这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

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14 KiB

using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
using UnityEngine.Localization;
public enum selectionType
{
Questline,
Quest,
Step,
Dialogue,
}
public class QuestEditorWindow : EditorWindow
{
private Image actorPreview;
private QuestSO currentSeletedQuest;
QuestlineSO selectedQuestLine;
int idQuestlineSelected;
int idQuestSelected;
[MenuItem("ChopChop/QuestEditorWindow")]
public static void ShowWindow()
{
Debug.Log("Show Window");
QuestEditorWindow wnd = GetWindow<QuestEditorWindow>();
wnd.titleContent = new GUIContent("QuestEditorWindow");
// Sets a minimum size to the window.
wnd.minSize = new Vector2(250, 250);
}
public static void ShowArtistToolWindow()
{
// Opens the window, otherwise focuses it if it’s already open.
QuestEditorWindow window = GetWindow<QuestEditorWindow>();
// Adds a title to the window.
Debug.Log("Show Window");
window.titleContent = new GUIContent("QuestEditorWindow");
// Sets a minimum size to the window.
window.minSize = new Vector2(250, 250);
//window.SetTool();
}
public void CreateGUI()
{
VisualElement root = rootVisualElement;
Debug.Log("Create GUI");
// Import UXML
var visualTree = Resources.Load<VisualTreeAsset>("QuestEditorWindow");
root.Add(visualTree.CloneTree());
//Add Image
VisualElement preview = root.Q<VisualElement>("actor-preview");
actorPreview = new Image();
preview.Add(actorPreview);
//Import USS
var styleSheet = Resources.Load<StyleSheet>("QuestEditorWindow");
root.styleSheets.Add(styleSheet);
//Register button event
Button refreshQuestPreviewBtn = root.Q<Button>("refresh-preview-btn");
refreshQuestPreviewBtn.RegisterCallback<ClickEvent>((evt) => SetUpQuestPreview(currentSeletedQuest));
Button createQuestline = rootVisualElement.Q<Button>("CreateQL");
createQuestline.clicked += AddQuestline;
createQuestline.SetEnabled(true);
Button createQuest = rootVisualElement.Q<Button>("CreateQ");
createQuest.clicked += AddQuest;
createQuest.SetEnabled(false);
Button createStep = rootVisualElement.Q<Button>("CreateS");
createStep.clicked += AddStep;
createStep.SetEnabled(false);
LoadAllQuestsData();
}
private void ClearElements(selectionType type)
{
List<string> listElements = new List<string>();
listElements.Clear();
Button createQuest = rootVisualElement.Q<Button>("CreateQ");
Button createStep = rootVisualElement.Q<Button>("CreateS");
switch (type)
{
case selectionType.Questline:
listElements.Add("steps-list");
listElements.Add("actor-conversations");
listElements.Add("steps-list");
listElements.Add("dialogues-list");
listElements.Add("step-info-scroll");
listElements.Add("dialogue-info-scroll");
if (createQuest != null)
{
createQuest.SetEnabled(true);
}
if (createStep != null)
{
createStep.SetEnabled(false);
}
break;
case selectionType.Quest:
listElements.Add("dialogues-list");
listElements.Add("step-info-scroll");
listElements.Add("dialogue-info-scroll");
if (createStep != null)
{
createStep.SetEnabled(true);
}
break;
case selectionType.Step:
listElements.Add("dialogue-info-scroll");
break;
}
foreach (string elementName in listElements)
{
VisualElement element = rootVisualElement.Q<VisualElement>(elementName);
element.Clear();
}
}
private void LoadAllQuestsData()
{
Debug.Log("LoadAllQuestsData");
//Load all questlines
FindAllSOByType(out QuestlineSO[] questLineSOs);
