1、Odin demo 2、rider配置 3、表格编辑器
13
client/.idea/.idea.client/.idea/.gitignore
vendored
Normal file
@ -0,0 +1,13 @@
|
||||
# 默认忽略的文件
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Rider 忽略的文件
|
||||
/contentModel.xml
|
||||
/modules.xml
|
||||
/projectSettingsUpdater.xml
|
||||
/.idea.client.iml
|
||||
# 基于编辑器的 HTTP 客户端请求
|
||||
/httpRequests/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
6
client/.idea/.idea.client/.idea/encodings.xml
Normal file
@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="Encoding">
|
||||
<file url="file://$PROJECT_DIR$/Assets/Test.cs" charset="UTF-8" />
|
||||
</component>
|
||||
</project>
|
8
client/.idea/.idea.client/.idea/indexLayout.xml
Normal file
@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
6
client/.idea/.idea.client/.idea/vcs.xml
Normal file
@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="$PROJECT_DIR$/.." vcs="Git" />
|
||||
</component>
|
||||
</project>
|
@ -7,7 +7,9 @@
|
||||
"GUID:002c1bbed08fa44d282ef34fd5edb138",
|
||||
"GUID:b8e24fd1eb19b4226afebb2810e3c19b",
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f",
|
||||
"GUID:6546d7765b4165b40850b3667f981c26"
|
||||
"GUID:6546d7765b4165b40850b3667f981c26",
|
||||
"GUID:343deaaf83e0cee4ca978e7df0b80d21",
|
||||
"GUID:2bafac87e7f4b9b418d9448d219b01ab"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
|
@ -168,55 +168,6 @@ namespace Ether
|
||||
return code;
|
||||
}
|
||||
|
||||
[MenuItem("Assets/生成FrameBase(=-=)", false, 19)]
|
||||
private static void CodeGenerate()
|
||||
{
|
||||
GameObject selectedPrefab = Selection.activeGameObject;
|
||||
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
|
||||
{
|
||||
//string tempPath = AssetDatabase.GetAssetPath(selectedPrefab);
|
||||
//if (tempPath.StartsWith("Assets"))
|
||||
//{
|
||||
// tempPath = tempPath.Replace("Assets/", "");
|
||||
//}
|
||||
string prefabPath = AssetDatabase.GetAssetPath(selectedPrefab); //Path.Combine(Application.dataPath, tempPath);
|
||||
|
||||
string basePath = "";
|
||||
|
||||
Dictionary<string, string> componentTypeDic;
|
||||
|
||||
if (FileTools.ReadFileForJson<FrameEditorCfg>(PathTools.FrameEditorCfgPath, out var editorCfg))
|
||||
{
|
||||
basePath = editorCfg.frameBaseScriptPath;
|
||||
componentTypeDic = editorCfg.componentTypeDic;
|
||||
GenerateFrameBaseCode(prefabPath, basePath, componentTypeDic);
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("请先设置界面配置");
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("当前没有选中预制体!");
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("Assets/生成FrameBase(=-=)", true, 19)]
|
||||
public static bool CodeGenerateShow()
|
||||
{
|
||||
GameObject selectedPrefab = Selection.activeGameObject;
|
||||
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
//=================================== 以下是老代码 =========================================
|
||||
//public enum ComponentType
|
||||
|
@ -9,11 +9,54 @@ namespace Ether
|
||||
{
|
||||
public class FrameEditor
|
||||
{
|
||||
//[MenuItem("工具/界面/新建UI界面")]
|
||||
//public static void CreateFrame()
|
||||
//{
|
||||
[MenuItem("Assets/生成FrameBase(=-=)", false, 19)]
|
||||
private static void CodeGenerate()
|
||||
{
|
||||
GameObject selectedPrefab = Selection.activeGameObject;
|
||||
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
|
||||
{
|
||||
//string tempPath = AssetDatabase.GetAssetPath(selectedPrefab);
|
||||
//if (tempPath.StartsWith("Assets"))
|
||||
//{
|
||||
// tempPath = tempPath.Replace("Assets/", "");
|
||||
//}
|
||||
string prefabPath = AssetDatabase.GetAssetPath(selectedPrefab); //Path.Combine(Application.dataPath, tempPath);
|
||||
|
||||
//}
|
||||
string basePath = "";
|
||||
|
||||
Dictionary<string, string> componentTypeDic;
|
||||
|
||||
if (FileTools.ReadFileForJson<FrameEditorCfg>(PathTools.FrameEditorCfgPath, out var editorCfg))
|
||||
{
|
||||
basePath = editorCfg.frameBaseScriptPath;
|
||||
componentTypeDic = editorCfg.componentTypeDic;
|
||||
FrameCodeGenerate.GenerateFrameBaseCode(prefabPath, basePath, componentTypeDic);
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("请先设置界面配置");
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("当前没有选中预制体!");
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("Assets/生成FrameBase(=-=)", true, 19)]
|
||||
public static bool CodeGenerateShow()
|
||||
{
|
||||
GameObject selectedPrefab = Selection.activeGameObject;
|
||||
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9,7 +9,7 @@ GameObject:
