using System;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
using Ashwild.Building;
namespace Ashwild.EditorTools
{
///
/// The custom editor for a BuildableData shown in the right pane of the Ashwild Database. Replaces
/// the default ScriptableObject inspector with a hero header (large clickable icon, editable name,
/// "Buildable" badge) and cards for the identity (description) and the ghost/built prefabs the
/// construction menu and placement ghost consume. All fields bind live to the asset; changing the
/// name or icon notifies the list so the row updates without a full rebuild.
///
public class BuildableEditorView
{
#region State
public VisualElement Root { get; }
private const int IconPickerControlId = 0x41534842;
private readonly BuildableData buildable;
private readonly SerializedObject so;
private readonly Action onMetaChanged;
private VisualElement iconPreview;
#endregion
#region Construction
///
/// Builds the full editor tree for a buildable. is raised when
/// the display name or icon changes so the list can refresh that row.
///
public BuildableEditorView(BuildableData buildable, Action onMetaChanged)
{
this.buildable = buildable;
this.onMetaChanged = onMetaChanged;
so = new SerializedObject(buildable);
Root = new VisualElement();
Root.Add(BuildHero());
Root.Add(BuildIdentityCard());
Root.Add(BuildPrefabsCard());
}
#endregion
#region Hero
///
/// Builds the hero header: a large clickable icon preview, the editable display name and the
/// "Buildable" badge. Name/icon changes notify the list so its row follows immediately.
///
private VisualElement BuildHero()
{
VisualElement hero = new VisualElement();
hero.AddToClassList("ash-hero");
iconPreview = new VisualElement();
iconPreview.AddToClassList("ash-hero__icon");
iconPreview.AddToClassList("ash-hero__icon--clickable");
iconPreview.tooltip = "Click to change the buildable icon";
iconPreview.RegisterCallback(_ => OpenIconPicker());
UpdateIconPreview(buildable.Icon);
hero.Add(iconPreview);
IMGUIContainer iconPickerProxy = new IMGUIContainer(HandleIconPickerCommands);
iconPickerProxy.style.position = Position.Absolute;
iconPickerProxy.style.width = 1;
iconPickerProxy.style.height = 1;
hero.Add(iconPickerProxy);
VisualElement info = new VisualElement();
info.AddToClassList("ash-hero__info");
TextField nameField = new TextField { value = buildable.DisplayName };
nameField.AddToClassList("ash-hero__name");
nameField.BindProperty(so.FindProperty("displayName"));
nameField.RegisterValueChangedCallback(_ => onMetaChanged?.Invoke());
info.Add(AshwildUI.EditableNameRow(nameField));
VisualElement typeRow = new VisualElement();
typeRow.AddToClassList("ash-hero__typerow");
typeRow.Add(AshwildUI.Badge("Buildable", AshwildUI.BuildableColor));
info.Add(typeRow);
hero.Add(info);
return hero;
}
///
/// Shows the buildable's icon in the hero preview, or a neutral placeholder when none is set.
///
private void UpdateIconPreview(Sprite sprite)
{
iconPreview.style.backgroundImage = sprite != null ? new StyleBackground(sprite) : new StyleBackground();
}
///
/// Opens Unity's sprite object picker, seeded with the current icon, so the designer can change
/// the buildable icon by clicking the hero preview directly.
///
private void OpenIconPicker()
{
EditorGUIUtility.ShowObjectPicker(buildable.Icon, false, string.Empty, IconPickerControlId);
}
///
/// Listens (through the hidden IMGUI proxy) for the picker selecting/closing on our control id
/// and applies the chosen sprite live, so the hero preview and the list row update immediately.
///
private void HandleIconPickerCommands()
{
Event evt = Event.current;
if (evt == null || evt.type != EventType.ExecuteCommand) return;
if (EditorGUIUtility.GetObjectPickerControlID() != IconPickerControlId) return;
if (evt.commandName != "ObjectSelectorUpdated" && evt.commandName != "ObjectSelectorClosed") return;
AssignIcon(EditorGUIUtility.GetObjectPickerObject() as Sprite);
}
///
/// Writes the picked icon onto the asset (no-op when unchanged) and refreshes the hero preview
/// and the list row.
///
private void AssignIcon(Sprite sprite)
{
SerializedProperty iconProp = so.FindProperty("icon");
if (iconProp.objectReferenceValue == sprite) return;
iconProp.objectReferenceValue = sprite;
so.ApplyModifiedProperties();
UpdateIconPreview(sprite);
onMetaChanged?.Invoke();
}
#endregion
#region Cards
///
/// Identity card: the description shown on the menu card, plus the icon field (kept in sync
/// with the hero preview and the list row when edited here).
///
private VisualElement BuildIdentityCard()
{
VisualElement card = AshwildUI.Card("Identity");
TextField description = new TextField("Description") { multiline = true };
description.AddToClassList("ash-description");
description.BindProperty(so.FindProperty("description"));
card.Add(description);
ObjectField icon = new ObjectField("Icon") { objectType = typeof(Sprite), allowSceneObjects = false };
icon.BindProperty(so.FindProperty("icon"));
icon.RegisterValueChangedCallback(evt =>
{
UpdateIconPreview(evt.newValue as Sprite);
onMetaChanged?.Invoke();
});
card.Add(icon);
return card;
}
///
/// Prefabs card: the semi-transparent ghost spawned while positioning and the real structure
/// spawned once placement is confirmed.
///
private VisualElement BuildPrefabsCard()
{
VisualElement card = AshwildUI.Card("Prefabs");
ObjectField ghost = new ObjectField("Ghost Prefab") { objectType = typeof(GameObject), allowSceneObjects = false };
ghost.BindProperty(so.FindProperty("ghostPrefab"));
card.Add(ghost);
ObjectField built = new ObjectField("Built Prefab") { objectType = typeof(GameObject), allowSceneObjects = false };
built.BindProperty(so.FindProperty("builtPrefab"));
card.Add(built);
return card;
}
#endregion
}
}