RefreshListView(out ListView allQuestlinesListView, "questlines-list", questLineSOs);
allQuestlinesListView.onSelectionChange += (questlineEnumerable) =>
{
selectedQuestLine = GetDataFromListViewItem<QuestlineSO>(questlineEnumerable);
ClearElements(selectionType.Questline);
idQuestlineSelected = allQuestlinesListView.selectedIndex;
if (selectedQuestLine.Quests != null)
{
RefreshListView(out ListView allQuestsListView, "quests-list", selectedQuestLine.Quests.ToArray());
allQuestsListView.onSelectionChange += (questEnumerable) =>
{
idQuestSelected = allQuestsListView.selectedIndex;
currentSeletedQuest = GetDataFromListViewItem<QuestSO>(questEnumerable);
ClearElements(selectionType.Quest);
if (currentSeletedQuest != null && currentSeletedQuest.Steps != null)
{
RefreshListView(out ListView allStepsListView, "steps-list", currentSeletedQuest.Steps.ToArray());
SetUpQuestPreview(currentSeletedQuest);
allStepsListView.onSelectionChange += (stepEnumerable) =>
{
StepSO step = GetDataFromListViewItem<StepSO>(stepEnumerable);
DisplayAllProperties(step, "step-info-scroll");
ClearElements(selectionType.Step);
//Find all DialogueDataSOs in the same folder of the StepSO
FindAllDialogueInStep(step, out DialogueDataSO[] dialogueDataSOs);
if (dialogueDataSOs != null)
{
RefreshListView(out ListView dialoguesListView, "dialogues-list", dialogueDataSOs);
dialoguesListView.onSelectionChange += (dialogueEnumerable) =>
{
DialogueDataSO dialogueData = GetDataFromListViewItem<DialogueDataSO>(dialogueEnumerable);
DisplayAllProperties(dialogueData, "dialogue-info-scroll");
};
}
};
}
};
}
};
}
private T GetDataFromListViewItem<T>(IEnumerable<object> enumberable) where T : ScriptableObject
{
T data = default;
foreach (var item in enumberable)
{
data = item as T;
}
return data;
}
private void FindAllDialogueInStep(StepSO step, out DialogueDataSO[] AllDialogue)
{
AllDialogue = null;
List<DialogueDataSO> AllDialogueList = new List<DialogueDataSO>();
if (step != null)
{
if (step.DialogueBeforeStep != null)
{
AllDialogueList.Add(step.DialogueBeforeStep);
}
if (step.CompleteDialogue != null)
{
AllDialogueList.Add(step.CompleteDialogue);
}
if (step.IncompleteDialogue != null)
{
AllDialogueList.Add(step.IncompleteDialogue);
}
}
Debug.Log("AllDialogueList" + AllDialogueList.ToArray());
if (AllDialogueList != null)
AllDialogue = AllDialogueList.ToArray();
}
private void SetUpQuestPreview(QuestSO quest)
{
if (quest == null)
return;
if (quest.Steps == null)
return;
if (quest.Steps.Count > 0 && quest.Steps[0].Actor != null)
LoadActorImage(quest.Steps[0].Actor.name);
//Clear actor conversations area
rootVisualElement.Q<VisualElement>("actor-conversations").Clear();
foreach (StepSO step in quest.Steps)
LoadAndInitStepUXML(step);
}
private void LoadAndInitStepUXML(StepSO step)
{
//Clear actor conversations area
VisualElement actorConversationsVE = rootVisualElement.Q<VisualElement>("actor-conversations");
// Import UXML
var stepVisualTree = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/Scripts/Quests/Editor/StepDetail.uxml");
VisualElement stepVE = stepVisualTree.CloneTree();
VisualElement dialogueAreaVE = stepVE.Q<VisualElement>("dialogue-area");
//Title
stepVE.Q<Label>("step-title-label").text = "Step" + step.name[1];
//IsDone
Toggle isDoneToggle = stepVE.Q<Toggle>("step-done-toggle");
isDoneToggle.value = step.IsDone;
isDoneToggle.SetEnabled(false);
//SD
if (step.DialogueBeforeStep != null)