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 5211158822168324289}
|
||||
m_Layer: 0
|
||||
m_Layer: 5
|
||||
m_Name: TempFrame
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
@ -47,7 +47,7 @@ GameObject:
|
||||
- component: {fileID: 5802661914892923637}
|
||||
- component: {fileID: 5459735667113016427}
|
||||
- component: {fileID: 7219598427896711725}
|
||||
m_Layer: 0
|
||||
m_Layer: 5
|
||||
m_Name: Bg
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
|
@ -6,7 +6,9 @@
|
||||
"GUID:75469ad4d38634e559750d17036d5f7c",
|
||||
"GUID:4c25c05f410a3a447a75c3b0909152ef",
|
||||
"GUID:237cbb5df8d2d4f479a9e1f12e52df95",
|
||||
"GUID:2a81c6962524d424a8ef5072bd3b0fa0"
|
||||
"GUID:2a81c6962524d424a8ef5072bd3b0fa0",
|
||||
"GUID:343deaaf83e0cee4ca978e7df0b80d21",
|
||||
"GUID:2bafac87e7f4b9b418d9448d219b01ab"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
@ -2,7 +2,9 @@
|
||||
"name": "ParadoxNotion",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:789b9b4ca718ab343bc113cff404bcce"
|
||||
"GUID:789b9b4ca718ab343bc113cff404bcce",
|
||||
"GUID:343deaaf83e0cee4ca978e7df0b80d21",
|
||||
"GUID:2bafac87e7f4b9b418d9448d219b01ab"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
@ -3,7 +3,9 @@
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:66c2eb417c67ad849907d0769db96dbf",
|
||||
"GUID:789b9b4ca718ab343bc113cff404bcce"
|
||||
"GUID:789b9b4ca718ab343bc113cff404bcce",
|
||||
"GUID:343deaaf83e0cee4ca978e7df0b80d21",
|
||||
"GUID:2bafac87e7f4b9b418d9448d219b01ab"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
@ -1,7 +1,9 @@
|
||||
{
|
||||
"name": "Animancer",
|
||||
"references": [
|
||||
"GUID:2c573e6b271651846a79655161004c5b"
|
||||
"GUID:2c573e6b271651846a79655161004c5b",
|
||||
"GUID:343deaaf83e0cee4ca978e7df0b80d21",
|
||||
"GUID:2bafac87e7f4b9b418d9448d219b01ab"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
@ -1,3 +1,4 @@
|
||||
{
|
||||
"name": "Animancer.FSM"
|
||||
"name": "Animancer.FSM",
|
||||
"references":[ "GUID:343deaaf83e0cee4ca978e7df0b80d21", "GUID:2bafac87e7f4b9b418d9448d219b01ab" ]
|
||||
}
|
||||
|
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d8b8023ef3e92847b012cfd9523c894
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||||
externalObjects: {}
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||||
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assetBundleName:
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userData:
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assetBundleName:
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assetBundleVariant:
|
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||||
fileFormatVersion: 2
|
||||
guid: eb7bbb44157ad6844bcf2f68ab67c89f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
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||||
fileFormatVersion: 2
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folderAsset: yes
|
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|
||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,928 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
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|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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||||
m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: ca2b15df8c4ceff41b655ce8b1c672d2, type: 3}
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m_EditorClassIdentifier:
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||||
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SerializedBytes:
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|
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PrefabModificationsReferencedUnityObjects: []
|
||||
PrefabModifications: []
|
||||
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|
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#if UNITY_EDITOR
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namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
using UnityEngine;
|
||||
|
||||
//
|
||||
// Instead of adding [CreateAssetMenu] attribute, we've created a Scriptable Object Creator using Odin Selectors.
|
||||
// Characters can then be easily created in the RPG Editor window, which also helps ensure that they get located in the right folder.
|
||||
//
|
||||
// By inheriting from SerializedScriptableObject, we can then also utilize the extra serialization power Odin brings.
