439 lines
17 KiB
C#
439 lines
17 KiB
C#
using System;
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using UnityEditor;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine.UIElements;
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using Ashwild.Inventory;
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namespace Ashwild.EditorTools
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{
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/// <summary>
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/// The custom, context-aware editor for an ItemData shown in the right pane of the Ashwild
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/// Database. Replaces the default ScriptableObject inspector with a hero header (large icon, name,
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/// type badge) and a set of cards that reveal themselves only when relevant — the Tool card for
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/// tools/weapons, the Consumable card for consumables, fuel duration only when the item is fuel.
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/// All fields bind live to the asset, and the bottom card generates the world/hand prefabs by
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/// wrapping a chosen source object (see ItemAssetFactory).
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/// </summary>
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public class ItemEditorView
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{
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#region State
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public VisualElement Root { get; }
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private readonly ItemData item;
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private readonly SerializedObject so;
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private readonly Action onMetaChanged;
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private readonly Action onPrefabGenerated;
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private const int IconPickerControlId = 0x41534849;
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private VisualElement iconPreview;
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private VisualElement badgeHolder;
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private VisualElement toolCard;
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private VisualElement consumableCard;
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private VisualElement cookingCard;
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private VisualElement fuelCard;
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private VisualElement maxStackRow;
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private VisualElement fuelSecondsRow;
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private VisualElement generationCard;
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private Button worldGenButton;
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private Button handGenButton;
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private ObjectField worldField;
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private ObjectField handField;
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private IMGUIContainer iconPickerProxy;
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private ItemType currentType;
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private GameObject pendingSource;
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#endregion
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#region Construction
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/// <summary>
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/// Builds the full editor tree for an item. <paramref name="onMetaChanged"/> is raised when the
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/// name, icon or type changes so the list can refresh that row; <paramref name="onPrefabGenerated"/>
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/// after a prefab is built so the view re-renders with the new reference.
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/// </summary>
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public ItemEditorView(ItemData item, Action onMetaChanged, Action onPrefabGenerated)
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{
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this.item = item;
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this.onMetaChanged = onMetaChanged;
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this.onPrefabGenerated = onPrefabGenerated;
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so = new SerializedObject(item);
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Root = new VisualElement();
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Root.Add(BuildHero());
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Root.Add(BuildIdentityCard());
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Root.Add(BuildStackingCard());
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Root.Add(BuildToolCard());
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Root.Add(BuildConsumableCard());
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Root.Add(BuildCookingCard());
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Root.Add(BuildFuelCard());
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Root.Add(BuildPrefabsCard());
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Root.Add(BuildGenerationCard());
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currentType = item.ItemType;
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ApplyTypeVisibility(currentType);
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SetRowVisible(maxStackRow, item.IsStackable);
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SetRowVisible(fuelSecondsRow, item.IsFuel);
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UpdateGenerationVisibility();
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}
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#endregion
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#region Hero
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/// <summary>
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/// Builds the hero header: a large icon preview, the editable item name, the type dropdown and
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/// the coloured type badge. Name/type changes notify the list; the badge and conditional cards
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/// react to the type immediately.
