Files
old-game/Assets/Low Poly Animated People/- Scripts/AIScripts/Editor/StatsTable.cs
2020-01-11 07:32:13 +01:00

390 lines
12 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
using System.IO;
namespace PolyPerfect
{
public class StatsTable : EditorWindow
{
static List<AIStats> stats = new List<AIStats>();
static public Dictionary<AIStats, int> selectionValue = new Dictionary<AIStats, int>();
static string pathFolder = "";
bool toggleAnimalName = true;
bool toggleDominance = true;
bool toggleAgression = true;
bool toggleAttackSpeed = true;
bool togglePower = true;
bool toggleStamina = true;
bool toggleStealthy = true;
bool toggleToughness = true;
bool toggleTeritorial = true;
GUIStyle folderStyle = new GUIStyle();
GUIStyle Explanation = new GUIStyle();
GUIStyle toggleField = new GUIStyle();
// Add menu named "My Window" to the Window menu
[MenuItem("PolyPerfect/Stats Table")]
static void Init()
{
// Get existing open window or if none, make a new one:
StatsTable window = (StatsTable)EditorWindow.GetWindow(typeof(StatsTable));
window.Show();
//If the window has been open before then clear the stats list and make a new one
SortLists();
}
static void SortLists()
{
//Find all the animal stats in the project
var animalStats = (AIStats[])Resources.FindObjectsOfTypeAll(typeof(AIStats));
//If the window has been open before then clear the stats list and make a new one
stats.Clear();
selectionValue.Clear();
foreach (var item in animalStats)
{
//Debug.Log(item.name);
selectionValue.Add(item, -1);
stats.Add(item);
}
}
void OnDestroy()
{
stats.Clear();
selectionValue.Clear();
}
void CreateNewAnimalStats()
{
var animalStats = (AIStats[])Resources.FindObjectsOfTypeAll(typeof(AIStats));
AIStats newAnimalStats = ScriptableObject.CreateInstance<AIStats>();
if (AssetDatabase.GetMainAssetTypeAtPath(pathFolder + "/New Animal Stats.asset") != null)
{
AssetDatabase.CreateAsset(newAnimalStats, pathFolder + "/New Animal Stats" + animalStats.Length.ToString() + ".asset");
}
else
{
AssetDatabase.CreateAsset(newAnimalStats, pathFolder + "/New Animal Stats.asset");
}
}
void OnGUI()
{
folderStyle.normal.textColor = Color.black;
Explanation.alignment = TextAnchor.MiddleCenter;
pathFolder = "Assets";
//Get the stats logo
var mainTexture = Resources.Load<Texture2D>("StatsLogo");
//Main Image
GUILayout.BeginHorizontal();
GUILayout.Label(mainTexture);
GUILayout.EndHorizontal();
GUILayout.Label("See a side by side comparison of the animal stats, use the boxes below to re order the list into the highest value of the category", Explanation);
var filters = new List<string>();
filters.Add("Animal Name");
filters.Add("Dominance");
filters.Add("Agression");
filters.Add("AttackSpeed");
filters.Add("Power");
filters.Add("Stamina");
filters.Add("Stealthy");
filters.Add("Toughness");
filters.Add("territorial");
var buttonSize = (position.width / 9.5f);
GUILayout.Space(20f);
GUILayout.BeginHorizontal();
if (GUILayout.Button("Animal Name", GUILayout.Width(buttonSize)))
{
//Re order by the animals name
ReOrderFloatList(0);
}
if (GUILayout.Button("Dominance", GUILayout.Width(buttonSize)))
{
ReOrderFloatList(1);
}
if (GUILayout.Button("Agression", GUILayout.Width(buttonSize)))
{
ReOrderFloatList(2);
}
if (GUILayout.Button("AttackSpeed", GUILayout.Width(buttonSize)))
{
ReOrderFloatList(3);
}
if (GUILayout.Button("Power", GUILayout.Width(buttonSize)))
{
ReOrderFloatList(4);
}
if (GUILayout.Button("Stamina", GUILayout.Width(buttonSize)))
{
ReOrderFloatList(5);
}
if (GUILayout.Button("Stealthy", GUILayout.Width(buttonSize)))
{
ReOrderFloatList(6);
}
if (GUILayout.Button("Toughness", GUILayout.Width(buttonSize)))
{
ReOrderFloatList(7);
}
if (GUILayout.Button("territorial", GUILayout.Width(buttonSize)))
{
ReOrderFloatList(8);
}
GUILayout.EndHorizontal();
GUILayout.Space(20f);
foreach (var item in stats)
{
BuildWindow(item);
}
if (GUILayout.Button("Add New Stats"))
{
if (AssetDatabase.IsValidFolder(pathFolder))