|
||||
// In this case, Odin serializes the Inventory which is a two-dimensional array. Everything else is serialized by Unity.
|
||||
//
|
||||
|
||||
public class Character : SerializedScriptableObject
|
||||
{
|
||||
[HorizontalGroup("Split", 55, LabelWidth = 70)]
|
||||
[HideLabel, PreviewField(55, ObjectFieldAlignment.Left)]
|
||||
public Texture Icon;
|
||||
|
||||
[VerticalGroup("Split/Meta")]
|
||||
public string Name;
|
||||
|
||||
[VerticalGroup("Split/Meta")]
|
||||
public string Surname;
|
||||
|
||||
[VerticalGroup("Split/Meta"), Range(0, 100)]
|
||||
public int Age;
|
||||
|
||||
[HorizontalGroup("Split", 290), EnumToggleButtons, HideLabel]
|
||||
public CharacterAlignment CharacterAlignment;
|
||||
|
||||
[TabGroup("Starting Inventory")]
|
||||
public ItemSlot[,] Inventory = new ItemSlot[12, 6];
|
||||
|
||||
[TabGroup("Starting Stats"), HideLabel]
|
||||
public CharacterStats Skills = new CharacterStats();
|
||||
|
||||
[HideLabel]
|
||||
[TabGroup("Starting Equipment")]
|
||||
public CharacterEquipment StartingEquipment;
|
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}
|
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}
|
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#endif
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#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
public enum CharacterAlignment
|
||||
{
|
||||
LawfulGood,
|
||||
NeutralGood,
|
||||
ChaoticGood,
|
||||
LawfulNeutral,
|
||||
TrueNeutral,
|
||||
ChaoticNeutral,
|
||||
LawfulEvil,
|
||||
NeutralEvil,
|
||||
ChaoticEvil,
|
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}
|
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}
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#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
using System;
|
||||
|
||||
[Serializable]
|
||||
public class CharacterEquipment
|
||||
{
|
||||
[ValidateInput("IsMainHand")]
|
||||
public EquipableItem MainHand;
|
||||
|
||||
[ValidateInput("IsOffHand")]
|
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public EquipableItem Offhand;
|
||||
|
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[ValidateInput("IsHead")]
|
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public EquipableItem Head;
|
||||
|
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[ValidateInput("IsBody")]
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public EquipableItem Body;
|
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|
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#if UNITY_EDITOR
|
||||
private bool IsBody(EquipableItem value)
|
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{
|
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return value == null || value.Type == ItemTypes.Body;
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}
|
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|
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private bool IsHead(EquipableItem value)
|
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{
|
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return value == null || value.Type == ItemTypes.Head;
|
||||
}
|
||||
|
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private bool IsMainHand(EquipableItem value)
|
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{
|
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return value == null || value.Type == ItemTypes.MainHand;
|
||||
}
|
||||
|
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private bool IsOffHand(EquipableItem value)
|
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{
|
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return value == null || value.Type == ItemTypes.OffHand;
|
||||
}
|
||||
#endif
|
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}
|
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}
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#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
using Sirenix.Utilities;
|
||||
using System.Linq;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
//
|
||||
// This is a scriptable object containing a list of all characters available
|
||||
// in the Unity project. When a character is added from the RPG editor, the
|
||||
// list then gets automatically updated via UpdateCharacterOverview.
|
||||
//
|
||||
// If you inspect the Character Overview in the inspector, you will also notice, that
|
||||
// the list is not directly modifiable. Instead, we've customized it so it contains a
|
||||
// refresh button, that scans the project and automatically populates the list.
|
||||
//
|
||||
// CharacterOverview inherits from GlobalConfig which is just a scriptable
|
||||
// object singleton, used by Odin Inspector for configuration files etc,
|
||||
// but it could easily just be a simple scriptable object instead.
|
||||
//
|
||||
|
||||
[GlobalConfig("Plugins/Sirenix/Demos/RPG Editor/Characters")]
|
||||
public class CharacterOverview : GlobalConfig<CharacterOverview>
|
||||
{
|
||||
[ReadOnly]
|
||||
[ListDrawerSettings(Expanded = true)]
|
||||
public Character[] AllCharacters;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[Button(ButtonSizes.Medium), PropertyOrder(-1)]
|
||||
public void UpdateCharacterOverview()
|
||||
{
|
||||
// Finds and assigns all scriptable objects of type Character
|
||||
this.AllCharacters = AssetDatabase.FindAssets("t:Character")
|
||||
.Select(guid => AssetDatabase.LoadAssetAtPath<Character>(AssetDatabase.GUIDToAssetPath(guid)))
|
||||
.ToArray();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d15ad5c139f98a40940de12491e4e77
|
||||
timeCreated: 1519439108
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,62 @@
|
||||
#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
//
|
||||
// CharacterStats is simply a StatList, that expose the relevant stats for a character.
