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