { - //Instance of our RPGTalk class - RPGTalkLanguage language = (RPGTalkLanguage)target; - - if (!firstRun) - { - firstRun = true; - GetMainLanguage(language); - } - - - serializedObject.Update(); - - GUI.skin.label.wordWrap = true; - - - - EditorGUI.BeginChangeCheck(); - - GUILayout.Label("Put below the identifier name of this language:"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("identifier"), GUIContent.none); - EditorGUILayout.HelpBox("Aside from identification, you can use this variable later on to find out what language the game is currently at. It usually is some code like \"EN_US\", \"FR\", \"PT_BR\" and so on ", MessageType.Info, true); - - EditorGUILayout.Space(); - if (!language.mainLanguage) - { - if(main == null) - { - GUILayout.Label("There is no main language of your game. You should make one!"); - } - else - { - GUILayout.Label("The main language of your game is "+main.identifier+". You can change that anytime if you want."); - } - if(GUILayout.Button("Make this the main language") && - EditorUtility.DisplayDialog("Are you sure you want to make " + language.identifier + " the main language of your game?", - "Every other language will be based on this one. Your game will start in that language and will fallback to it if anything goes wrong", - "Yes I am!", "No, hold up...")) - { - language.mainLanguage = true; - if(main != null) - main.mainLanguage = false; - main = language; - } - - } - else - { - GUILayout.Label("This is the main language of your game."); - } - EditorGUILayout.HelpBox("The main language sets the sample files to any other languages you have. It is the language your game will start with and the language it will use if anything goes wrong. If you mark this as your main language, any other wont be anymore. Every TXT you put in your scene must be in your Main Language.", MessageType.Info, true); - - EditorGUILayout.Space(); - if (language.mainLanguage) - { - GUILayout.Label("Set below every txt file that will be used on your game, in this current language."); - EditorGUI.indentLevel++; - EditorGUILayout.PropertyField(serializedObject.FindProperty("txts"), true); - EditorGUI.indentLevel--; - } - else if (main == null) - { - EditorGUILayout.HelpBox("Something went terribly wrong. No Main Language was found. Please set one to continue.", MessageType.Error, true); - } - else{ - GUILayout.Label("Set below every txt file according to wich one it represents of the main language"); - EditorGUILayout.BeginHorizontal(); - EditorGUILayout.LabelField("Main Language ("+main.identifier+ ")"); - EditorGUILayout.LabelField(language.identifier); - EditorGUILayout.EndHorizontal(); - - EditorGUILayout.BeginVertical(); - - for (int i = 0; i < serializedObject.FindProperty("txts").arraySize; i++) - { - if (main.txts.Length-1 < i || main.txts[i] == null) - { - EditorGUILayout.PropertyField(serializedObject.FindProperty("txts").GetArrayElementAtIndex(i), - new GUIContent("ELEMENT NONEXISTENT IN MAIN LANGUAGE")); - } - else - { - EditorGUILayout.PropertyField(serializedObject.FindProperty("txts").GetArrayElementAtIndex(i), - new GUIContent(main.txts[i].name)); - } - - } - - - EditorGUILayout.EndVertical(); - - } - - if (EditorGUI.EndChangeCheck()) - serializedObject.ApplyModifiedProperties(); - } - - - - - //Search Every Language asset to see who is the main language - void GetMainLanguage(RPGTalkLanguage myself) - { - string[] assetPath = AssetDatabase.FindAssets("t:RPGTalkLanguage"); - if (assetPath.Length == 0) - { - main = null; - return; - } - foreach(string path in assetPath) - { - RPGTalkLanguage lang = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(path)); - if (lang.mainLanguage) - { - main = lang; - - //If it isn't me, let's make sure I have the same amount of TXTs that the main language - if(main != myself) - { - if(main.txts.Length != myself.txts.Length) - { - TextAsset[] newArray = new TextAsset[main.txts.Length]; - //We would want to keep any TXTs in the old array though - for (int i = 0; i < newArray.Length; i++) - { - if (myself.txts.Length > i) - { - newArray[i] = myself.txts[i]; - } - else - { - break; - } - } - myself.txts = newArray; - } - } - - - break; - } - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkLanguageEditor.cs.meta b/Assets/RPGTALK/Scripts/Editor/RPGTalkLanguageEditor.cs.meta deleted file mode 100644 index a396ac1..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkLanguageEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3bea3337dcf154f3ba1e3a4036d162be -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationEditor.cs b/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationEditor.cs deleted file mode 100644 index bfa59b5..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationEditor.cs +++ /dev/null @@ -1,47 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; -using UnityEditorInternal; - -namespace RPGTALK.Localization -{ - - [CustomEditor(typeof(RPGTalkLocalization))] - public class RPGTalkLocalizationEditor : Editor - { - - override public void OnInspectorGUI() - { - serializedObject.Update(); - - //Instance of our RPGTalkLocalization class - RPGTalkLocalization localization = (RPGTalkLocalization)target; - - EditorGUI.BeginChangeCheck(); - - EditorGUILayout.HelpBox("Put into the array below every language that you have. To create a new Language, simply go to your project, click with the right button, go to Create/Rpgtalk/Language ", MessageType.Info, true); - EditorGUILayout.PropertyField(serializedObject.FindProperty("languages"), true); - - EditorGUILayout.Space(); - - if (EditorApplication.isPlaying) - { - EditorGUILayout.LabelField("Default Language: " + LanguageSettings.defaultLanguage); - EditorGUILayout.LabelField("Actual Language: " + LanguageSettings.actualLanguage); - } - else - { - EditorGUILayout.LabelField("Debug only available on Play Mode."); - } - - - - EditorGUILayout.HelpBox("You can change the actual language by script calling LanguageSettings.actualLanguage", MessageType.Info, true); - - - if (EditorGUI.EndChangeCheck()) - serializedObject.ApplyModifiedProperties(); - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationEditor.cs.meta b/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationEditor.cs.meta deleted file mode 100644 index 809f4b2..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 840565d4133634e3989f353d2aed3876 -timeCreated: 1505818686 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationStringEditor.cs b/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationStringEditor.cs deleted file mode 100644 index 7f37b9e..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationStringEditor.cs +++ /dev/null @@ -1,56 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; -using RPGTALK.Texts; - -namespace RPGTALK.Localization -{ - [CustomEditor(typeof(RPGTalkLocalizationString))] - public class RPGTalkLocalizationStringEditor : Editor - { - override public void OnInspectorGUI() - { - serializedObject.Update(); - - //Instance of our RPGTalkLocalization class - RPGTalkLocalizationString localization = (RPGTalkLocalizationString)target; - - EditorGUI.BeginChangeCheck(); - - EditorGUILayout.HelpBox("There are two ways to make localization work with a simple string on UI. You can set a TXT file, and add it to a Language like you would usually do in RPGTalk, or you can set this string manully.", MessageType.Info, true); - EditorGUILayout.PropertyField(serializedObject.FindProperty("txtToParse"), true); - if(serializedObject.FindProperty("txtToParse").objectReferenceValue != null) - { - EditorGUILayout.LabelField("What line of the TXT should be written here?"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("lineToRead"), GUIContent.none); - - } - else - { - GUI.skin.label.wordWrap = true; - GUILayout.Label("If you won't use a TXT, you need to add manually every language option for this text"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("language"), true); - } - - //Show the correct text - if ((localization.txtToParse != null && localization.lineToRead != "") || (localization.language != null && localization.language.Length > 0)) - { - - if (TMP_Translator.IsValidType(localization.gameObject)) - { - localization.ChangeCurrentTextToActualLanguage(); - } - else - { - EditorGUILayout.HelpBox("RPGTalkLocalization String works only in an object with Text or Text Mesh Pro UGUI Componenets", MessageType.Error, true); - } - } - - - - if (EditorGUI.EndChangeCheck()) - serializedObject.ApplyModifiedProperties(); - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationStringEditor.cs.meta b/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationStringEditor.cs.meta deleted file mode 100644 index af7a38d..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkLocalizationStringEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ae5be1c37913d43ea86ef395f30ebab2 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkSkipCutsceneEditor.cs b/Assets/RPGTALK/Scripts/Editor/RPGTalkSkipCutsceneEditor.cs deleted file mode 100644 index 9aa8ae1..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkSkipCutsceneEditor.cs +++ /dev/null @@ -1,80 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace RPGTALK.Snippets -{ - - [CustomEditor(typeof(RPGTalkSkipCutscene))] - public class RPGTalkSkipCutsceneEditor : Editor - { - override public void OnInspectorGUI() - { - serializedObject.Update(); - - //Instance of our RPGTalkLocalization class - RPGTalkSkipCutscene skip = (RPGTalkSkipCutscene)target; - - EditorGUI.BeginChangeCheck(); - - - if (!skip.gameObject.GetComponent()) - { - EditorGUILayout.HelpBox("This component should be along with a RPGTalk", MessageType.Error); - } - - - - EditorGUILayout.BeginVertical((GUIStyle)"HelpBox"); - EditorGUILayout.LabelField("How the user should skip the cutscene?", EditorStyles.boldLabel); - - - - EditorGUILayout.LabelField("Key that needs to be pressed to skip:"); - skip.keyToSkip = (KeyCode)EditorGUILayout.EnumPopup(skip.keyToSkip); - EditorGUILayout.LabelField("It can also be skipped with some button set on Project Settings > Input:"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("buttonToSkip"), true); - skip.skipWithMouse = GUILayout.Toggle(skip.skipWithMouse, "Also skip with Mouse Click?"); - - skip.needToSkipTwice = GUILayout.Toggle(skip.needToSkipTwice, "Does the user have to press the button twice?"); - if (skip.needToSkipTwice) - { - EditorGUILayout.LabelField("How maximum time can be between the interactions to actually skip?"