|
||||
// Also note that the StatList might look like a dictionary, in how it's used,
|
||||
// but it's actually just a regular list, serialized by Unity. Take a look at the StatList to learn more.
|
||||
//
|
||||
|
||||
[Serializable]
|
||||
public class CharacterStats
|
||||
{
|
||||
[HideInInspector]
|
||||
public StatList Stats = new StatList();
|
||||
|
||||
[ProgressBar(0, 100), ShowInInspector]
|
||||
public float Shooting
|
||||
{
|
||||
get { return this.Stats[StatType.Shooting]; }
|
||||
set { this.Stats[StatType.Shooting] = value; }
|
||||
}
|
||||
|
||||
[ProgressBar(0, 100), ShowInInspector]
|
||||
public float Melee
|
||||
{
|
||||
get { return this.Stats[StatType.Melee]; }
|
||||
set { this.Stats[StatType.Melee] = value; }
|
||||
}
|
||||
|
||||
[ProgressBar(0, 100), ShowInInspector]
|
||||
public float Social
|
||||
{
|
||||
get { return this.Stats[StatType.Social]; }
|
||||
set { this.Stats[StatType.Social] = value; }
|
||||
}
|
||||
|
||||
[ProgressBar(0, 100), ShowInInspector]
|
||||
public float Animals
|
||||
{
|
||||
get { return this.Stats[StatType.Animals]; }
|
||||
set { this.Stats[StatType.Animals] = value; }
|
||||
}
|
||||
|
||||
[ProgressBar(0, 100), ShowInInspector]
|
||||
public float Medicine
|
||||
{
|
||||
get { return this.Stats[StatType.Medicine]; }
|
||||
set { this.Stats[StatType.Medicine] = value; }
|
||||
}
|
||||
|
||||
[ProgressBar(0, 100), ShowInInspector]
|
||||
public float Crafting
|
||||
{
|
||||
get { return this.Stats[StatType.Crafting]; }
|
||||
set { this.Stats[StatType.Crafting] = value; }
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3ac546c86b6bd344ab70f02fc901fe1
|
||||
timeCreated: 1519439113
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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|
||||
fileFormatVersion: 2
|
||||
guid: 447f2469577a6d5478736f0f03c1741f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,78 @@
|
||||
#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
//
|
||||
// This class is used by the RPGEditorWindow to render an overview of all characters using the TableList attribute.
|
||||
// All characters are Unity objects though, so they are rendered in the inspector as single Unity object field,
|
||||
// which is not exactly what we want in our table. We want to show the members of the unity object.
|
||||
//
|
||||
// So in order to render the members of the Unity object, we'll create a class that wraps the Unity object
|
||||
// and displays the relevant members through properties, which works with the TableList, attribute.
|
||||
//
|
||||
|
||||
public class CharacterTable
|
||||
{
|
||||
[FormerlySerializedAs("allCharecters")]
|
||||
[TableList(IsReadOnly = true, AlwaysExpanded = true), ShowInInspector]
|
||||
private readonly List<CharacterWrapper> allCharacters;
|
||||
|
||||
public Character this[int index]
|
||||
{
|
||||
get { return this.allCharacters[index].Character; }
|
||||
}
|
||||
|
||||
public CharacterTable(IEnumerable<Character> characters)
|
||||
{
|
||||
this.allCharacters = characters.Select(x => new CharacterWrapper(x)).ToList();
|
||||
}
|
||||
|
||||
private class CharacterWrapper
|
||||
{
|
||||
private Character character; // Character is a ScriptableObject and would render a unity object
|
||||
// field if drawn in the inspector, which is not what we want.
