Files
beyond/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Editor/Utility/LuaConditionsWizardDrawer.cs
2024-11-20 15:21:28 +01:00

79 lines
3.2 KiB
C#

// 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();
}
}
}
}