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("timeBetweenSkips"), true); - } - - EditorGUILayout.EndVertical(); - - EditorGUILayout.BeginVertical((GUIStyle)"HelpBox"); - EditorGUILayout.LabelField("What should happen when skipping?", EditorStyles.boldLabel); - if (skip.needToSkipTwice) - { - EditorGUILayout.LabelField("When the user presses the button for the first time:"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("OnFirstTwiceSkip"), true); - EditorGUILayout.LabelField("When the user DON'T press the button for the second time:"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("OnCancelTwiceSkip"), true); - EditorGUILayout.Space(); - } - EditorGUILayout.LabelField("When the skip starts to happen:"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("OnSkip"), true); - - EditorGUILayout.EndVertical(); - - EditorGUILayout.BeginVertical((GUIStyle)"HelpBox"); - EditorGUILayout.LabelField("Options", EditorStyles.boldLabel); - - skip.canSkip = GUILayout.Toggle(skip.canSkip, "Can this cutscene be skipped?"); - skip.jumpQuestions = GUILayout.Toggle(skip.jumpQuestions, "If there are questions in the cutscene, it should be skipped as well?"); - EditorGUILayout.LabelField("When skipped, delay a few seconds to actually finish the talk:"); - EditorGUILayout.PropertyField(serializedObject.FindProperty("delaySkip"), true); - - EditorGUILayout.EndVertical(); - - - - if (EditorGUI.EndChangeCheck()) - serializedObject.ApplyModifiedProperties(); - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Editor/RPGTalkSkipCutsceneEditor.cs.meta b/Assets/RPGTALK/Scripts/Editor/RPGTalkSkipCutsceneEditor.cs.meta deleted file mode 100644 index 859daae..0000000 --- a/Assets/RPGTALK/Scripts/Editor/RPGTalkSkipCutsceneEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f4c83923e13094aea9f638894b6e6521 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Helpers.meta b/Assets/RPGTALK/Scripts/Helpers.meta deleted file mode 100644 index 52b6a81..0000000 --- a/Assets/RPGTALK/Scripts/Helpers.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4e0175a78cbb6441da3e439a582d2f94 -folderAsset: yes -timeCreated: 1505769518 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Helpers/RPGTalkCharacter.cs b/Assets/RPGTALK/Scripts/Helpers/RPGTalkCharacter.cs deleted file mode 100644 index 7951909..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/RPGTalkCharacter.cs +++ /dev/null @@ -1,25 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace RPGTALK.Helper -{ - - [System.Serializable] - public class Expression - { - public string name; - public Sprite photo; - public string boolInAnimator; - public AudioClip audio; - } - - [CreateAssetMenu(fileName = "New Character", menuName = "RPGTalk/Character", order = 12)] - public class RPGTalkCharacter : ScriptableObject - { - public string dialoger; - public Sprite photo; - - public Expression[] expressions; - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Helpers/RPGTalkCharacter.cs.meta b/Assets/RPGTALK/Scripts/Helpers/RPGTalkCharacter.cs.meta deleted file mode 100644 index 133e183..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/RPGTalkCharacter.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d46921e71e9f04ccb83ec685be24573c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Helpers/RPGTalkHelper.cs b/Assets/RPGTALK/Scripts/Helpers/RPGTalkHelper.cs deleted file mode 100644 index 4e0139d..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/RPGTalkHelper.cs +++ /dev/null @@ -1,314 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; -#if UNITY_EDITOR -using UnityEditor; -#endif -#if RPGTalk_TMP -using TMPro; -#endif - -namespace RPGTALK.Helper -{ - [AddComponentMenu("Seize Studios/RPGTalk/Helper/RPGTalk Helper")] - public class RPGTalkHelper : MonoBehaviour { - - public static void CopyTextParameters(Object original, Object copy) - { - if (original is Text) - { - CopyTextParameters(original as Text, copy as Text); - return; - } -#if RPGTalk_TMP - if(original is TextMeshProUGUI) - { - CopyTextParameters(original as TextMeshProUGUI, copy as TextMeshProUGUI); - } -#endif - } - - public static void CopyTextParameters(Text original, Text copy){ - //Replace every public option of the new text with the ancient one - copy.text = original.text; - copy.font = original.font; - copy.fontStyle = original.fontStyle; - copy.fontSize = original.fontSize; - copy.lineSpacing = original.lineSpacing; - copy.supportRichText = original.supportRichText; - copy.alignment = original.alignment; - copy.alignByGeometry = original.alignByGeometry; - copy.horizontalOverflow = original.horizontalOverflow; - copy.verticalOverflow = original.verticalOverflow; - copy.resizeTextForBestFit = original.resizeTextForBestFit; - copy.color = original.color; - copy.material = original.material; - copy.raycastTarget = original.raycastTarget; - } -#if RPGTalk_TMP - public static void CopyTextParameters(TextMeshProUGUI original, TextMeshProUGUI copy) - { - //Replace every public option of the new text with the ancient one - copy.text = original.text; - copy.font = original.font; - copy.fontStyle = original.fontStyle; - copy.fontSize = original.fontSize; - copy.lineSpacing = original.lineSpacing; - copy.richText = original.richText; - copy.alignment = original.alignment; - copy.horizontalMapping = original.horizontalMapping; - copy.verticalMapping = original.verticalMapping; - copy.enableAutoSizing = original.enableAutoSizing; - copy.color = original.color; - copy.material = original.material; - copy.raycastTarget = original.raycastTarget; - copy.enableWordWrapping = original.enableWordWrapping; - copy.wordWrappingRatios = original.wordWrappingRatios; - copy.overflowMode = original.overflowMode; - } -#endif - public static int CountRichTextCharacters(string line){ - int richTextCount = 0; - //check for any rich text - if (line.IndexOf('<') != -1) { - bool thereIsRichTextLeft = true; - - //repeat for as long as we find a tag - while (thereIsRichTextLeft) { - int inicialBracket = line.IndexOf ('<'); - int finalBracket = line.IndexOf ('>'); - //Here comes the tricky part... First check if there is any '<' before a '>' - if (inicialBracket < finalBracket) { - //Ok, there is! It should be a tag. Let's count every char inside of it - richTextCount += finalBracket-inicialBracket+1; - - - //Good! Now finaly, remove it from the original text - string textWithoutRichText = line.Substring (0, inicialBracket); - textWithoutRichText += line.Substring (finalBracket + 1); - line = textWithoutRichText; - - } else { - thereIsRichTextLeft = false; - } - } - - } - - return richTextCount; - } - - public static int CountRPGTalkTagCharacters(string line){ - int tagCount = 0; - //check for any rich text - if (line.IndexOf('[') != -1) { - bool thereAreTagsLeft = true; - - //repeat for as long as we find a tag - while (thereAreTagsLeft) { - int inicialBracket = line.IndexOf ('['); - int finalBracket = line.IndexOf (']'); - //Here comes the tricky part... First check if there is any '[' before a ']' - if (inicialBracket < finalBracket) { - //Ok, there is! It should be a tag. Let's count every char inside of it - tagCount += finalBracket-inicialBracket+1; - - - //Good! Now finaly, remove it from the original text - string textWithoutTag = line.Substring (0, inicialBracket); - textWithoutTag += line.Substring (finalBracket + 1); - line = textWithoutTag; - - } else { - thereAreTagsLeft = false; - } - } - - } - - return tagCount; - } - - #if UNITY_EDITOR - - [MenuItem("RPGTalk/Create RPGTalk/Base Instance")] - private static void CreateRPGTalkBase() - { - GameObject newGO = new GameObject (); - newGO.AddComponent (); - newGO.name = "RPGTalk Holder"; - Undo.RegisterCreatedObjectUndo (newGO, "Create RPGTalk"); - } - - [MenuItem("RPGTalk/Create RPGTalk/With Dub Sound")] - private static void CreateRPGTalkWithDub() - { - GameObject newGO = new GameObject (); - newGO.AddComponent (); - newGO.AddComponent (); - newGO.name = "RPGTalk Holder & Dub"; - Undo.RegisterCreatedObjectUndo (newGO, "Create RPGTalk"); - } - [MenuItem("RPGTalk/Create RPGTalk/With Timeline")] - private static void CreateRPGTalkWithTimeline() - { - GameObject newGO = new GameObject (); - newGO.AddComponent (); - newGO.AddComponent (); - newGO.name = "RPGTalk Holder & Timeline"; - Undo.RegisterCreatedObjectUndo (newGO, "Create RPGTalk"); - } - [MenuItem("RPGTalk/Create RPGTalk/With Dub and Timeline")] - private static void CreateRPGTalkWithDubTimeline() - { - GameObject newGO = new GameObject (); - newGO.AddComponent (); - newGO.AddComponent (); - newGO.AddComponent (); - newGO.name = "RPGTalk Holder & Dub & Timeline"; - Undo.RegisterCreatedObjectUndo (newGO, "Create RPGTalk"); - } - - [MenuItem("RPGTalk/Create RPGTalk Area")] - private static void CreateRPGTalkArea() - { - - GameObject newGO = new GameObject (); - if (EditorSettings.defaultBehaviorMode == EditorBehaviorMode.Mode2D) { - BoxCollider2D newBox = newGO.AddComponent (); - newBox.size = new Vector2 (1, 1); - newBox.isTrigger = true; - } else { - BoxCollider newBox = newGO.AddComponent (); - newBox.size = new Vector3 (1, 1, 1); - newBox.isTrigger = true; - } - newGO.AddComponent (); - newGO.name = "RPGTalk Area"; - Undo.RegisterCreatedObjectUndo (newGO, "Create RPGTalk Area"); - } - - [MenuItem("RPGTalk/Create RPGTalk Localization")] - private static void CreateRPGTalkLocalization() - { - - GameObject newGO = new GameObject (); - - newGO.AddComponent (); - newGO.name = "RPGTalk Localization"; - Undo.RegisterCreatedObjectUndo (newGO, "Create RPGTalk Localization"); - } - - #endif - } - - //this class has every dialog (line) that need to be show - public class RpgtalkElement { - public bool hasDialog = false; - public bool allowPlayerAdvance = true; - public string speakerName; - public string originalSpeakerName; - public string dialogText; - public string expression; - - public override string ToString () { - return "(" + this.hasDialog + ")" + this.speakerName + "::" + this.dialogText + "\n"; - } - } - - - //A class to be the variables a text could have - [System.Serializable] - public class RPGTalkVariable{ - public string variableName; - public string variableValue; - } - - //A class to keep any rich text used - [System.Serializable] - public class RPGTalkRichText{ - public int lineWithTheRichText; - public int initialTagPosition; - public string initialTag; - public int finalTagPosition; - public string finalTag; - } - - //A class to keep any sprite used inside the text - [System.Serializable] - public class RPGTalkSprite{ - public Sprite sprite; - [HideInInspector] - public int lineWithSprite = -1; - [HideInInspector] - public int spritePosition = -1; - public float width = 1; - public float height = 1; - [HideInInspector] - public bool alreadyInPlace; - public RuntimeAnimatorController animator; - } - - //A class to keep any dub used inside the text - [System.Serializable] - public class RPGTalkDub{ - public int dubNumber; - public int lineWithDub = -1; - } - - //A class to keep any speed changes used inside the text - [System.Serializable] - public class RPGTalkSpeed{ - public int speed = 0; - public int lineWithSpeed = -1; - public int speedPosition = -1; - public bool alreadyGone; - } - - //A class to keep any question used inside the text - [System.Serializable] - public class RPGTalkQuestion{ - public string questionID; - public int lineWithQuestion = -1; - public bool alreadyHappen; - public List choices = new List(); - } - - //A class to keep the targets that the canvas can follow - [System.Serializable] - public class RPGTalkCharacterSettings{ - [Tooltip("What is the Character that those settings represent?")] - public RPGTalkCharacter character; - [Tooltip("Who to follow?")] - public Transform follow; - - [Tooltip("If he is following someone, should there be an offset?")] - public Vector3 followOffset; - - [Tooltip("The animations should happen in a different Animator than the one set on RPGTalk?")] - public Animator animatorOverwrite; - } - - public class RPGtalkSaveStatement - { - public string lineToStart; - public string lineToBreak; - public string savedData; - public int modifier; - } - - //A class to keep any jitter used inside the text - [System.Serializable] - public class RPGTalkJitter - { - public float angle = 1; - public float jitter = 1; - public int lineWithJitter = -1; - public int jitterPosition = -1; - public bool alreadyGone; - public int numberOfCharacters = 1; - } - - -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Helpers/RPGTalkHelper.cs.meta b/Assets/RPGTALK/Scripts/Helpers/RPGTalkHelper.cs.meta deleted file mode 100644 index aa37a12..