|
||||
|
||||
public Character Character
|
||||
{
|
||||
get { return this.character; }
|
||||
}
|
||||
|
||||
public CharacterWrapper(Character character)
|
||||
{
|
||||
this.character = character;
|
||||
}
|
||||
|
||||
[TableColumnWidth(50, false)]
|
||||
[ShowInInspector, PreviewField(45, ObjectFieldAlignment.Center)]
|
||||
public Texture Icon { get { return this.character.Icon; } set { this.character.Icon = value; EditorUtility.SetDirty(this.character); } }
|
||||
|
||||
[TableColumnWidth(120)]
|
||||
[ShowInInspector]
|
||||
public string Name { get { return this.character.Name; } set { this.character.Name = value; EditorUtility.SetDirty(this.character); } }
|
||||
|
||||
[ShowInInspector, ProgressBar(0, 100)]
|
||||
public float Shooting { get { return this.character.Skills.Shooting; } set { this.character.Skills.Shooting = value; EditorUtility.SetDirty(this.character); } }
|
||||
|
||||
[ShowInInspector, ProgressBar(0, 100)]
|
||||
public float Melee { get { return this.character.Skills.Melee; } set { this.character.Skills.Melee = value; EditorUtility.SetDirty(this.character); } }
|
||||
|
||||
[ShowInInspector, ProgressBar(0, 100)]
|
||||
public float Social { get { return this.character.Skills.Social; } set { this.character.Skills.Social = value; EditorUtility.SetDirty(this.character); } }
|
||||
|
||||
[ShowInInspector, ProgressBar(0, 100)]
|
||||
public float Animals { get { return this.character.Skills.Animals; } set { this.character.Skills.Animals = value; EditorUtility.SetDirty(this.character); } }
|
||||
|
||||
[ShowInInspector, ProgressBar(0, 100)]
|
||||
public float Medicine { get { return this.character.Skills.Medicine; } set { this.character.Skills.Medicine = value; EditorUtility.SetDirty(this.character); } }
|
||||
|
||||
[ShowInInspector, ProgressBar(0, 100)]
|
||||
public float Crafting { get { return this.character.Skills.Crafting; } set { this.character.Skills.Crafting = value; EditorUtility.SetDirty(this.character); } }
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e45a7900d44e7714e85ea81f8f1a6f56
|
||||
timeCreated: 1518099126
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,45 @@
|
||||
#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
using Sirenix.OdinInspector.Editor;
|
||||
using Sirenix.Utilities;
|
||||
using Sirenix.Utilities.Editor;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
//
|
||||
// All items are scriptable objects, but we don't want to draw them with the boring scriptable object icon.
|
||||
// Here we create a custom drawer for all Item types, that renders a preview-field using the item icon followed
|
||||
// by the name of the item.
|
||||
//
|
||||
|
||||
public class ItemDrawer<TItem> : OdinValueDrawer<TItem>
|
||||
where TItem : Item
|
||||
{
|
||||
protected override void DrawPropertyLayout(GUIContent label)
|
||||
{
|
||||
var rect = EditorGUILayout.GetControlRect(label != null, 45);
|
||||
|
||||
if (label != null)
|
||||
{
|
||||
rect.xMin = EditorGUI.PrefixLabel(rect.AlignCenterY(15), label).xMin;
|
||||
}
|
||||
else
|
||||
{
|
||||
rect = EditorGUI.IndentedRect(rect);
|
||||
}
|
||||
|
||||
Item item = this.ValueEntry.SmartValue;
|
||||
Texture texture = null;
|
||||
|
||||
if (item)
|
||||
{
|
||||
texture = GUIHelper.GetAssetThumbnail(item.Icon, typeof(TItem), true);
|
||||
GUI.Label(rect.AddXMin(50).AlignMiddle(16), EditorGUI.showMixedValue ? "-" : item.Name);
|
||||
}
|
||||
|
||||
this.ValueEntry.WeakSmartValue = SirenixEditorFields.UnityPreviewObjectField(rect.AlignLeft(45), item, texture, this.ValueEntry.BaseValueType);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d1c8eb2d4403f04086953174f073f30
|
||||
timeCreated: 1519217149
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,65 @@
|
||||
#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector.Editor;
|
||||
using Sirenix.OdinInspector.Editor.Drawers;
|
||||
using Sirenix.Utilities.Editor;
|
||||
using Sirenix.Utilities;
|
||||
using UnityEditor;
|
||||
|
||||
//
|
||||
// In Character.cs we have a two dimention array of ItemSlots which is our inventory.
|
||||
// And instead of using the the TableMatrix attribute to customize it there, we in this case
|
||||
// instead create a custom drawer that will work for all two-dimentional ItemSlot arrays,
|
||||
// so we don't have to make the same CustomDrawer via the TableMatrix attribute again and again.