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/// </summary>
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private VisualElement BuildHero()
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{
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VisualElement hero = new VisualElement();
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hero.AddToClassList("ash-hero");
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iconPreview = new VisualElement();
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iconPreview.AddToClassList("ash-hero__icon");
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iconPreview.AddToClassList("ash-hero__icon--clickable");
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iconPreview.tooltip = "Click to change the item icon";
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iconPreview.RegisterCallback<ClickEvent>(_ => OpenIconPicker());
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UpdateIconPreview(item.Icon);
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hero.Add(iconPreview);
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iconPickerProxy = new IMGUIContainer(HandleIconPickerCommands);
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iconPickerProxy.style.position = Position.Absolute;
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iconPickerProxy.style.width = 1;
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iconPickerProxy.style.height = 1;
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hero.Add(iconPickerProxy);
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VisualElement info = new VisualElement();
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info.AddToClassList("ash-hero__info");
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TextField nameField = new TextField { value = item.ItemName };
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nameField.AddToClassList("ash-hero__name");
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nameField.BindProperty(so.FindProperty("itemName"));
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nameField.RegisterValueChangedCallback(_ => onMetaChanged?.Invoke());
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info.Add(nameField);
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VisualElement typeRow = new VisualElement();
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typeRow.AddToClassList("ash-hero__typerow");
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EnumField typeField = new EnumField(item.ItemType);
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typeField.AddToClassList("ash-hero__type");
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typeField.BindProperty(so.FindProperty("itemType"));
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typeField.RegisterValueChangedCallback(evt =>
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{
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currentType = (ItemType)evt.newValue;
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ApplyTypeVisibility(currentType);
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RebuildBadge(currentType);
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UpdateGenerationVisibility();
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onMetaChanged?.Invoke();
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});
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typeRow.Add(typeField);
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badgeHolder = new VisualElement();
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badgeHolder.AddToClassList("ash-hero__badge");
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RebuildBadge(item.ItemType);
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typeRow.Add(badgeHolder);
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info.Add(typeRow);
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hero.Add(info);
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return hero;
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}
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/// <summary>
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/// Paints the type badge for the given type, replacing any previous one.
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/// </summary>
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private void RebuildBadge(ItemType type)
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{
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badgeHolder.Clear();
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badgeHolder.Add(AshwildUI.Badge(type.ToString(), AshwildUI.TypeColor(type)));
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}
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/// <summary>
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/// Shows the item's icon in the hero preview, or a neutral placeholder when none is set.
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/// </summary>
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private void UpdateIconPreview(Sprite sprite)
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{
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iconPreview.style.backgroundImage = sprite != null ? new StyleBackground(sprite) : new StyleBackground();
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}
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/// <summary>
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/// Opens Unity's sprite object picker, seeded with the current icon, so the designer can change
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/// the item icon by clicking the hero preview directly.
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/// </summary>
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private void OpenIconPicker()
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{
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EditorGUIUtility.ShowObjectPicker<Sprite>(item.Icon, false, string.Empty, IconPickerControlId);
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}
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/// <summary>
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/// Listens (through the hidden IMGUI proxy) for the picker selecting/closing on our control id
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/// and applies the chosen sprite live. ObjectSelectorUpdated fires on each highlight, so the
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/// hero, the bound Icon field and the list all preview the change immediately.
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/// </summary>
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private void HandleIconPickerCommands()
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{
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Event evt = Event.current;
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if (evt == null || evt.type != EventType.ExecuteCommand) return;
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if (EditorGUIUtility.GetObjectPickerControlID() != IconPickerControlId) return;
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if (evt.commandName != "ObjectSelectorUpdated" && evt.commandName != "ObjectSelectorClosed") return;
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AssignIcon(EditorGUIUtility.GetObjectPickerObject() as Sprite);
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}
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/// <summary>
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/// Writes the picked icon onto the asset (no-op when unchanged) and refreshes the hero preview
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/// and the list row.
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/// </summary>
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private void AssignIcon(Sprite sprite)
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{
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SerializedProperty iconProp = so.FindProperty("icon");
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if (iconProp.objectReferenceValue == sprite) return;
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iconProp.objectReferenceValue = sprite;
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so.ApplyModifiedProperties();
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UpdateIconPreview(sprite);
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onMetaChanged?.Invoke();
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}
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#endregion
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#region Cards
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/// <summary>
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/// Identity card: description and icon. Editing the icon updates the hero preview and the list.
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/// </summary>
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private VisualElement BuildIdentityCard()
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{
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VisualElement card = AshwildUI.Card("Identity");
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TextField description = new TextField("Description") { multiline = true };
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description.AddToClassList("ash-description");
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description.BindProperty(so.FindProperty("description"));
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card.Add(description);
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ObjectField icon = new ObjectField("Icon") { objectType = typeof(Sprite), allowSceneObjects = false };
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icon.BindProperty(so.FindProperty("icon"));
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icon.RegisterValueChangedCallback(evt =>
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{
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UpdateIconPreview(evt.newValue as Sprite);
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onMetaChanged?.Invoke();
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});
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card.Add(icon);
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return card;
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}
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/// <summary>
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/// Stacking card: the stackable toggle and a max-stack field that only shows while stackable.