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/RPGTalkHelper.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: cb075acdefb6c4d54b7021f94f38fcdc -timeCreated: 1504966029 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Helpers/RPGTalkLanguage.cs b/Assets/RPGTALK/Scripts/Helpers/RPGTalkLanguage.cs deleted file mode 100644 index ed3975e..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/RPGTalkLanguage.cs +++ /dev/null @@ -1,14 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace RPGTALK.Localization -{ - [CreateAssetMenu(fileName = "NewLanguage", menuName = "RPGTalk/Language", order = 12)] - public class RPGTalkLanguage : ScriptableObject - { - public string identifier; - public bool mainLanguage; - public TextAsset[] txts; - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Helpers/RPGTalkLanguage.cs.meta b/Assets/RPGTALK/Scripts/Helpers/RPGTalkLanguage.cs.meta deleted file mode 100644 index 43e050a..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/RPGTalkLanguage.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5d23970c48242454683c72c504048a86 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Helpers/TMP_Translator.cs b/Assets/RPGTALK/Scripts/Helpers/TMP_Translator.cs deleted file mode 100644 index 4f6ff9b..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/TMP_Translator.cs +++ /dev/null @@ -1,473 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; -using RPGTALK.Helper; -#if RPGTalk_TMP -using TMPro; -#endif - -//We may see a lot of "Uncreachable code" warnings if have or don't TMP. Let's desable them for now -#pragma warning disable 0162 - -namespace RPGTALK.Texts -{ - // This class has the objective of translate any variables that have different names between Unity's regular UI and TMPUGUI. - public class TMP_Translator - { - - public Text UIText; - public bool hasUIText; -#if RPGTalk_TMP - public TextMeshProUGUI TMPText; -#endif - public bool errorSetting; - - public TMP_Translator(GameObject obj) - { - Text isText = obj.GetComponent(); - if (isText) - { - UIText = isText; - hasUIText = true; - errorSetting = false; - return; - } - -#if RPGTalk_TMP - TextMeshProUGUI isTMP = obj.GetComponent(); - if (isTMP) - { - TMPText = isTMP; - errorSetting = false; - return; - } -#endif - errorSetting = true; - } - - public void ChangeTextTo(string text) - { - if (errorSetting) - { - DebugError(); - return; - } - - - if (UIText != null) - { - UIText.text = text; - } - else - { -#if RPGTalk_TMP - - TMPText.text = text; -#endif - } - } - - public string GetCurrentText() - { - if (errorSetting) - { - DebugError(); - return ""; - } - - - if (UIText != null) - { - return UIText.text; - } - else - { -#if RPGTalk_TMP - - return TMPText.text; -#endif - } - return ""; - } - - void DebugError() - { - Debug.LogError("The object setted on RPGTalk wasn't a Text or a Text Mesh Pro UGUI. Be sure to check RPGTalk Configuration if you wnat to use the later."); - } - - - public void ChangeRichText(bool active) - { - if (errorSetting) - { - DebugError(); - return; - } - - if (UIText != null) - { - UIText.supportRichText = active; - } - else - { -#if RPGTalk_TMP - - TMPText.richText = active; -#endif - } - } - - public bool RichText() - { - if (errorSetting) - { - DebugError(); - return false; - } - - if (UIText != null) - { - return UIText.supportRichText; - } - else - { -#if RPGTalk_TMP - - return TMPText.richText; -#endif - } - - return false; - } - - - public void Enabled(bool enable) - { - if (errorSetting) - { - DebugError(); - } - - if (UIText != null) - { - UIText.enabled = enable; - } - else - { -#if RPGTalk_TMP - - TMPText.enabled = enable; -#endif - } - - } - - public bool Enabled() - { - if (errorSetting) - { - DebugError(); - return false; - } - - if (UIText != null) - { - return UIText.enabled; - } - else - { -#if RPGTalk_TMP - - return TMPText.enabled; -#endif - } - - return false; - } - - public Object GetTextObject() - { - if (errorSetting) - { - DebugError(); - return null; - } - - if (UIText != null) - { - return UIText; - } - else - { -#if RPGTalk_TMP - - return TMPText; -#endif - } - - return null; - } - - /// - /// A function that returns if the Object is an acceptable type (Text or TextMeshProUGUI) - /// - /// true, if valid type was used, false otherwise. - /// Object. - public static bool IsValidType(GameObject obj) - { - if (obj.GetComponent()) - { - return true; - } - -#if RPGTalk_TMP - if (obj.GetComponent()) - { - return true; - } -#endif - - return false; - - } - - /// - /// A simple function that returns true if the object has a Text Component - /// - public static bool IsText(GameObject obj) - { - if (obj.GetComponent()) - { - return true; - } - else - { - return false; - } - } - - - public ITextWithIcon AddTextWithIconComponent(GameObject gameObject) - { - if (errorSetting) - { - DebugError(); - return null; - } - - - if (hasUIText) - { - return gameObject.AddComponent(); - } - else - { - return null; - } - } - - - - public string GetCorrectSpriteLine(string line, ref List sprites, ref ListspritesUsed, int spriteNum, int initialBracket, int finalBracket, int lineWithSprite, string tmpSpriteAtlas) - { - - if (hasUIText) - { - - //Neat, we definely have a sprite with a valid number. Time to keep track of it - RPGTalkSprite newSprite = new RPGTalkSprite(); - newSprite.sprite = sprites[spriteNum].sprite; - newSprite.width = sprites[spriteNum].width; - newSprite.height = sprites[spriteNum].height; - newSprite.spritePosition = initialBracket; - //Make sure that the the sprite only work for that next line to be added to RpgTalkElements - //newSprite.lineWithSprite = rpgtalkElements.Count; - newSprite.lineWithSprite = lineWithSprite; - newSprite.animator = sprites[spriteNum].animator; - - spritesUsed.Add(newSprite); - - //Looking good! We found out that a sprite should be there and we are already keeping track of it - //But now we should remove the [sprite=X] from the line. - //The magic here is that we will replace it with the tag and the content will be - //a text with the length of the sprite's width. So in fact there will be text in there so the next word - //will have the right margin, but the text will be invisible so the sprite can take its place - string filledText = ""; - for (int i = 0; i < Mathf.CeilToInt(newSprite.width); i++) - { - //The letter "S" is used to fill because in most fonts the letter S occupies a perfect character square - filledText += "S"; - } - - if (finalBracket == line.Length - 1) - { - //if the sprite was the last thing on the text, we should place an empty space to align correctly the vertexes - filledText += "SS"; - } - return line.Substring(0, initialBracket) + - "" + filledText + "" + - line.Substring(finalBracket + 1); - - } - else - { - -#if RPGTalk_TMP - - //if we are using TMP, everything is easier. We just need to make the text says and let TMP's components do the rest - return line.Substring(0, initialBracket) + - "" + - line.Substring(finalBracket + 1); -#endif - return line; - } - - } - - /// - /// Structure to hold pre-computed animation data. - /// - private struct VertexAnim - { - public float angleRange; - public float angle; - public float speed; - } - - //Jitters the part of the text - public IEnumerator Jitter(RPGTalkJitter jitter) - { -#if RPGTalk_TMP - if(TMPText == null) - { - Debug.LogError("Only TextMeshPro users can use the Jitter Tag"); - yield return null; - } - - - TMP_TextInfo textInfo = TMPText.textInfo; - // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters. - TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData(); - int characterCount = textInfo.characterCount; - - // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters. - VertexAnim[] vertexAnim = new VertexAnim[1024]; - for (int i = 0; i < 1024; i++) - { - vertexAnim[i].angleRange = Random.Range(10f, 25f); - vertexAnim[i].speed = Random.Range(1f, 3f); - } - - int loopCount = 0; - - Matrix4x4 matrix; - - while (true) - { - int repeatUntil = jitter.jitterPosition + jitter.numberOfCharacters; - - - // yield until we have all the characters in the jitter - while (characterCount < repeatUntil) - { - - // Update the copy of the vertex data for the text object. - cachedMeshInfo = textInfo.CopyMeshInfoVertexData(); - characterCount = textInfo.characterCount; - - - yield return new WaitForEndOfFrame(); - continue; - } - - - - - for (int i = jitter.jitterPosition; i < repeatUntil; i++) - { - TMP_CharacterInfo charInfo = textInfo.characterInfo[i]; - - // Skip characters that are not visible and thus have no geometry to manipulate. - if (!charInfo.isVisible) - continue; - - // Retrieve the pre-computed animation data for the given character. - VertexAnim vertAnim = vertexAnim[i]; - - // Get the index of the material used by the current character. - int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; - - // Get the index of the first vertex used by this text element. - int vertexIndex = textInfo.characterInfo[i].vertexIndex; - - // Get the cached vertices of the mesh used by this text element (character or sprite). - Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices; - - // If we dont have the