LoadAndInitStartDialogueLineUXML(step.DialogueBeforeStep, dialogueAreaVE);
//CD ID if any
if (step.CompleteDialogue != null)
LoadAndInitOptionsDialogueLineUXML(step.CompleteDialogue, step.IncompleteDialogue, dialogueAreaVE);
//Type (Check Item etc)
if (step.Type == stepType.dialogue)
{
VisualElement itemValidateVE = stepVE.Q<VisualElement>("item-validate");
itemValidateVE.style.display = DisplayStyle.None;
}
else
{
stepVE.Q<Label>("step-type").text = step.Type + ":";
if (step.Item != null)
stepVE.Q<Label>("item-to-validate").text = step.Item.ToString();
}
actorConversationsVE.Add(stepVE);
}
private void LoadAndInitStartDialogueLineUXML(DialogueDataSO startDialogue, VisualElement parent)
{
// Import UXML
var dialogueVisualTree = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/Scripts/Quests/Editor/DialogueLine.uxml");
// Set line
foreach (LocalizedString line in startDialogue.DialogueLines)
{
VisualElement dialogueVE = dialogueVisualTree.CloneTree();
Label leftLineLabel = dialogueVE.Q<Label>("left-line-label");
leftLineLabel.text = line.GetLocalizedStringImmediateSafe();
Label rightLineLabel = dialogueVE.Q<Label>("right-line-label");
rightLineLabel.style.display = DisplayStyle.None;
// Set options
VisualElement buttonArea = dialogueVE.Q<VisualElement>("buttons");
if (startDialogue.Choices.Count == 0)
{
buttonArea.style.display = DisplayStyle.None;
}
else if (startDialogue.Choices.Count <= 2)
{
for (int i = 0; i < 2; i++)
{
Button btn = buttonArea.Q<Button>($"btn-{i}");
if (i < startDialogue.Choices.Count)
btn.text = startDialogue.Choices[i].Response.GetLocalizedStringImmediateSafe();
else
btn.style.display = DisplayStyle.None;
}
}
parent.Add(dialogueVE);
}
}
private void LoadAndInitOptionsDialogueLineUXML(DialogueDataSO completeDialogue, DialogueDataSO incompleteDialogue, VisualElement parent)
{
// Import UXML
var dialogueVisualTree = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/Scripts/Quests/Editor/DialogueLine.uxml");
VisualElement dialogueVE = dialogueVisualTree.CloneTree();
// Set line
Label leftLineLabel = dialogueVE.Q<Label>("left-line-label");
Label rightLineLabel = dialogueVE.Q<Label>("right-line-label");
leftLineLabel.text = completeDialogue.DialogueLines[0].GetLocalizedStringImmediateSafe();
if (incompleteDialogue != null)
rightLineLabel.text = incompleteDialogue.DialogueLines[0].GetLocalizedStringImmediateSafe();
// hide options
VisualElement buttonArea = dialogueVE.Q<VisualElement>("buttons");
buttonArea.style.display = DisplayStyle.None;
parent.Add(dialogueVE);
}
private void FindAllSOsInTargetFolder<T>(Object target, out T[] foundSOs) where T : ScriptableObject
{
var guids = AssetDatabase.FindAssets($"t:{typeof(T)}", new[] { Path.GetDirectoryName(AssetDatabase.GetAssetPath(target)) });
foundSOs = new T[guids.Length];
for (int i = 0; i < guids.Length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(guids[i]);
foundSOs[i] = AssetDatabase.LoadAssetAtPath<T>(path);
}
}
private void FindAllSOByType<T>(out T[] foundSOs) where T : ScriptableObject
{
var guids = AssetDatabase.FindAssets($"t:{typeof(T)}");
foundSOs = new T[guids.Length];
for (int i = 0; i < guids.Length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(guids[i]);
foundSOs[i] = AssetDatabase.LoadAssetAtPath<T>(path);
}
}
private void InitListView<T>(ListView listview, T[] itemsSource)
{
listview.makeItem = () => new Label();
listview.bindItem = (element, i) =>
{
var nameProperty = itemsSource[i].GetType().GetProperty("name");