|
||||
//
|
||||
|
||||
internal sealed class ItemSlotCellDrawer<TArray> : TwoDimensionalArrayDrawer<TArray, ItemSlot>
|
||||
where TArray : System.Collections.IList
|
||||
{
|
||||
protected override TableMatrixAttribute GetDefaultTableMatrixAttributeSettings()
|
||||
{
|
||||
return new TableMatrixAttribute()
|
||||
{
|
||||
SquareCells = true,
|
||||
HideColumnIndices = true,
|
||||
HideRowIndices = true,
|
||||
ResizableColumns = false
|
||||
};
|
||||
}
|
||||
|
||||
protected override ItemSlot DrawElement(Rect rect, ItemSlot value)
|
||||
{
|
||||
var id = DragAndDropUtilities.GetDragAndDropId(rect);
|
||||
DragAndDropUtilities.DrawDropZone(rect, value.Item ? value.Item.Icon : null, null, id); // Draws the drop-zone using the items icon.
|
||||
|
||||
if (value.Item != null)
|
||||
{
|
||||
// Item count
|
||||
var countRect = rect.Padding(2).AlignBottom(16);
|
||||
value.ItemCount = EditorGUI.IntField(countRect, Mathf.Max(1, value.ItemCount));
|
||||
GUI.Label(countRect, "/ " + value.Item.ItemStackSize, SirenixGUIStyles.RightAlignedGreyMiniLabel);
|
||||
}
|
||||
|
||||
value = DragAndDropUtilities.DropZone(rect, value); // Drop zone for ItemSlot structs.
|
||||
value.Item = DragAndDropUtilities.DropZone<Item>(rect, value.Item); // Drop zone for Item types.
|
||||
value = DragAndDropUtilities.DragZone(rect, value, true, true); // Enables dragging of the ItemSlot
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
protected override void DrawPropertyLayout(GUIContent label)
|
||||
{
|
||||
base.DrawPropertyLayout(label);
|
||||
|
||||
// Draws a drop-zone where we can destroy items.
|
||||
var rect = GUILayoutUtility.GetRect(0, 40).Padding(2);
|
||||
var id = DragAndDropUtilities.GetDragAndDropId(rect);
|
||||
DragAndDropUtilities.DrawDropZone(rect, null as UnityEngine.Object, null, id);
|
||||
DragAndDropUtilities.DropZone<ItemSlot>(rect, new ItemSlot(), false, id);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
#endif
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d34bf26ba81539b4cb8cdefc68479f41
|
||||
timeCreated: 1520770015
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,101 @@
|
||||
#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
using Sirenix.OdinInspector.Editor;
|
||||
using Sirenix.Utilities;
|
||||
using Sirenix.Utilities.Editor;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
|
||||
//
|
||||
// This is the main RPG editor that which exposes everything included in this sample project.
|
||||
//
|
||||
// This editor window lets users edit and create characters and items. To achieve this, we inherit from OdinMenuEditorWindow
|
||||
// which quickly lets us add menu items for various objects. Each of these objects are then customized with Odin attributes to make
|
||||
// the editor user friendly.
|
||||
//
|
||||
// In order to let the user create items and characters, we don't actually make use of the [CreateAssetMenu] attribute
|
||||
// for any of our scriptable objects, instead we've made a custom ScriptableObjectCreator, which we make use of in the
|
||||
// in the custom toolbar drawn in OnBeginDrawEditors method below.
|
||||
//
|
||||
// Go on an adventure in various classes to see how things are achived.
|
||||
//
|
||||
|
||||
public class RPGEditorWindow : OdinMenuEditorWindow
|
||||
{
|
||||
[MenuItem("Tools/Odin/Demos/RPG Editor")]
|
||||
private static void Open()
|
||||
{
|
||||
var window = GetWindow<RPGEditorWindow>();
|
||||
window.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 500);
|
||||
}
|
||||
|
||||
protected override OdinMenuTree BuildMenuTree()
|
||||
{
|
||||
var tree = new OdinMenuTree(true);
|
||||
tree.DefaultMenuStyle.IconSize = 28.00f;
|
||||
tree.Config.DrawSearchToolbar = true;
|
||||
|
||||
// Adds the character overview table.
|
||||
CharacterOverview.Instance.UpdateCharacterOverview();
|
||||
tree.Add("Characters", new CharacterTable(CharacterOverview.Instance.AllCharacters));
|
||||
|
||||
// Adds all characters.
|
||||
tree.AddAllAssetsAtPath("Characters", "Assets/Plugins/Sirenix", typeof(Character), true, true);
|
||||
|
||||
// Add all scriptable object items.
|
||||
tree.AddAllAssetsAtPath("", "Assets/Plugins/Sirenix/Demos/SAMPLE - RPG Editor/Items", typeof(Item), true)
|
||||
.ForEach(this.AddDragHandles);
|
||||
|
||||
// Add drag handles to items, so they can be easily dragged into the inventory if characters etc...