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/// </summary>
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private VisualElement BuildStackingCard()
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{
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VisualElement card = AshwildUI.Card("Stacking");
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Toggle stackable = new Toggle("Is Stackable");
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stackable.BindProperty(so.FindProperty("isStackable"));
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stackable.RegisterValueChangedCallback(evt => SetRowVisible(maxStackRow, evt.newValue));
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card.Add(stackable);
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maxStackRow = new IntegerField("Max Stack Size");
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((IntegerField)maxStackRow).BindProperty(so.FindProperty("maxStackSize"));
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card.Add(maxStackRow);
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return card;
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}
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/// <summary>
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/// Tool card: harvest type and tool power. Only shown for tools and weapons.
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/// </summary>
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private VisualElement BuildToolCard()
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{
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toolCard = AshwildUI.Card("Tool");
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EnumField harvest = new EnumField("Harvest Type", item.HarvestType);
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harvest.BindProperty(so.FindProperty("harvestType"));
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toolCard.Add(harvest);
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FloatField power = new FloatField("Tool Power");
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power.BindProperty(so.FindProperty("toolPower"));
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toolCard.Add(power);
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return toolCard;
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}
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/// <summary>
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/// Consumable card: the restore values. Only shown for consumables.
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/// </summary>
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private VisualElement BuildConsumableCard()
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{
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consumableCard = AshwildUI.Card("Consumable");
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consumableCard.Add(BoundFloat("Health Restore", "healthRestore"));
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consumableCard.Add(BoundFloat("Hunger Restore", "hungerRestore"));
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consumableCard.Add(BoundFloat("Thirst Restore", "thirstRestore"));
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return consumableCard;
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}
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/// <summary>
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/// Cooking card: the cooked result item and its cook time (applies to any item that can cook).
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/// </summary>
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private VisualElement BuildCookingCard()
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{
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cookingCard = AshwildUI.Card("Cooking");
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ObjectField cooked = new ObjectField("Cooked Result") { objectType = typeof(ItemData), allowSceneObjects = false };
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cooked.BindProperty(so.FindProperty("cookedResult"));
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cookingCard.Add(cooked);
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cookingCard.Add(BoundFloat("Cook Time", "cookTime"));
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return cookingCard;
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}
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/// <summary>
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/// Fuel card: the fuel toggle and a burn-duration field revealed only while the item is fuel.
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/// </summary>
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private VisualElement BuildFuelCard()
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{
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fuelCard = AshwildUI.Card("Fuel");
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Toggle isFuel = new Toggle("Is Fuel");
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isFuel.BindProperty(so.FindProperty("isFuel"));
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isFuel.RegisterValueChangedCallback(evt => SetRowVisible(fuelSecondsRow, evt.newValue));
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fuelCard.Add(isFuel);
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fuelSecondsRow = BoundFloat("Fuel Seconds", "fuelSeconds");
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fuelCard.Add(fuelSecondsRow);
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return fuelCard;
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}
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/// <summary>
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/// Prefabs card: the world and hand prefab references (auto-filled by generation, editable here).
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/// </summary>
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private VisualElement BuildPrefabsCard()
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{
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VisualElement card = AshwildUI.Card("Prefabs");
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worldField = new ObjectField("World Prefab") { objectType = typeof(GameObject), allowSceneObjects = false };
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worldField.BindProperty(so.FindProperty("worldPrefab"));
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worldField.RegisterValueChangedCallback(_ => UpdateGenerationVisibility());
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card.Add(worldField);
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handField = new ObjectField("Hand Prefab") { objectType = typeof(GameObject), allowSceneObjects = false };
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handField.BindProperty(so.FindProperty("handPrefab"));
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handField.RegisterValueChangedCallback(_ => UpdateGenerationVisibility());
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card.Add(handField);
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return card;
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}
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/// <summary>
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/// Generation card: pick a source model/prefab, then build the world pickup (always) and the
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/// in-hand prefab (tools/weapons only) wrapped around it.