if (nameProperty != null)
{
(element as Label).text = nameProperty.GetValue(itemsSource[i]) as string;
}
};
listview.itemsSource = itemsSource;
listview.itemHeight = 16;
listview.selectionType = SelectionType.Single;
listview.style.flexGrow = 1.0f;
listview.Refresh();
if (itemsSource.Length > 0)
listview.selectedIndex = 0;
}
private void RefreshListView<T>(out ListView listview, string visualElementName, T[] itemsSource)
{
listview = new ListView();
VisualElement parentVE = rootVisualElement.Q<VisualElement>(visualElementName);
parentVE.Clear();
InitListView(listview, itemsSource);
parentVE.Add(listview);
}
private void LoadActorImage(string actorName)
{
Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath($"Assets/Scripts/Quests/Editor/ActorImages/{actorName}.png", typeof(Texture2D));
actorPreview.image = texture;
}
private void DisplayAllProperties(Object data, string visualElementName)
{
//Clear panel
VisualElement parentVE = rootVisualElement.Q<VisualElement>(visualElementName);
parentVE.Clear();
//Add new scrollview
ScrollView scrollView = new ScrollView();
SerializedObject dataObject = new SerializedObject(data);
SerializedProperty dataProperty = dataObject.GetIterator();
dataProperty.Next(true);
while (dataProperty.NextVisible(false))
{
PropertyField prop = new PropertyField(dataProperty);
prop.SetEnabled(dataProperty.name != "m_Script");
prop.Bind(dataObject);
scrollView.Add(prop);
}
parentVE.Add(scrollView);
}
void AddQuestline()
{
//get questline id
FindAllSOByType(out QuestlineSO[] questLineSOs);
int id = questLineSOs.Length;
id++;
QuestlineSO asset = ScriptableObject.CreateInstance<QuestlineSO>();
asset.SetQuestlineId(id);
AssetDatabase.CreateFolder("Assets/ScriptableObjects/Quests", "Questline" + id);
AssetDatabase.CreateAsset(asset, "Assets/ScriptableObjects/Quests/Questline" + id + "/QL" + id + ".asset");
AssetDatabase.SaveAssets();
//refresh
LoadAllQuestsData();
}
void RemoveQuestline()
{
}
void AddQuest()
{
QuestSO asset = ScriptableObject.CreateInstance<QuestSO>();
int questlineId = 0;
questlineId = selectedQuestLine.IdQuestline;
int questId = 0;
questId = selectedQuestLine.Quests.Count + 1;
AssetDatabase.CreateFolder("Assets/ScriptableObjects/Quests/Questline" + questlineId, "Quest" + questId);
AssetDatabase.CreateAsset(asset, "Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId + "/Q" + questId + "-QL" + questlineId + ".asset");
AssetDatabase.SaveAssets();
asset.SetQuestId(questId);
selectedQuestLine.Quests.Add(asset);
//refresh
rootVisualElement.Q<VisualElement>("questlines-list").Q<ListView>().SetSelection(idQuestlineSelected);
}
void RemoveQuest()
{
}
void AddStep()
{
StepSO asset = ScriptableObject.CreateInstance<StepSO>();
int questlineId = 0;
questlineId = selectedQuestLine.IdQuestline;
int questId = 0;
questId = currentSeletedQuest.IdQuest;
int stepId = 0;
stepId = currentSeletedQuest.Steps.Count + 1;
AssetDatabase.CreateFolder("Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId, "Step" + stepId);
AssetDatabase.CreateAsset(asset, "Assets/ScriptableObjects/Quests/Questline" + questlineId + "/Quest" + questId + "/Step" + stepId + "/S" + stepId + "-Q" + questId + "-QL" + questlineId + ".asset");
AssetDatabase.SaveAssets();
currentSeletedQuest.Steps.Add(asset);
//refresh
rootVisualElement.Q<VisualElement>("quests-list").Q<ListView>().SetSelection(idQuestSelected);
}
void RemoveStep()
{
}
}