|
||||
tree.EnumerateTree().Where(x => x.Value as Item).ForEach(AddDragHandles);
|
||||
|
||||
// Add icons to characters and items.
|
||||
tree.EnumerateTree().AddIcons<Character>(x => x.Icon);
|
||||
tree.EnumerateTree().AddIcons<Item>(x => x.Icon);
|
||||
|
||||
return tree;
|
||||
}
|
||||
|
||||
private void AddDragHandles(OdinMenuItem menuItem)
|
||||
{
|
||||
menuItem.OnDrawItem += x => DragAndDropUtilities.DragZone(menuItem.Rect, menuItem.Value, false, false);
|
||||
}
|
||||
|
||||
protected override void OnBeginDrawEditors()
|
||||
{
|
||||
var selected = this.MenuTree.Selection.FirstOrDefault();
|
||||
var toolbarHeight = this.MenuTree.Config.SearchToolbarHeight;
|
||||
|
||||
// Draws a toolbar with the name of the currently selected menu item.
|
||||
SirenixEditorGUI.BeginHorizontalToolbar(toolbarHeight);
|
||||
{
|
||||
if (selected != null)
|
||||
{
|
||||
GUILayout.Label(selected.Name);
|
||||
}
|
||||
|
||||
if (SirenixEditorGUI.ToolbarButton(new GUIContent("Create Item")))
|
||||
{
|
||||
ScriptableObjectCreator.ShowDialog<Item>("Assets/Plugins/Sirenix/Demos/Sample - RPG Editor/Items", obj =>
|
||||
{
|
||||
obj.Name = obj.name;
|
||||
base.TrySelectMenuItemWithObject(obj); // Selects the newly created item in the editor
|
||||
});
|
||||
}
|
||||
|
||||
if (SirenixEditorGUI.ToolbarButton(new GUIContent("Create Character")))
|
||||
{
|
||||
ScriptableObjectCreator.ShowDialog<Character>("Assets/Plugins/Sirenix/Demos/Sample - RPG Editor/Character", obj =>
|
||||
{
|
||||
obj.Name = obj.name;
|
||||
base.TrySelectMenuItemWithObject(obj); // Selects the newly created item in the editor
|
||||
});
|
||||
}
|
||||
}
|
||||
SirenixEditorGUI.EndHorizontalToolbar();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc9f924b6c977ce4d991a0771e4a0b74
|
||||
timeCreated: 1519653876
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,103 @@
|
||||
#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
using Sirenix.OdinInspector.Editor;
|
||||
using Sirenix.Utilities;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
//
|
||||
// With our custom RPG Editor window, this ScriptableObjectCreator is a replacement for the [CreateAssetMenu] attribute Unity provides.
|
||||
//
|
||||
// For instance, if we call ScriptableObjectCreator.ShowDialog<Item>(..., ...), it will automatically find all
|
||||
// ScriptableObjects in your project that inherits from Item and prompts the user with a popup where he
|
||||
// can choose the type of item he wants to create. We then also provide the ShowDialog with a default path,
|
||||
// to help the user create it in a specific directory.
|
||||
//
|
||||
|
||||
public static class ScriptableObjectCreator
|
||||
{
|
||||
public static void ShowDialog<T>(string defaultDestinationPath, Action<T> onScritpableObjectCreated = null)
|
||||
where T : ScriptableObject
|
||||
{
|
||||
var selector = new ScriptableObjectSelector<T>(defaultDestinationPath, onScritpableObjectCreated);
|
||||
|
||||
if (selector.SelectionTree.EnumerateTree().Count() == 1)
|
||||
{
|
||||
// If there is only one scriptable object to choose from in the selector, then
|
||||
// we'll automatically select it and confirm the selection.
|
||||
selector.SelectionTree.EnumerateTree().First().Select();
|
||||
selector.SelectionTree.Selection.ConfirmSelection();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Else, we'll open up the selector in a popup and let the user choose.
|
||||
selector.ShowInPopup(200);
|
||||
}
|
||||
}
|
||||
|
||||
// Here is the actual ScriptableObjectSelector which inherits from OdinSelector.
|
||||
// You can learn more about those in the documentation: http://sirenix.net/odininspector/documentation/sirenix/odininspector/editor/odinselector(t)
|
||||
// This one builds a menu-tree of all types that inherit from T, and when the selection is confirmed, it then prompts the user
|
||||
// with a dialog to save the newly created scriptable object.