vertices yet, don't do it - if (sourceVertices.Length < vertexIndex+3) - { - continue; - } - - // Determine the center point of each character at the baseline. - //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine); - // Determine the center point of each character. - Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; - - // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline. - // This is needed so the matrix TRS is applied at the origin for each character. - Vector3 offset = charMidBasline; - - Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices; - - destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset; - destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset; - destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset; - destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset; - - vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f)); - Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0); - - matrix = Matrix4x4.TRS(jitterOffset * jitter.jitter, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * jitter.angle), Vector3.one); - - destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]); - destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]); - destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]); - destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]); - - destinationVertices[vertexIndex + 0] += offset; - destinationVertices[vertexIndex + 1] += offset; - destinationVertices[vertexIndex + 2] += offset; - destinationVertices[vertexIndex + 3] += offset; - - vertexAnim[i] = vertAnim; - } - - // Push changes into meshes - for (int i = 0; i < textInfo.meshInfo.Length; i++) - { - textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices; - TMPText.UpdateGeometry(textInfo.meshInfo[i].mesh, i); - } - - loopCount += 1; - - yield return new WaitForSeconds(0.1f); - } -#else - - Debug.LogError("Only TextMeshPro users can use the Jitter Tag"); - yield return null; - -#endif - - - - } - - - } -} - -#pragma warning restore 0162 \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Helpers/TMP_Translator.cs.meta b/Assets/RPGTALK/Scripts/Helpers/TMP_Translator.cs.meta deleted file mode 100644 index 0238d55..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/TMP_Translator.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b987b78358ffd4b18baae9bb70dff324 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Helpers/TextWithIcon.cs b/Assets/RPGTALK/Scripts/Helpers/TextWithIcon.cs deleted file mode 100644 index 203acce..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/TextWithIcon.cs +++ /dev/null @@ -1,24 +0,0 @@ -using System.Collections.Generic; -using System.Linq; -using System.Text.RegularExpressions; -using UnityEngine; -using UnityEngine.UI; - -namespace RPGTALK.Texts -{ - - public interface ITextWithIcon - { - Image icon { get; set; } - Vector3 iconPosition { get; set; } - List icons { get; set; } //= new List(); - List indexes { get; set; } - RPGTalk rpgtalk { get; set; } - - void RepopulateImages(); - - bool FitImagesOnText(int y); - - - } -} diff --git a/Assets/RPGTALK/Scripts/Helpers/TextWithIcon.cs.meta b/Assets/RPGTALK/Scripts/Helpers/TextWithIcon.cs.meta deleted file mode 100644 index 59f1644..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/TextWithIcon.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 61423d107b3ca4062a1aa4fa912c83c7 -timeCreated: 1504879243 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/Helpers/TextWithIconSimpleText.cs b/Assets/RPGTALK/Scripts/Helpers/TextWithIconSimpleText.cs deleted file mode 100644 index 3c83b33..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/TextWithIconSimpleText.cs +++ /dev/null @@ -1,122 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; -using RPGTALK.Helper; - -namespace RPGTALK.Texts -{ - [AddComponentMenu("Seize Studios/RPGTalk/Helper/Text With Icon")] - public class TextWithIconSimpleText : Text , ITextWithIcon - { - public Image icon { get { return _icon; } set { _icon = value; } } - Image _icon; - public Vector3 iconPosition { get { return _iconPosition; } set { _iconPosition = value; } } - Vector3 _iconPosition; - public List icons { get { return _icons; } set { _icons = value; } } - List _icons = new List(); - public List indexes { get { return _indexe; } set { _indexe = value; } } - List _indexe; - public RPGTalk rpgtalk { get { return _rpgtalk; } set { _rpgtalk = value; } } - RPGTalk _rpgtalk; - - - public void RepopulateImages() - { - foreach (Image childImage in icons) - { - //Destroy every ancient image that might be left standing from previous talks - if (childImage) - { - DestroyImmediate(childImage.gameObject); - } - } - - //new icons, new indexes and new positions - icons = new List(); - indexes = new List(); - - foreach (RPGTalkSprite sprite in rpgtalk.spritesUsed) - { - //for each sprites in this talk, let's create an Image. - GameObject newGo = new GameObject(); - Image newImg = newGo.AddComponent(); - newImg.sprite = sprite.sprite; - newGo.transform.SetParent(transform); - icons.Add(newImg); - - //if it has an animator, put it - if (sprite.animator) - { - newGo.AddComponent().runtimeAnimatorController = sprite.animator; - } - - //We don't want it to appear right from the start - newGo.SetActive(false); - - //Where this sprite should appear? Width/2 because each width a new character is put. - //That way the image will be put right in the middle. - indexes.Add(sprite.spritePosition + Mathf.CeilToInt(sprite.width / 2)); - } - } - - protected override void OnPopulateMesh(VertexHelper toFill) - { - base.OnPopulateMesh(toFill); - } - - public bool FitImagesOnText(int y) - { - - //Check the right position/size of text, considering that canvas could be Scale With Screen Size - Vector2 textAnchorPivot = GetTextAnchorPivot(alignment); - Vector2 refPoint = Vector2.zero; - refPoint.x = (textAnchorPivot.x == 1 ? rectTransform.rect.xMax : rectTransform.rect.xMin); - refPoint.y = (textAnchorPivot.y == 0 ? rectTransform.rect.yMin : rectTransform.rect.yMax); - Vector2 roundingOffset = PixelAdjustPoint(refPoint) - refPoint; - float unitsPerPixel = 1 / pixelsPerUnit; - - //var textGen = cachedTextGenerator; - - //The position of the image on the text. It will be plus 16 because it will come after . - //The width is mesured in characters, so, whatever characters it may have on width, the middle will be this number/2. - int position = rpgtalk.spritesUsed[y].spritePosition + 16 + Mathf.CeilToInt(rpgtalk.spritesUsed[y].width / 2); - - //If the cached text generator still doesn't have this character... we are not ready to place the image - if (cachedTextGenerator.characters.Count <= position) - { - return false; - } - - //Each character occupies 4 verts - Vector2 locUpperLeft = new Vector2(cachedTextGenerator.verts[position * 4].position.x, cachedTextGenerator.verts[position * 4].position.y) * unitsPerPixel; - locUpperLeft.x += roundingOffset.x; - locUpperLeft.y += roundingOffset.y; - - Vector2 locBottomRight = new Vector2(cachedTextGenerator.verts[position * 4 + 2].position.x, cachedTextGenerator.verts[position * 4 + 2].position.y) * unitsPerPixel; - locBottomRight.x += roundingOffset.x; - locBottomRight.y += roundingOffset.y; - - //The middle of the character should be its corners /2 - Vector3 mid = (locUpperLeft + locBottomRight) / 2; - //If the size would be important... - //Vector3 size = locBottomRight - locUpperLeft; - - //The font height and width based on the distance between the characters - float _fontHeight = Vector3.Distance(cachedTextGenerator.verts[position * 4].position, cachedTextGenerator.verts[position * 4 + 2].position); - float _fontWidth = Vector3.Distance(cachedTextGenerator.verts[position * 4].position, cachedTextGenerator.verts[position * 4 + 1].position); - if (_fontWidth == 0 || _fontHeight == 0) - { - return false; - } - - //Finally! Activate the image and put it in the middle position, also change its size based on character height and width - icons[y].gameObject.SetActive(true); - icons[y].rectTransform.localPosition = mid; - icons[y].rectTransform.sizeDelta = new Vector2(_fontWidth * rpgtalk.spritesUsed[y].width, _fontHeight * rpgtalk.spritesUsed[y].height); - icons[y].rectTransform.localScale = new Vector3(1, 1, 1); - - return true; - } - } -} \ No newline at end of file diff --git a/Assets/RPGTALK/Scripts/Helpers/TextWithIconSimpleText.cs.meta b/Assets/RPGTALK/Scripts/Helpers/TextWithIconSimpleText.cs.meta deleted file mode 100644 index 8a40902..0000000 --- a/Assets/RPGTALK/Scripts/Helpers/TextWithIconSimpleText.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3c95432bd70d846dd8c8a11be6911244 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/RPGTALK/Scripts/RPGTalk.cs b/Assets/RPGTALK/Scripts/RPGTalk.cs deleted file mode 100644 index 38b67fd..0000000 --- a/Assets/RPGTALK/Scripts/RPGTalk.cs +++ /dev/null @@ -1,2143 +0,0 @@ -using UnityEngine; -using System.Collections; -using System.Collections.Generic; -using System.IO; -using UnityEngine.UI; -using UnityEngine.Events; -using RPGTALK.Texts; -using RPGTALK.Helper; -using RPGTALK.Localization; -using RPGTALK.Dub; -using RPGTALK.Snippets; - - - - -[AddComponentMenu("Seize Studios/RPGTalk/RPGTalk")] -public class RPGTalk : MonoBehaviour { - - /// - /// Should the talk be initiated when the script starts? - /// - public bool startOnAwake = true; - - /// - /// An array of objects that will be shown or hidden with the text. - /// Usually, the canvas with the text UI is set here. - /// - public GameObject[] showWithDialog; - - /// - /// The object setted by the user to see if we can obtain a TMP_Translator out of it - /// - public GameObject textUIObj; - - /// - /// The UI element that holds a Text component. TMP_Translator deal with differences in regular UI to TMP - /// - public TMP_Translator textUI; - - /// - /// This dialog have the name of the talker? The dialoger? - /// - public bool dialoger; - - /// - /// The object setted by the user to see if we can obtain a TMP_Translator out of it - /// - public GameObject dialogerObj; - - /// - /// To show the name of the talker, another UI. TMP_Translater deal with differences in regular UI to TMP - /// - public TMP_Translator dialogerUI; - - /// - /// Should the element follow someone? - /// - public bool shouldFollow; - - /// - /// Who am I currently following - /// - public Transform following; - /// - /// With what offset am I following someone - /// - public Vector3 followingOffset; - - /// - /// The objects in showWithDialog should be Billboard? - /// - public bool billboard = true; - - /// - /// If billboard is set to true, should it be based on the main camera? - /// - public bool mainCamera = true; - - /// - /// If billboard is set to true but not the