// Copyright (c) Pixel Crushers. All rights reserved. using UnityEngine; using UnityEditor; namespace PixelCrushers.DialogueSystem { [CustomPropertyDrawer(typeof(LuaConditionsWizardAttribute))] public class LuaConditionsWizardDrawer : PropertyDrawer { private LuaConditionWizard luaConditionWizard = new LuaConditionWizard(EditorTools.selectedDatabase); private string currentLuaWizardContent = string.Empty; private bool ShowReferenceDatabase() { var attr = attribute as LuaConditionsWizardAttribute; return (attr != null) ? attr.showReferenceDatabase : false; } public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { EditorTools.SetInitialDatabaseIfNull(); var height = (EditorTools.selectedDatabase == null) ? EditorGUIUtility.singleLineHeight : luaConditionWizard.GetHeight(); if (ShowReferenceDatabase()) height += EditorGUIUtility.singleLineHeight; return height; } public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { if (string.IsNullOrEmpty(currentLuaWizardContent)) currentLuaWizardContent = property.stringValue; EditorGUI.BeginProperty(position, label, property); try { EditorTools.SetInitialDatabaseIfNull(); try { if (ShowReferenceDatabase()) { EditorTools.DrawReferenceDatabase(new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight)); position = new Rect(position.x, position.y + EditorGUIUtility.singleLineHeight, position.width, position.height - EditorGUIUtility.singleLineHeight); } luaConditionWizard.database = EditorTools.selectedDatabase; if (luaConditionWizard.database == null) { EditorGUI.PropertyField(position, property); } else { if (!luaConditionWizard.IsOpen) { luaConditionWizard.OpenWizard(currentLuaWizardContent); } currentLuaWizardContent = luaConditionWizard.Draw(position, new GUIContent("Lua Condition Wizard", "Use to add Lua conditions below"), currentLuaWizardContent); property.stringValue = currentLuaWizardContent; if (!luaConditionWizard.IsOpen && !string.IsNullOrEmpty(currentLuaWizardContent)) { property.stringValue = currentLuaWizardContent; luaConditionWizard.OpenWizard(currentLuaWizardContent); } } } catch (System.Exception) { // Don't cause editor problems if Lua wizard has problems. } } finally { EditorGUI.EndProperty(); } } } }