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/// </summary>
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private VisualElement BuildGenerationCard()
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{
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generationCard = AshwildUI.Card("Prefab Generation");
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generationCard.AddToClassList("ash-card--accent");
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ObjectField source = new ObjectField("Source (Prefab / Model)") { objectType = typeof(GameObject), allowSceneObjects = false };
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source.RegisterValueChangedCallback(evt => pendingSource = evt.newValue as GameObject);
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generationCard.Add(source);
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VisualElement buttons = new VisualElement();
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buttons.AddToClassList("ash-buttons");
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worldGenButton = new Button(GenerateWorld) { text = "Generate World Prefab" };
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worldGenButton.AddToClassList("ash-btn");
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worldGenButton.AddToClassList("ash-btn--primary");
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buttons.Add(worldGenButton);
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handGenButton = new Button(GenerateHand) { text = "Generate Hand Prefab" };
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handGenButton.AddToClassList("ash-btn");
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buttons.Add(handGenButton);
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generationCard.Add(buttons);
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return generationCard;
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}
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#endregion
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#region Actions
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/// <summary>
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/// Builds the world pickup prefab around the chosen source and re-renders on success.
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/// </summary>
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private void GenerateWorld()
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{
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if (ItemAssetFactory.GenerateWorldPrefab(item, pendingSource) != null)
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onPrefabGenerated?.Invoke();
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}
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/// <summary>
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/// Builds the in-hand prefab around the chosen source and re-renders on success.
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/// </summary>
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private void GenerateHand()
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{
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if (ItemAssetFactory.GenerateHandPrefab(item, pendingSource) != null)
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onPrefabGenerated?.Invoke();
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}
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#endregion
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#region Conditional Visibility
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/// <summary>
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/// Reveals only the cards that make sense for the item type: Tool for tools/weapons; Consumable
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/// for consumables; Cooking for consumables (food) and materials (smelting ore → ingot), but
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/// never for a tool or weapon; and Fuel for materials only (a consumable is never burned).
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/// </summary>
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private void ApplyTypeVisibility(ItemType type)
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{
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SetRowVisible(toolCard, type == ItemType.Tool || type == ItemType.Weapon);
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SetRowVisible(consumableCard, type == ItemType.Consumable);
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SetRowVisible(cookingCard, type == ItemType.Consumable || type == ItemType.Material);
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SetRowVisible(fuelCard, type == ItemType.Material);
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}
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/// <summary>
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/// Hides a generation button once its prefab already exists (and the hand button entirely for
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/// non-tools), and collapses the whole generation card when nothing is left to generate — so a
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/// fully wired item shows no redundant tooling. Re-evaluated when the type or a prefab field changes.
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/// </summary>
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private void UpdateGenerationVisibility()
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{
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if (worldField == null || handField == null || generationCard == null) return;
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bool isToolLike = currentType == ItemType.Tool || currentType == ItemType.Weapon;
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bool showWorld = worldField.value == null;
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bool showHand = isToolLike && handField.value == null;
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SetRowVisible(worldGenButton, showWorld);
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SetRowVisible(handGenButton, showHand);
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SetRowVisible(generationCard, showWorld || showHand);
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}
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/// <summary>
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/// Collapses or shows an element without leaving a gap when hidden.
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/// </summary>
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private static void SetRowVisible(VisualElement element, bool visible)
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{
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if (element != null) element.style.display = visible ? DisplayStyle.Flex : DisplayStyle.None;
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}
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/// <summary>
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/// Builds a float field already bound to a serialized property.
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/// </summary>
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private FloatField BoundFloat(string label, string property)
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{
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FloatField field = new FloatField(label);
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field.BindProperty(so.FindProperty(property));
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return field;
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}
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#endregion
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}
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}
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