Files
beyond/Assets/Scripts/Skills/Editor/HealableBushControllerEditor.cs
2024-11-20 15:21:28 +01:00

53 lines
1.7 KiB
C#

using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Beyond
{
[CustomEditor(typeof(HealableBushController))]
public class HealableBushControllerEditor : Editor
{
private HealableBushController healableBushController;
private int itemToHealIndex = 0;
private void OnEnable()
{
healableBushController = (HealableBushController)target;
}
// Update is called once per frame
public override void OnInspectorGUI()
{
serializedObject.Update();
base.OnInspectorGUI();
if (healableBushController.items)
{
List<string> powerScrollItemNames = new();
List<bItem> powerScrollitems = new();
foreach (bItem item in healableBushController.items.items)
{
if (item.type == bItemType.PowerScroll)
{
powerScrollItemNames.Add(item.name);
powerScrollitems.Add(item);
}
}
bItem itemToHeal = healableBushController.itemRequiredToHeal;
if (itemToHeal)
{
itemToHealIndex = powerScrollitems.FindIndex(item => itemToHeal == item);
}
GUILayout.Label("Item required to heal", EditorStyles.boldLabel);
itemToHealIndex = EditorGUILayout.Popup(itemToHealIndex, powerScrollItemNames.ToArray());
healableBushController.itemRequiredToHeal = powerScrollitems[itemToHealIndex];
EditorUtility.SetDirty(healableBushController);
serializedObject.ApplyModifiedProperties();
}
}
}
}