|
||||
|
||||
private class ScriptableObjectSelector<T> : OdinSelector<Type> where T : ScriptableObject
|
||||
{
|
||||
private Action<T> onScritpableObjectCreated;
|
||||
private string defaultDestinationPath;
|
||||
|
||||
public ScriptableObjectSelector(string defaultDestinationPath, Action<T> onScritpableObjectCreated = null)
|
||||
{
|
||||
this.onScritpableObjectCreated = onScritpableObjectCreated;
|
||||
this.defaultDestinationPath = defaultDestinationPath;
|
||||
this.SelectionConfirmed += this.ShowSaveFileDialog;
|
||||
}
|
||||
|
||||
protected override void BuildSelectionTree(OdinMenuTree tree)
|
||||
{
|
||||
var scriptableObjectTypes = AssemblyUtilities.GetTypes(AssemblyTypeFlags.CustomTypes)
|
||||
.Where(x => x.IsClass && !x.IsAbstract && x.InheritsFrom(typeof(T)));
|
||||
|
||||
tree.Selection.SupportsMultiSelect = false;
|
||||
tree.Config.DrawSearchToolbar = true;
|
||||
tree.AddRange(scriptableObjectTypes, x => x.GetNiceName())
|
||||
.AddThumbnailIcons();
|
||||
}
|
||||
|
||||
private void ShowSaveFileDialog(IEnumerable<Type> selection)
|
||||
{
|
||||
var obj = ScriptableObject.CreateInstance(selection.FirstOrDefault()) as T;
|
||||
|
||||
string dest = this.defaultDestinationPath.TrimEnd('/');
|
||||
|
||||
if (!Directory.Exists(dest))
|
||||
{
|
||||
Directory.CreateDirectory(dest);
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
dest = EditorUtility.SaveFilePanel("Save object as", dest, "New " + typeof(T).GetNiceName(), "asset");
|
||||
|
||||
if (!string.IsNullOrEmpty(dest) && PathUtilities.TryMakeRelative(Path.GetDirectoryName(Application.dataPath), dest, out dest))
|
||||
{
|
||||
AssetDatabase.CreateAsset(obj, dest);
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
if (this.onScritpableObjectCreated != null)
|
||||
{
|
||||
this.onScritpableObjectCreated(obj);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e18f3bae116357844988fcbe42ec1edd
|
||||
timeCreated: 1519129712
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 529f4e4bb0091d740a37ad231713a23a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,27 @@
|
||||
#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
public class Armor : EquipableItem
|
||||
{
|
||||
[BoxGroup(STATS_BOX_GROUP)]
|
||||
public float BaseArmor;
|
||||
|
||||
[BoxGroup(STATS_BOX_GROUP)]
|
||||
public float MovementSpeed;
|
||||
|
||||
public override ItemTypes[] SupportedItemTypes
|
||||
{
|
||||
get
|
||||
{
|
||||
return new ItemTypes[]
|
||||
{
|
||||
ItemTypes.Body,
|
||||
ItemTypes.Head,
|
||||
ItemTypes.Boots,
|
||||
ItemTypes.OffHand
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3f34995f7b8b1b141b90405404550292
|
||||
timeCreated: 1519651214
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,35 @@
|
||||
#if UNITY_EDITOR
|
||||
namespace Sirenix.OdinInspector.Demos.RPGEditor
|
||||
{
|
||||
public class ConsumableItem : Item
|
||||
{
|
||||
[SuffixLabel("seconds ", true)]
|
||||
[BoxGroup(STATS_BOX_GROUP)]
|
||||
public float Cooldown;
|
||||
|
||||
[HorizontalGroup(STATS_BOX_GROUP + "/Dur")]
|
||||
public bool ConsumeOverTime;
|
||||
|
||||
[HideLabel]
|
||||
[HorizontalGroup(STATS_BOX_GROUP + "/Dur")]
|
||||
[SuffixLabel("seconds ", true), EnableIf("ConsumeOverTime")]
|
||||
[LabelWidth(20)]
|
||||
public float Duration;
|
||||
|
||||
[VerticalGroup(LEFT_VERTICAL_GROUP)]
|
||||
public StatList Modifiers;
|
||||
|
||||
public override ItemTypes[] SupportedItemTypes
|
||||
{
|
||||
get
|
||||
{
|
||||
return new ItemTypes[]
|
||||
{
|
||||
ItemTypes.Consumable,
|
||||
ItemTypes.Flask
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bca24c1bd2a20e04fa823a75c282cece
|
||||
timeCreated: 1519439108
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|