mainCamera, should it be based on what camera? - /// - public Camera otherCamera; - - /// - /// The text file that contains all the talks to be parsed. - /// - public TextAsset txtToParse; - - /// - /// If the player hits the intercation button, should the text be skipped to the end? - /// - public bool enableQuickSkip = true; - - /// - /// You can assign events to be called when the talk ends - /// - public UnityEvent callback; - - /// - /// An animator that some parameters can be set by RPGTalk to help animating while the talk is running - /// - public Animator animatorWhenTalking; - - /// - /// The actual animator. This can be different from animatorWhenTalking if this options was set on the Character Settings option. - /// - public Animator actualAnimator; - - /// - /// Name of a boolean property in the animatorWhenTalking that will be set to true when the text is running. - /// - public string animatorBooleanName; - - /// - /// Name of an int property in animator that represents the talker (based on the characters array). - /// - public string animatorIntName; - - /// - /// Wich position of the talk are we? - /// - public int cutscenePosition = 0; - - /// - /// Speed of the text, in characters per second - /// - public float textSpeed = 50.0f; - /// - /// wich character of the current line are we? - /// - public float currentChar = 0.0f; - - /// - /// a list with every element of the Talk. Each element is a line on the text - /// - public List rpgtalkElements; - - /// - /// An array that can contain any variable and what is its value to be replaced in the talk - /// - public RPGTalkVariable[] variables; - - /// - /// Should there be photos of the dialogers? - /// - public bool shouldUsePhotos; - - /// - /// A list of all Characters available in the talks with settings of stuff that should be on the scene - /// - public RPGTalkCharacterSettings[] characters; - - /// - /// An UI element with the Image property that the photo should be applied to - /// - public Image UIPhoto; - - /// - /// The dialog and everything in showWithDialog should stay on screen even if the text has ended? - /// - public bool shouldStayOnScreen; - - //Are we expecting a click? - bool lookForClick = true; - - /// - /// Audio to be played while the character is talking - /// - public AudioClip textAudio; - /// - /// Audio to be played when player passes the Talk - /// - public AudioClip passAudio; - //The AudioSource that will be used to play the SFXs above - AudioSource rpgAudioSorce; - - - /// - /// Pass the text with mouse Click? - /// - public bool passWithMouse = true; - - /// - /// Pass the text with some button set on Project Settings > Input - /// - public string passWithInputButton; - - /// - /// What is the key that should be used to interact? You can override the Update function and write your - /// own conditions, if needed - /// - public KeyCode passWithKey = KeyCode.None; - - /// - /// The user can currently pass the talk? - /// - public bool enablePass = true; - - /// - /// Should the talk pass itself? - /// - public bool autoPass = false; - /// - /// How many seconds should RPGTalk wait after the animation stopped to autoPass - /// - public float secondsAutoPass = 3f; - - /// - /// Line to start reading the text. Should not be below 1. - /// Can be a string that the RPGTalk will look for in the text by the pattern [title=MyString] - /// - public string lineToStart = "1"; - /// - /// Line to stop reading the text. If it is -1 it will read until the end of the file. - /// Can be a string that the RPGTalk will look for in the text by the pattern [title=MyString] - /// - public string lineToBreak = "-1"; - - //After some calculations, keep the actual line to start or break - private int actualLineToStart; - private int actualLineToBreak; - - /// - /// Should the RPGTalk try to break long lines into several little ones? - /// - public bool wordWrap = true; - /// - /// If wordWrap is set to true, RPGTalk will only accept a line with maxCharInWidth * maxCharInHeight characters. - /// If the line in the text passes it, it will be broken into another line. - /// - public int maxCharInWidth = 50; - /// - /// If wordWrap is set to true, RPGTalk will only accept a line with maxCharInWidth * maxCharInHeight characters. - /// If the line in the text passes it, it will be broken into another line. - /// - public int maxCharInHeight = 4; - - //Any RichTexts around here? - private List richText; - private List unclosedTags; - - /// - /// The sprites that can be used in this talk - /// - public List sprites; - - /// - /// The sprites that are being used in this talk - /// - public List spritesUsed; - - /// - /// The sprite atlas from Text Mesh Pro that should be used in the text - /// - public string tmpSpriteAtlas = "Default Sprite Asset"; - - //Any dubs around here? - List dubs; - RPGTalkDubSounds dubSounds; - - //Any speed changes around here? - List speeds; - - //Any questions around here? - List questions; - - //Any jitter changes around here? - List jitters; - Coroutine jitterRoutine; - - /// - /// The actual speed that the text will be scrolled. This usually is equal to textSpeed - /// but can be changed within the text with the [speed=X] tag - /// - public float actualTextSpeed; - - //Event to be called when a New Talk Start - public delegate void NewTalkAction(); - public event NewTalkAction OnNewTalk; - - //Event to be called when RPGTalk play next line in the talk - public delegate void PlayNextAction(); - public event PlayNextAction OnPlayNext; - - //Event to be called when a talk ends - public delegate void EndTalkAction(); - public event EndTalkAction OnEndTalk; - - //Event to be called when a line finish animating - public delegate void EndAnimatingAction(); - public event EndAnimatingAction OnEndAnimating; - - /// - /// Is the RPGTalk currently playing the text? - /// - public bool isPlaying; - - /// - /// Is the RPGTalk currently animating the text? - /// - public bool isAnimating; - - - /// - /// The prefab of a Button that will be the choice in case of questions in the text - /// - public GameObject choicePrefab; - /// - /// A parent that each choice will be instantiated to in case of questions - /// - public Transform choicesParent; - - //Event to be called when a it play next line in the talk - public delegate void MadeAChoiceAction(string questionID, int choiceNumber); - public event MadeAChoiceAction OnMadeChoice; - - /// - /// The Expression that this character is expressing - /// - public Expression expressing; - - //if we will change talks in the middle our talk, these variables will be set - string changeToStart; - string changeToBreak; - - List saves; - /// - /// The RPGTalkSaveInstance element, if there is any - /// - public RPGTalkSaveInstance saveInstance; - - /// - /// Sometimes the line to start and break may be changing during a talk. With this option marked, end the talk finish it will return to the original ones - /// - public bool goBackToOriginalStartAndBreak = true; - string originalLineToStart; - string originalLineToBreak; - - - - void Start(){ - //Get the TMP_Translate Object - textUI = new TMP_Translator(textUIObj); - if (dialogerObj != null) - { - dialogerUI = new TMP_Translator(dialogerObj); - } - - - //If it is set to start on awake, start it! If not, make sure that we hide anything that shouldn't be there - if (startOnAwake) { - NewTalk (); - } else { - foreach (GameObject GO in showWithDialog) { - GO.SetActive (false); - } - } - - saveInstance = GetComponent(); - } - - //Change txtToParse to be the correct for other language - TextAsset CheckCurrentLanguage(){ - if (RPGTalkLocalization.singleton != null) { - return RPGTalkLocalization.singleton.CheckForCorrectLanguage (txtToParse); - } - return txtToParse; - } - - void CreateAudioSource() - { - AudioSource aS = gameObject.GetComponent(); - if (aS && aS.clip == textAudio) - { - rpgAudioSorce = aS; - } - else - { - rpgAudioSorce = gameObject.AddComponent(); - } - } - - #region newtalk - - /// - /// Before start a New Talk, change the values - /// - /// Line to start reading the text. - /// Line to stop reading the text. - public void NewTalk(string _lineToStart,string _lineToBreak){ - lineToStart = _lineToStart; - lineToBreak = _lineToBreak; - NewTalk (); - } - - /// - /// Before start a New Talk, change the values - /// - /// Line to start reading the text. - /// Line to stop reading the text. - /// Text to read from - public void NewTalk(string _lineToStart,string _lineToBreak,TextAsset _txtToParse){ - lineToStart = _lineToStart; - lineToBreak = _lineToBreak; - txtToParse = _txtToParse; - NewTalk (); - } - - /// - /// Before start a New Talk, change the values - /// - /// Line to start reading the text. - /// Line to stop reading the text. - /// Text to read from - /// Events to be called when the talk ends - public void NewTalk(string _lineToStart,string _lineToBreak,TextAsset _txtToParse, UnityEvent _callback){ - lineToStart = _lineToStart; - lineToBreak = _lineToBreak; - txtToParse = _txtToParse; - callback = _callback; - NewTalk (); - } - - /// - /// Starts a new Talk. - /// - public void NewTalk(){ - //call the event - if(OnNewTalk != null){ - OnNewTalk (); - } - - //Check if we are using the right txtToParse based on the language - TextAsset internalTxtToParse = CheckCurrentLanguage (); - - //check if we have the dubsounds component on - if (dubSounds == null) { - dubSounds = GetComponent (); - } - - - //save the original lines to start and break if we want to revert to them later - if (string.IsNullOrEmpty(originalLineToStart)) - { - originalLineToStart = lineToStart; - originalLineToBreak = lineToBreak; - } - - - //reduce one for the line to Start and break, if they were ints - //return the default lines to -2 if they were not ints - if (int.TryParse (lineToStart, out actualLineToStart)) { - actualLineToStart -= 1; - } else { - actualLineToStart = -2; - } - if (int.TryParse (lineToBreak, out actualLineToBreak)) { - if (lineToBreak != "-1") { - actualLineToBreak -= 1; - } - } else { - actualLineToBreak = -2; - } - - if (textAudio != null) { - if (rpgAudioSorce == null) { - CreateAudioSource(); - } - } - - lookForClick = true; - - //reset positions - cutscenePosition = 1; - currentChar = 0; - - - //create a new CutsCeneElement - rpgtalkElements = new List(); - - //Resets the Rich Texts list - richText = new List (); - - //If there was any unclosed tags... Reset it - unclosedTags = new List(); - - //if there was any sprites used... reset it - spritesUsed = new List(); - CleanDirtySprites (); - - //if there was any speeds used... reset it - speeds = new List(); - - //if there was any dubs used... reset it - dubs = new List(); - - //if there was any questions used... reset it - questions = new List(); - - //the speed at the start is the default - actualTextSpeed = textSpeed; - - //Zero saves - saves = new List(); - - //The jitters that could be in this lines - jitters = new List(); - - - //resets any text that might have been left from previous talks - if(textUI == null) - { - if(textUIObj == null) - { - Debug.LogError("You need to set an UI Element to be the text!"); - } - else - { - textUI = new TMP_Translator(textUIObj); - } - } - textUI.ChangeTextTo(""); - - - if(internalTxtToParse != null) { - // read the TXT file into the elements list - StringReader reader = new StringReader (internalTxtToParse.text); - - string line = reader.ReadLine(); - int currentLine = 0; - - if(line == null) - { - Debug.LogError("There was an error reading your file! Check your encoding settings."); - EndTalk(); - return; - } - - while (line != null) { - //if the lineToStart or lineToBreak were strings, find out what line they actually were - if (actualLineToStart == -2) { - if (line.IndexOf("[title="+lineToStart+"]") != -1) { - actualLineToStart = currentLine+1; - } else { - line = reader.ReadLine(); - currentLine++; - continue; - } - } - if (actualLineToBreak == -2) { - if (line.IndexOf("[title="+lineToBreak+"]") != -1) { - actualLineToBreak = currentLine-1; - } - } - - if (currentLine >= actualLineToStart) { - if (actualLineToBreak < 0 || currentLine <= actualLineToBreak) { - //If this line was a choice, we don't want to keep track of it - if (LookForChoices (line)) { - line = reader.ReadLine(); - currentLine++; - continue; - } - //If this line was a save, we don't want to keep track of it - if (LookForSave(line)) - { - line = reader.ReadLine(); - currentLine++; - continue; - } - - if (wordWrap) { - CheckIfTheTextFits (line); - } else { - rpgtalkElements.Add (readSceneElement (line)); - } - } else { - break; - } - } - - line = reader.ReadLine(); - currentLine++; - } - - if(rpgtalkElements.Count == 0){ - Debug.LogError ("The Line To Start and the Line To Break are not fit for the given TXT"); - return; - } - - //After reading all the elements in the talk, let's check if the text should be ready to fit some sprites - if (textUIObj.GetComponent () != null) { - textUIObj.GetComponent ().RepopulateImages (); - } - - } - - - - //show what need to be shown - textUI.Enabled(true); - if (dialoger) { - if (dialogerObj) { - dialogerUI.Enabled(true); - } - - } - for (int i = 0; i < showWithDialog.Length; i++) { - showWithDialog[i].SetActive(true); - } - - //Set the speaker name and photo - if (dialoger) { - if (dialogerObj) { - dialogerUI.ChangeTextTo(rpgtalkElements [0].speakerName); - } - if (shouldUsePhotos) { - for (int i = 0; i < characters.Length; i++) { - //If we fond the character that is talking - if (characters[i].character.dialoger == rpgtalkElements [0].originalSpeakerName) { - //Change its photo - if (UIPhoto) { - UIPhoto.sprite = characters [i].character.photo; - } - //Change its animator - if(characters[i].animatorOverwrite != null) - { - actualAnimator = characters[i].animatorOverwrite; - } - else - { - actualAnimator = animatorWhenTalking; - } - //animate it - if (actualAnimator && animatorIntName != ""){ - actualAnimator.SetInteger (animatorIntName, i); - } - break; - } - } - } - } - - //Check if and who the elements should follow - CheckWhoToFollow (rpgtalkElements [0]); - - - - //check if there should be any dubs in this line - CheckDubsInThisLine(); - - //check if we are expressing something - expressing = IsExpressing(rpgtalkElements[0]); - - //if we have an animator.. play it - PlayAnimator(rpgtalkElements[0]); - - //check if after this line we should start another talk - rpgtalkElements[0].dialogText = LookForNewTalk(rpgtalkElements[0].dialogText); - - isPlaying = true; - isAnimating = true; - } - - #endregion - - private RpgtalkElement readSceneElement(string line) { - - RpgtalkElement newElement = new RpgtalkElement(); - - newElement.originalSpeakerName = line; - - //replace any variable that may exist on the text - for (int i = 0; i < variables.Length; i++) { - if (line.Contains (variables[i].variableName)) { - line = line.Replace (variables[i].variableName, variables[i].variableValue); - } - } - - //If we want to show the dialoger's name, slipt the line at the ':' - if (dialoger) { - - if (line.IndexOf (':') != -1) { - - string[] splitLine = line.Split (new char[] { ':' }, 2); - - newElement.speakerName = splitLine [0].Trim (); - - //newElement.dialogText = LookForRichTexts(splitLine [1].Trim ()); - line = splitLine [1].Trim (); - - string[] originalSplitLine = newElement.originalSpeakerName.Split (new char[] { ':' },2); - - newElement.originalSpeakerName = originalSplitLine [0].Trim (); - - } - } - - //Check for any question that should come along with the text - line = LookForQuestions(line); - - //Check for any dubs that should come along with the text - line = LookForDubs (line); - - //Check for any speed changes that should be on the text - line = LookForSpeed(line); - - //Check for any sprites that should be on the text - line = LookForSprites (line); - - //Check for any expressions to play with the text - newElement.expression = LookForExpression(line); - line = LookForExpression(line, true); - - //Check for any jitters on the text - line = LookForJitter(line); - - //Check for any rich texts on the text - line = LookForRichTexts(line); - - - //Finally apply the text to the new element - newElement.dialogText = line; - newElement.hasDialog = true; - - - - - return newElement; - - } - - #region sprites - - private void CheckTextUIScript(){ - //If we are using sprites inside the text, the regular Text script need to be changed. - if (textUIObj.GetComponent () == null && textUI.hasUIText) { - //Lets create a copy of the Text that the user created - GameObject tempGO = new GameObject (); - ITextWithIcon newText = textUI.AddTextWithIconComponent(tempGO); - RPGTalkHelper.CopyTextParameters (textUI.GetTextObject(), newText as Object); - - //now remove the previous one - DestroyImmediate(textUI.GetTextObject()); - - //finally, add the new text to the ancient Game Object - textUI.AddTextWithIconComponent(textUIObj); - textUI = new TMP_Translator( textUIObj); - textUIObj.GetComponent ().rpgtalk = this; - RPGTalkHelper.CopyTextParameters (newText as Object, textUI.GetTextObject()); - - Destroy (tempGO); - } - } - - private string LookForSprites(string line){ - //check if the user have some sprites and the line asks for one - if (sprites.Count > 0 && line.IndexOf("[sprite=")!=-1 && line.IndexOf("]",line.IndexOf("[sprite="))!= -1) { - bool thereAreSpritesLeft = true; - - //There is at least one sprite in this line! Let's check if our UI uses the correct script - CheckTextUIScript(); - - - //repeat as long as we find a sprite - while (thereAreSpritesLeft) { - int initialBracket = line.IndexOf ("[sprite="); - int finalBracket = -1; - if (initialBracket != -1) { - finalBracket = line.IndexOf ("]", initialBracket); - } - - //There still are any '[sprite=' and it is before a ']'? - if (initialBracket < finalBracket) { - //Ok, new sprite around! Let's get its number - int spriteNum = -1; - //Check if the number was a valid int - if (int.TryParse (line.Substring (initialBracket + 8, finalBracket - (initialBracket + 8)), out spriteNum) && - sprites.Count > spriteNum) { - - //Change the line differently if we have TMP - line = textUI.GetCorrectSpriteLine(line, ref sprites, ref spritesUsed, spriteNum, initialBracket, finalBracket, rpgtalkElements.Count, tmpSpriteAtlas); - - - } else { - Debug.LogWarning ("Found a [sprite=x] variable in the text but something is wrong with it. Check The spelling and check if the number used exists in the 'Sprites' section"); - thereAreSpritesLeft = false; - } - - } else { - thereAreSpritesLeft = false; - } - } - } - - return line; - } - - - void CleanDirtySprites() - { - if (textUI == null) - { - return; - } - foreach (Transform child in textUIObj.transform) - { - DestroyImmediate(child.gameObject); - StopCoroutine(TryToPutImageOnText(0)); - } - if (textUIObj.GetComponent() != null) - { - textUIObj.GetComponent().RepopulateImages(); - } - } - - //Tries to force image to be put on the text. If it cant, wait half a second so that the text mesh can be updated - IEnumerator TryToPutImageOnText(int spriteToUse) - { - spritesUsed[spriteToUse].alreadyInPlace = textUIObj.GetComponent().FitImagesOnText(spriteToUse); - if (!spritesUsed[spriteToUse].alreadyInPlace) - { - yield return new WaitForSeconds(0.2f); - if (spritesUsed[spriteToUse].lineWithSprite == cutscenePosition - 1) - { - spritesUsed[spriteToUse].alreadyInPlace = textUIObj.GetComponent().FitImagesOnText(spriteToUse); - } - } - yield return null; - } - - #endregion - - #region dubs - - private string LookForDubs(string line){ - //check if the user have some dubs and the line asks for one - if (line.IndexOf("[dub=")!=-1 && line.IndexOf("]",line.IndexOf("[dub="))!= -1) { - - bool thereAreDubsLeft = true; - - //repeat as long as we find a dub - while (thereAreDubsLeft) { - int initialBracket = line.IndexOf ("[dub="); - int finalBracket = -1; - if (initialBracket != -1) { - finalBracket = line.IndexOf ("]", initialBracket); - } - - //There still are any '[dub=' and it is before a ']'? - if (initialBracket < finalBracket) { - //Ok, new dub around! Let's get its number - int dubNum = -1; - //Check if the number was a valid int - if (int.TryParse (line.Substring (initialBracket + 5, finalBracket - (initialBracket + 5)), out dubNum)) { - //Neat, we definely have a dub with a valid number. Time to keep track of it - RPGTalkDub newDub = new RPGTalkDub(); - newDub.dubNumber = dubNum; - //Make sure that the the sprite only work for that next line to be added to RpgTalkElements - newDub.lineWithDub = rpgtalkElements.Count; - - dubs.Add (newDub); - - //Looking good! We found out that a dub should be there and we are already keeping track of it - //But now we should remove the [dub=X] from the line. - line = line.Substring(0,initialBracket) + - line.Substring(finalBracket+1); - - - } else { - Debug.LogWarning ("Found a [dub=x] variable in the text but something is wrong with it. Check The spelling"); - thereAreDubsLeft = false; - } - - } else { - thereAreDubsLeft = false; - } - } - } - - return line; - } - - void CheckDubsInThisLine() - { - for (int i = 0; i < dubs.Count; i++) - { - if (dubs[i].lineWithDub == cutscenePosition - 1) - { - if (dubSounds == null) - { - Debug.LogError("A dub was found in this line but there is no RPGTalkDubSounds component added to the object"); - return; - } - dubSounds.PlayDubClip(dubs[i].dubNumber); - } - } - } - - #endregion - - #region questions - - private string LookForQuestions(string line){ - //check if the user have some question and the line asks for one - if (line.IndexOf("[question=")!