{
CreateNewAnimalStats();
}
else
{
Debug.Log("Please enter a valid path");
}
SortLists();
}
GUILayout.Space(20f);
}
void BuildWindow(AIStats animalStats)
{
if (animalStats == null)
{
stats.Remove(animalStats);
}
toggleField.alignment = TextAnchor.MiddleCenter;
Repaint();
if (selectionValue.ContainsKey(animalStats))
{
GUILayout.BeginHorizontal();
var previousName = animalStats.name;
var newName = GUILayout.TextField(animalStats.name, GUILayout.Width(position.width / 8.5f));
animalStats.name = newName;
if (previousName != animalStats.name)
{
AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(animalStats), animalStats.name);
stats.Clear();
SortLists();
}
animalStats.dominance = int.Parse(GUILayout.TextField(animalStats.dominance.ToString(), GUILayout.Width(position.width / 9)));
animalStats.agression = Mathf.Clamp(float.Parse(GUILayout.TextField(animalStats.agression.ToString(), GUILayout.Width(position.width / 9))), 0, 99);
animalStats.attackSpeed = float.Parse(GUILayout.TextField(animalStats.attackSpeed.ToString(), GUILayout.Width(position.width / 9)));
animalStats.power = float.Parse(GUILayout.TextField(animalStats.power.ToString(), GUILayout.Width(position.width / 9)));
animalStats.stamina = float.Parse(GUILayout.TextField(animalStats.stamina.ToString(), GUILayout.Width(position.width / 9)));
animalStats.stealthy = GUILayout.Toggle(animalStats.stealthy, animalStats.stealthy.ToString(), GUILayout.Width(position.width / 9));
animalStats.toughness = float.Parse(GUILayout.TextField(animalStats.toughness.ToString(), GUILayout.Width(position.width / 9)));
animalStats.territorial = GUILayout.Toggle(animalStats.territorial, animalStats.territorial.ToString(), toggleField, GUILayout.Width(position.width / 9));
GUILayout.EndHorizontal();
}
}
void ReOrderFloatList(int filterID)
{
switch (filterID)
{
case 0:
if (toggleAnimalName)
{
stats = (stats.OrderBy(p => p.name).Reverse()).ToList();
toggleAnimalName = !toggleAnimalName;
}
else
{
stats = stats.OrderBy(p => p.name).ToList();
toggleAnimalName = !toggleAnimalName;
}
break;
case 1:
if (toggleDominance)
{
stats = (stats.OrderBy(p => p.dominance).Reverse()).ToList();
toggleDominance = !toggleDominance;
}
else
{
stats = stats.OrderBy(p => p.dominance).ToList();
toggleDominance = !toggleDominance;
}
break;
case 2:
if (toggleAgression)
{
stats = (stats.OrderBy(p => p.agression).Reverse()).ToList();
toggleAgression = !toggleAgression;
}
else
{
stats = stats.OrderBy(p => p.agression).ToList();
toggleAgression = !toggleAgression;
}
break;
case 3:
if (toggleAttackSpeed)
{
stats = (stats.OrderBy(p => p.attackSpeed).Reverse()).ToList();
toggleAttackSpeed = !toggleAttackSpeed;
}
else
{
stats = stats.OrderBy(p => p.attackSpeed).ToList();
toggleAttackSpeed = !toggleAttackSpeed;
}
break;
case 4:
if (togglePower)
{
stats = (stats.OrderBy(p => p.power).Reverse()).ToList();
togglePower = !togglePower;
}
else
{
stats = stats.OrderBy(p => p.power).ToList();
togglePower = !togglePower;
}
break;
case 5:
if (toggleStamina)
{
stats = (stats.OrderBy(p => p.stamina).Reverse()).ToList();
toggleStamina = !toggleStamina;
}
else
{
stats = stats.OrderBy(p => p.stamina).ToList();
toggleStamina = !toggleStamina;
}
break;
case 6:
if (toggleStealthy)
{
stats = (stats.OrderBy(p => p.stealthy).Reverse()).ToList();
toggleStealthy = !toggleStealthy;
}
else
{
stats = stats.OrderBy(p => p.stealthy).ToList();
toggleStealthy = !toggleStealthy;
}
break;
case 7:
if (toggleToughness)
{
stats = (stats.OrderBy(p => p.toughness).Reverse()).ToList();
toggleToughness = !toggleToughness;
}
else
{
stats = stats.OrderBy(p => p.toughness).ToList();
toggleToughness = !toggleToughness;
}
break;
case 8:
if (toggleTeritorial)
{
stats = (stats.OrderBy(p => p.territorial).Reverse()).ToList();
toggleTeritorial = !toggleTeritorial;
}
else
{
stats = stats.OrderBy(p => p.territorial).ToList();
toggleTeritorial = !toggleTeritorial;
}
break;
}
}
}
}