Files
2024-11-20 15:21:28 +01:00

214 lines
8.2 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Invector.vCharacterController.AI.FSMBehaviour;
using System;
using System.Reflection;
using System.Linq;
using Invector.vCharacterController.AI;
public class vCreateAIWindow : EditorWindow
{
[MenuItem("Invector/FSM AI/Create New AI", false, 0)]
public static void ShowWindow()
{
var window = CreateInstance<vCreateAIWindow>();
window.titleContent = new GUIContent("Create New AI");
window.ShowUtility();
}
public GUISkin skin;
public GameObject selectedPrefab;
public UnityEngine.Object selectedFSM;
public Texture2D m_Logo;
public int selectedType;
public Type targetType;
public Editor humanoidpreview;
RuntimeAnimatorController controller;
void OnEnable()
{
m_Logo = Resources.Load("icon_v2") as Texture2D;
}
private void OnGUI()
{
if (!skin) skin = Resources.Load("vSkin") as GUISkin;
GUI.skin = skin;
GUILayout.BeginVertical("AI CREATOR WINDOW", "window");
GUILayout.Label(m_Logo, GUILayout.MaxHeight(25));
GUILayout.Space(5);
selectedPrefab = EditorGUILayout.ObjectField("Character Model", selectedPrefab, typeof(GameObject), true) as GameObject;
controller = EditorGUILayout.ObjectField("Animator Controller: ", controller, typeof(RuntimeAnimatorController), false) as RuntimeAnimatorController;
selectedFSM = EditorGUILayout.ObjectField("FSM Behaviour Controller", selectedFSM, typeof(vFSMBehaviour), false);
if (selectedFSM)
{
var requiredTypes = (selectedFSM as vFSMBehaviour).GetRequiredTypes();
var types = FindDerivedTypes(typeof(vIControlAI).Assembly, typeof(vIControlAI), requiredTypes);
if (types != null)
{
var _types = types.Cast<Type>().ToList();
if (selectedType >= _types.Count) selectedType = 0;
if (_types.Count > 0)
{
var names = TypesToStringArray(_types);
selectedType = EditorGUILayout.Popup("Type of Controller", selectedType, names);
targetType = _types[selectedType];
if (selectedPrefab)
{
bool hasController = (selectedPrefab as GameObject).GetComponent<vIControlAI>() != null;
var fsmBehaviour = (selectedPrefab as GameObject).GetComponent<vIFSMBehaviourController>();
Animator charAnimator = null;
if (selectedPrefab)
charAnimator = (selectedPrefab as GameObject).GetComponent<Animator>();
var charExist = charAnimator != null;
var isHuman = charExist ? charAnimator.isHuman : false;
var isValidAvatar = charExist ? isHuman && charAnimator.avatar.isValid : false;
if (hasController || fsmBehaviour != null)
{
this.minSize = new Vector2(400, 160);
this.maxSize = new Vector3(400, 160);
EditorGUILayout.HelpBox("Please select a Model without any AI Component", MessageType.Error);
}
else if (!isValidAvatar)
{
this.minSize = new Vector2(400, 160);
this.maxSize = new Vector3(400, 160);
string message = "";
if (!charExist)
message += "*Missing a Animator Component";
else if (!isHuman)
message += "\n*This is not a Humanoid";
else if (!isValidAvatar)
message += "\n*" + selectedPrefab.name + " is a invalid Humanoid";
EditorGUILayout.HelpBox(message, MessageType.Error);
}
else
{
if (humanoidpreview == null || humanoidpreview.target != selectedPrefab)
{
humanoidpreview = Editor.CreateEditor(selectedPrefab);
}
else
{
this.minSize = new Vector2(400, 570);
this.maxSize = new Vector3(400, 570);
DrawHumanoidPreview();
}
if (isValidAvatar && controller != null && GUILayout.Button("CREATE"))
{
Create();
}
}
}
else
{
this.minSize = new Vector2(400, 100);
this.maxSize = new Vector3(400, 120);
}
}
else
{
this.minSize = new Vector2(400, 100);
this.maxSize = new Vector3(400, 120);
}
}
}
else
{
this.minSize = new Vector2(400, 100);
this.maxSize = new Vector3(400, 120);
}
GUILayout.EndVertical();
}
private GameObject InstantiateNewCharacter(GameObject selected)
{
if (selected == null) return selected;
if (selected.scene.IsValid()) return selected;
return PrefabUtility.InstantiatePrefab(selected) as GameObject;
}
/// <summary>
/// Created the Third Person Controller
/// </summary>
public virtual void Create()
{
// base for the character
GameObject newCharacter = InstantiateNewCharacter(selectedPrefab);
if (!newCharacter)
return;
if (newCharacter)
{
newCharacter.name = "AI_" + newCharacter.name;
var t = newCharacter.AddComponent(targetType);
(t as vIControlAI).CreatePrimaryComponents();
DestroyImmediate(t);
var fms = newCharacter.AddComponent<vFSMBehaviourController>();
fms.fsmBehaviour = selectedFSM as vFSMBehaviour;
t = newCharacter.AddComponent(targetType);
if (controller) newCharacter.GetComponent<Animator>().runtimeAnimatorController = controller;
newCharacter.tag = "Enemy";
var aiLayer = LayerMask.NameToLayer("Enemy");
newCharacter.layer = aiLayer;
(t as vIControlAI).CreateSecondaryComponents();
}
this.Close();
}
void DrawHumanoidPreview()
{
GUILayout.FlexibleSpace();
if (humanoidpreview != null)
{
humanoidpreview.OnInteractivePreviewGUI(GUILayoutUtility.GetRect(100, 400), "window");
}
}
public List<Type> GetValidTypes(List<Type> types, List<Type> requiredTypes)
{
List<Type> validTypes = new List<Type>();
for (int i = 0; i < types.Count; i++)
{
if (IsValidType(types[i], requiredTypes) && !validTypes.Contains(types[i])) validTypes.Add(types[i]);
}
return validTypes;
}
public string[] TypesToStringArray(List<Type> types)
{
string[] names = new string[types.Count];
for (int i = 0; i < types.Count; i++)
{
names[i] = types[i].Name;
}
return names;
}
public bool IsValidType(Type type, List<Type> types)
{
var interfaces = type.GetInterfaces();
var typeCount = 0;
for (int i = 0; i < interfaces.Length; i++)
{
if (types.Contains(interfaces[i]))
{
typeCount++;
}
}
return typeCount == types.Count || types.Contains(type);
}
public IEnumerable<Type> FindDerivedTypes(Assembly assembly, Type baseType, List<Type> requiredTypes)
{
return assembly.GetTypes().Where(t => baseType.IsAssignableFrom(t) && (t.IsSubclassOf(typeof(MonoBehaviour)) || t.Equals(typeof(MonoBehaviour))) && IsValidType(t, requiredTypes));
}
}