=-1 && line.IndexOf("]",line.IndexOf("[question="))!= -1) { - int initialBracket = line.IndexOf ("[question="); - int finalBracket = line.IndexOf ("]", initialBracket); - - //Ok, new question around! Let's get its id - string questionID = line.Substring(initialBracket + 10, finalBracket - (initialBracket + 10)); - if (questionID.Length > 0) { - //Neat, we definely have a question with a valid number. Time to keep track of it - RPGTalkQuestion newQuestion = new RPGTalkQuestion(); - newQuestion.questionID = questionID; - newQuestion.lineWithQuestion = rpgtalkElements.Count; - - questions.Add (newQuestion); - - //Looking good! We found out that a question should be there and we are already keeping track of it - //But now we should remove the [question=X] from the line. - line = line.Substring(0,initialBracket) + - line.Substring(finalBracket+1); - - - } else { - Debug.LogWarning ("Found a [question=x] variable in the text but something is wrong with it. Check The spelling"); - } - } - - return line; - } - - public bool LookForChoices(string line){ - //check if the user have some choice and the line asks for one - if (line.IndexOf("[choice]")!=-1) { - int initialBracket = line.IndexOf ("[choice]"); - - //Ok! Let's isolate its string - line = line.Substring(initialBracket+8); - - //Add it to the last question found - if (questions.Count > 0) { - questions [questions.Count - 1].choices.Add (line); - return true; - } else { - Debug.LogWarning ("Found a [choice] in the text but there was no [question=x] in a line before it"); - } - } - - return false; - } - - #endregion - - #region speed - - private string LookForSpeed(string line){ - //check if the user have some speed changes and the line asks for one - if ((line.IndexOf("[speed=")!=-1 && line.IndexOf("]",line.IndexOf("[speed="))!= -1) || line.IndexOf ("[/speed]") != -1) { - bool thereAreSpeedsLeft = true; - - //There is at least one sprite in this line! Let's check if our UI uses the correct script - CheckTextUIScript(); - - - //repeat as long as we find a sprite - while (thereAreSpeedsLeft) { - int initialBracket = line.IndexOf ("[speed="); - int closingBracket = line.IndexOf ("[/speed]"); - int finalBracket = -1; - if (initialBracket != -1) { - finalBracket = line.IndexOf ("]", initialBracket); - } - - //There still are any '[speed=' and it is before a ']'? - if (initialBracket < finalBracket || closingBracket != -1) { - //Ok, new speed chang around! Let's get its number - int speedNum = 0; - - //it was a opening [speed= - if (closingBracket == -1 || (initialBracket < closingBracket && initialBracket != -1 && finalBracket != -1 && initialBracket < finalBracket)) { - //Check if the number was a valid int - if (int.TryParse (line.Substring (initialBracket + 7, finalBracket - (initialBracket + 7)), out speedNum)) { - //Neat, we definely have a speed with a valid number. Time to keep track of it - RPGTalkSpeed newSpeed = new RPGTalkSpeed (); - newSpeed.speed = Mathf.Abs(speedNum); - //subtract from the speed position any rpgtalk tag that might have come before it - newSpeed.speedPosition = initialBracket - RPGTalkHelper.CountRPGTalkTagCharacters (line.Substring (0, initialBracket)); - newSpeed.lineWithSpeed = rpgtalkElements.Count; - speeds.Add (newSpeed); - - //Looking good! We found out that a speed should be there and we are already keeping track of it - //But now we should remove the [speed=X] from the line. - line = line.Substring (0, initialBracket) + - line.Substring (finalBracket + 1); - - - } else { - Debug.LogWarning ("Found a [speed=x] variable in the text but something is wrong with it. Check The spelling."); - thereAreSpeedsLeft = false; - } - } else { - //it was a closgin [/speed] - RPGTalkSpeed newSpeed = new RPGTalkSpeed (); - newSpeed.speed = 0; - //subtract from the speed position any rpgtalk tag that might have come before it - newSpeed.speedPosition = closingBracket - RPGTalkHelper.CountRPGTalkTagCharacters (line.Substring (0, closingBracket)); - newSpeed.lineWithSpeed = rpgtalkElements.Count; - speeds.Add (newSpeed); - - line = line.Substring (0, closingBracket) + - line.Substring (closingBracket + 8); - } - - } else { - thereAreSpeedsLeft = false; - } - } - } - - return line; - } - - #endregion - - #region richtext - - private string LookForRichTexts(string line){ - //If you had any sprites added to your line... I'm sorry, you need to enable Rich Text - if (spritesUsed.Count > 0) { - textUI.ChangeRichText(true); - } - - //check for any rich text (only it is marked as so on the UI element) - if (textUI.RichText() && line.IndexOf('<') != -1) - { - bool thereIsRichTextLeft = true; - - //repeat for as long as we find a tag - while (thereIsRichTextLeft) { - int inicialBracket = line.IndexOf ('<'); - int finalBracket = line.IndexOf ('>'); - //Here comes the tricky part... First check if there are any '<' before a '>' - if (inicialBracket < finalBracket) { - //Ok, there is! It should be a tag. But first let's check if it isn't a closing one - //This could happen because the text was automatically clipped with word wrap to fit the UI - if (line.Substring (inicialBracket + 1, 1) == "/") { - //Oh! It is a closing tag! Who would say? - //If there wasn't some unclosed tags in some other line in this talk, it was just a mistake. - if (unclosedTags.Count == 0) { - thereIsRichTextLeft = false; - } - //Let's check the openned tags in previous lines. - for (int i = unclosedTags.Count-1; i >= 0; i--) { - line = unclosedTags [i] + line; - } - //After that... Let's reset the unclosed tags, shall we? No infinity loops wanted - unclosedTags = new List(); - - //Cool, we openned the tags... Let's try this search again - inicialBracket = line.IndexOf ('<'); - finalBracket = line.IndexOf ('>'); - } - - - //Ok, we got an openning tag. Let's found out the name of it - int endOfTag = line.IndexOf (' ', inicialBracket); - //Let's check if the tag ends (>) before a ' ' is found - if (finalBracket < endOfTag || endOfTag == -1) { - endOfTag = finalBracket; - } - //Now let's check if there was an '=' before the '>' or ' '. - int equalSign = line.IndexOf ('=', inicialBracket); - if (equalSign < endOfTag && equalSign != -1) { - endOfTag = equalSign; - } - - string tagName = line.Substring (inicialBracket + 1, endOfTag - inicialBracket - 1); - //Good! We know the tag name. Now let's find its closing point - string closedTag = "'; - int closedTagLine = line.IndexOf (closedTag, finalBracket); - - if(closedTagLine == -1){ - //Well would you look at that... We found a tag, but not its closing point ()... What to do? - //This could have happened because the text was automatically clipped with word wrap to fit the UI, - //Or you just forgot to put a somewhere... - //Anyway, we will forcelly add the closing tag at the end of the line - //And keep track of it, so if the tag is closed in another line, we know how it started - //But we don't want to add it if it is a "sprite" tag from TMP - if (tagName == "sprite") - { - closedTag = ""; - closedTagLine = finalBracket +1; - } - else - { - line += closedTag; - unclosedTags.Add(line.Substring(inicialBracket, finalBracket - inicialBracket + 1)); - - closedTagLine = line.IndexOf(closedTag, finalBracket); - } - } - - - - //Ok, we found (or forcelly added) the closing tag, there is definely a rich text here. - //Let's add it to a list so we can read later on. - RPGTalkRichText newRichText = new RPGTalkRichText(); - newRichText.initialTagPosition = inicialBracket; - newRichText.initialTag = line.Substring (inicialBracket, finalBracket-inicialBracket+1); - newRichText.finalTagPosition = closedTagLine; - newRichText.finalTag = closedTag; - //Make sure that the the rich text only work for that next line to be added to RpgTalkElements - newRichText.lineWithTheRichText = rpgtalkElements.Count; - richText.Add (newRichText); - - //Good! Now finaly, remove it from the original text - string textWithoutRichText = line.Substring (0, inicialBracket); - textWithoutRichText += line.Substring (finalBracket + 1, closedTagLine - finalBracket - 1); - textWithoutRichText += line.Substring (closedTagLine + closedTag.Length); - line = textWithoutRichText; - - } else { - thereIsRichTextLeft = false; - } - } - - return line; - } - - return line; - } - - #endregion - - #region expressions - - private string LookForExpression(string line, bool returnLine = false) - { - //check if the user have some expression and the line asks for one - if (line.IndexOf("[expression=") != -1 && line.IndexOf("]") != -1) - { - //We do have one! - int initialBracket = line.IndexOf("[expression="); - int finalBracket = -1; - if (initialBracket != -1) - { - finalBracket = line.IndexOf("]", initialBracket); - } - - //There still are any '[expression=' and it is before a ']'? - if (initialBracket < finalBracket) - { - if (line.Substring(initialBracket + 12, finalBracket - (initialBracket + 12)).Length > 0) - { - if (returnLine) - { - return line.Substring(0, initialBracket) + - line.Substring(finalBracket + 1); - } - else - { - return line.Substring(initialBracket + 12, finalBracket - (initialBracket + 12)); - } - - } - else - { - Debug.LogWarning("Found a [expression=x] variable in the text but something is wrong with it. Check The spelling"); - } - - - } - - - } - if (returnLine) - { - return line; - } - else - { - return ""; - } - } - - Expression IsExpressing(RpgtalkElement element) - { - if(!string.IsNullOrEmpty(element.expression)) - { - foreach(RPGTalkCharacterSettings character in characters) - { - if(character.character.dialoger == element.originalSpeakerName) - { - foreach(Expression expression in character.character.expressions) - { - if(expression.name == element.expression) - { - - //if we have to change a photo, let's change it already - if(shouldUsePhotos && UIPhoto != null) - { - UIPhoto.sprite = expression.photo; - } - - //if we have a default audio for this expression, let's play it too - if(expression.audio != null) - { - if(rpgAudioSorce == null) - { - CreateAudioSource(); - } - rpgAudioSorce.PlayOneShot(expression.audio); - } - - return expression; - } - } - } - } - - Debug.LogError("An expression was used in your TXT, but that expression wasn't found on the character talking"); - return null; - - } - else - { - return null; - } - } - - - #endregion - - #region NewTalkTag - - private string LookForNewTalk(string line) - { - changeToBreak = ""; - changeToStart = ""; - - - //check if the user have some newtalk and the line asks for one - if (line.IndexOf("[newtalk") != -1 && line.IndexOf("]") != -1) - { - //We do have one! - int initialBracket = line.IndexOf("[newtalk"); - int finalBracket = -1; - if (initialBracket != -1) - { - finalBracket = line.IndexOf("]", initialBracket); - } - - //There still are any '[newtalk' and it is before a ']'? - if (initialBracket < finalBracket) - { - - //Everything fine until now. Now let's check the start and break variables - int indexOfStart = line.IndexOf("start=", initialBracket + 8); - int endOfStart = line.IndexOf(" ", indexOfStart); - if(endOfStart == -1) - { - endOfStart = line.IndexOf("]", indexOfStart); - } - int indexOfBreak = line.IndexOf("break=", initialBracket + 8); - int endOfBreak = line.IndexOf(" ", indexOfBreak); - if (endOfBreak == -1) - { - endOfBreak = line.IndexOf("]", indexOfBreak); - } - - - - if (indexOfStart != -1 && indexOfBreak != -1 && endOfBreak != -1 && endOfStart != -1) - { - string newLineToStart = line.Substring(indexOfStart + 6, endOfStart - (indexOfStart + 6)); - string newLineToBreak = line.Substring(indexOfBreak + 6, endOfBreak - (indexOfBreak + 6)); - - if (newLineToStart.Length > 0 && newLineToBreak.Length > 0) - { - changeToStart = newLineToStart; - changeToBreak = newLineToBreak; - - return line.Substring(0, initialBracket) + - line.Substring(finalBracket + 1); - } - else - { - Debug.LogWarning("There was a problem in your start=x or break=y. Check The spelling"); - } - } - else - { - Debug.LogWarning("Found a [newtalk] variable in the text but it didn't had start=x or break=y. Check The spelling"); - } - - - - - - } - - - } - - return line; - - } - - #endregion - - - #region Save - - private bool LookForSave(string line) - { - //check if the user have some newtalk and the line asks for one - if (line.IndexOf("[save") != -1 && line.IndexOf("]") != -1) - { - //We do have one! - int initialBracket = line.IndexOf("[save"); - int finalBracket = -1; - if (initialBracket != -1) - { - finalBracket = line.IndexOf("]", initialBracket); - } - - //There still are any '[save' and it is before a ']'? - if (initialBracket < finalBracket) - { - - //Everything fine until now. Now let's check the start and break variables - int indexOfStart = line.IndexOf("start=", initialBracket + 5); - int endOfStart = line.IndexOf(" ", indexOfStart); - if (endOfStart == -1) - { - endOfStart = line.IndexOf("]", indexOfStart); - } - int indexOfBreak = line.IndexOf("break=", initialBracket + 5); - int endOfBreak = line.IndexOf(" ", indexOfBreak); - if (endOfBreak == -1) - { - endOfBreak = line.IndexOf("]", indexOfBreak); - } - int indexOfSavedData = line.IndexOf("data=", initialBracket + 5); - int endOfSavedData = line.IndexOf(" ", indexOfSavedData); - if (endOfSavedData == -1) - { - endOfSavedData = line.IndexOf("]", indexOfSavedData); - } - int indexOfModifier = line.IndexOf("mod=", initialBracket + 5); - int endOfModifier = line.IndexOf(" ", indexOfModifier); - if (endOfModifier == -1) - { - endOfModifier = line.IndexOf("]", indexOfModifier); - } - - - - if (indexOfStart != -1 && indexOfBreak != -1 && endOfBreak != -1 && endOfStart != -1 - && indexOfSavedData != -1 && endOfSavedData != -1 && indexOfModifier != -1 && endOfModifier != -1) - { - string newLineToStart = line.Substring(indexOfStart + 6, endOfStart - (indexOfStart + 6)); - string newLineToBreak = line.Substring(indexOfBreak + 6, endOfBreak - (indexOfBreak + 6)); - string newSavedData = line.Substring(indexOfSavedData + 5, endOfSavedData - (indexOfSavedData + 5)); - string newModfier = line.Substring(indexOfModifier + 4, endOfModifier - (indexOfModifier + 4)); - int intModifier; - - if (newLineToStart.Length > 0 && newLineToBreak.Length > 0 && newSavedData.Length > 0 && int.TryParse(newModfier, out intModifier)) - { - saves.Add(new RPGtalkSaveStatement()); - saves[saves.Count - 1].lineToStart = newLineToStart; - saves[saves.Count - 1].lineToBreak = newLineToBreak; - saves[saves.Count - 1].savedData = newSavedData; - saves[saves.Count - 1].modifier = intModifier; - - return true; - } - else - { - Debug.LogWarning("There was a problem in your save variables. Check The spelling"); - } - } - else - { - Debug.LogWarning("Found a [save] variable in the text but it didn't had a variable. Check The spelling"); - } - - - - - - } - - - } - - return false; - - } - - #endregion - - - #region jitter - - private string LookForJitter(string line) - { - //check if the user have some jitter and the line asks for one - if ((line.IndexOf("[jitter=") != -1 && line.IndexOf("]", line.IndexOf("[jitter=")) != -1)) - { - bool thereAreJittersLeft = true; - - //repeat as long as we find a jitter - while (thereAreJittersLeft) - { - int initialBracket = line.IndexOf("[jitter="); - int finalBracket = -1; - int endOfJitter = -1; - int spaceInJitter = -1; - if (initialBracket != -1) - { - finalBracket = line.IndexOf("]", initialBracket); - spaceInJitter = line.IndexOf(" ", initialBracket); - } - if (finalBracket != -1) - { - endOfJitter = line.IndexOf("[/jitter]", finalBracket); - } - - - - - //There still are any '[jitter=' and it is before a ']'? - if (initialBracket < finalBracket) - { - if (endOfJitter == -1) - { - Debug.LogError("A [jitter] tag was found. But not a [/jitter] !"); - return line; - } - - //Ok, new jitter chang around! Let's get its number - float jitterNum = 0; - - int finalJitterNum = finalBracket; - if(spaceInJitter != -1 && spaceInJitter < finalBracket) - { - finalJitterNum = spaceInJitter; - } - - - //Check if the number was a valid float - if (float.TryParse(line.Substring(initialBracket + 8, finalJitterNum - (initialBracket + 8)), out jitterNum)) - { - //Neat, we definely have a jitter with a valid number. Time to keep track of it - RPGTalkJitter newJitter = new RPGTalkJitter(); - newJitter.jitter = Mathf.Abs(jitterNum); - //subtract from the jitter position any rpgtalk tag that might have come before it - newJitter.jitterPosition = initialBracket - RPGTalkHelper.CountRPGTalkTagCharacters(line.Substring(0, initialBracket)); - newJitter.lineWithJitter = rpgtalkElements.Count; - - //ok, looking good! Now, we want to check if we have an angle set in this jitter tag. - int anglePos = line.IndexOf("angle=", initialBracket); - float angle = 1; - if(anglePos != -1) - { - if (float.TryParse(line.Substring(anglePos + 6, finalBracket - (anglePos + 6)), out angle)) - { - newJitter.angle = angle; - } - else - { - Debug.LogWarning("Found a angle in a [jitter] variable but something is wrong with it. Check The spelling."); - thereAreJittersLeft = false; - } - } - - - //let's look for the number of characters that should recieve the jitter - newJitter.numberOfCharacters = endOfJitter - (finalBracket + 1); - - jitters.Add(newJitter); - - - //Looking good! We found out that a jitter should be there and we are already keeping track of it - //But now we should remove the [jitter=X] from the line. - line = line.Substring(0, initialBracket) + - line.Substring(finalBracket + 1, endOfJitter - (finalBracket + 1)) + - line.Substring(endOfJitter+9); - - - } - else - { - Debug.LogWarning("Found a [jitter=x] variable in the text but something is wrong with it. Check The spelling."); - thereAreJittersLeft = false; - } - - - } - else - { - thereAreJittersLeft = false; - } - } - } - - return line; - } - - - #endregion - - - - // Update is called once per frame - void Update () { - //We don't want to do nothing if the text isn't even showing - if (!textUIObj.activeInHierarchy) { - return; - } - - - if (textUI!= null && textUI.Enabled() && - currentChar >= rpgtalkElements [cutscenePosition - 1].dialogText.Length) { - //if we hit the end of the talk, but we should stay on screen, return. - //but if we have a callback, he can click on it once more. - if (cutscenePosition >= rpgtalkElements.Count && shouldStayOnScreen) { - if(lookForClick && ( - (passWithMouse && Input.GetMouseButtonDown (0)) || - (passWithInputButton != "" && Input.GetButtonDown(passWithInputButton)) || (passWithKey != KeyCode.None && Input.GetKeyDown(passWithKey)) - )){ - //if have an audio... playit - if (passAudio != null && !rpgAudioSorce.isPlaying) { - rpgAudioSorce.clip = passAudio; - rpgAudioSorce.Play (); - } - if(callback.GetPersistentEventCount() > 0){ - callback.Invoke(); - } - lookForClick = false; - - //Let's call the endtalk methods - if (OnEndTalk != null) - OnEndTalk.Invoke(); - - } - - return; - } - - //if we reached the end of the line and click on the screen... - if ( - enablePass && ( - (passWithMouse && Input.GetMouseButtonDown (0)) || - (passWithInputButton != "" && Input.GetButtonDown(passWithInputButton)) || (passWithKey != KeyCode.None && Input.GetKeyDown(passWithKey)) - - ) ){//if have an audio... playit - if (passAudio != null) { - rpgAudioSorce.clip = passAudio; - rpgAudioSorce.Play (); - } - textUI.Enabled(false); - PlayNext (); - - } - return; - } - - - - - //if we're currently showing dialog, then start scrolling it - if(textUI.Enabled()) { - // if there's still text left to show - if(currentChar < rpgtalkElements[cutscenePosition - 1].dialogText.Length) { - - //ensure that we don't accidentally blow past the end of the string - currentChar = Mathf.Min(currentChar + actualTextSpeed * Time.deltaTime, - rpgtalkElements[cutscenePosition - 1].dialogText.Length); - - //Do what we have to do if the the text just ended - if(currentChar >= rpgtalkElements[cutscenePosition - 1].dialogText.Length){ - TextEnded(); - } - - //Get the current char and the text and put it into the U - PutRightTextToShow (); - - - } - - if(enableQuickSkip == true && - ( - (passWithMouse && Input.GetMouseButtonDown (0)) || - (passWithInputButton != "" && Input.GetButtonDown(passWithInputButton)) || (passWithKey != KeyCode.None && Input.GetKeyDown(passWithKey)) - && currentChar > 3)) { - - currentChar = rpgtalkElements[cutscenePosition - 1].dialogText.Length; - PutRightTextToShow (); - //Do what we have to do if the the text just ended - TextEnded(); - } - - - - - - - - } - - - } - - //The text just ended to be written on the screen - void TextEnded(){ - - isAnimating = false; - - //If we want the talk to auto pass... Auto pass it - if (autoPass) - { - Invoke("AutoPass", secondsAutoPass); - } - - //call the event - if (OnEndAnimating != null) - { - OnEndAnimating(); - } - - //if we have an animator.. stop it - if (actualAnimator != null) { - actualAnimator.SetBool (animatorBooleanName, false); - } - - //Check if this text was a question - if (questions.Count > 0) { - if (choicePrefab == null) { - Debug.LogError ("There was a question here, but no object was set in choicePrefab to be the answer"); - return; - } - - foreach (RPGTalkQuestion q in questions) { - if(q.lineWithQuestion == cutscenePosition-1 && !q.alreadyHappen){ - //This line was a question! Put the correct answers here - enablePass = false; - - for (int i = 0; i < q.choices.Count; i++) { - GameObject newChoice = (GameObject)Instantiate (choicePrefab, choicesParent); - Button newChoiceBtn = newChoice.GetComponent