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