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Original Source Link : https://stackoverflow.com/a/60865726
using System;
using System.Collections.Generic;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditorInternal;
#endif
using UnityEngine;
[CreateAssetMenu]
public class Dialogue : ScriptableObject
{
public string[] CharactersList;
public List<DialogueElement> DialogueItems;
}
[Serializable] //needed to make ScriptableObject out of this class
public class DialogueElement
{
// You would only store an index to the according character
// Since I don't have your Characters type for now lets reference them via the Dialogue.CharactersList
public int CharacterID;
//public Characters Character;
// By using the attribute [TextArea] this creates a nice multi-line text are field
// You could further configure it with a min and max line size if you want: [TextArea(minLines, maxLines)]
[TextArea] public string DialogueText;
}
// This needs to be either wrapped by #if UNITY_EDITOR
// or placed in a folder called "Editor"
#if UNITY_EDITOR
[CustomEditor(typeof(Dialogue))]
public class DialogueEditor : Editor
{
// This will be the serialized clone property of Dialogue.CharacterList
private SerializedProperty CharactersList;
// This will be the serialized clone property of Dialogue.DialogueItems
private SerializedProperty DialogueItems;
// This is a little bonus from my side!
// These Lists are extremely more powerful then the default presentation of lists!
// you can/have to implement completely custom behavior of how to display and edit
// the list elements
private ReorderableList charactersList;
private ReorderableList dialogItemsList;
// Reference to the actual Dialogue instance this Inspector belongs to
private Dialogue dialogue;
// class field for storing available options
private GuiContent[] availableOptions;
// Called when the Inspector is opened / ScriptableObject is selected
private void OnEnable()
{
// Get the target as the type you are actually using
dialogue = (Dialogue) target;
// Link in serialized fields to their according SerializedProperties
CharactersList = serializedObject.FindProperty(nameof(Dialogue.CharactersList));
DialogueItems = serializedObject.FindProperty(nameof(Dialogue.DialogueItems));
// Setup and configure the charactersList we will use to display the content of the CharactersList
// in a nicer way
charactersList = new ReorderableList(serializedObject, CharactersList)
{
displayAdd = true,
displayRemove = true,
draggable = false, // for now disable reorder feature since we later go by index!
// As the header we simply want to see the usual display name of the CharactersList
drawHeaderCallback = rect => EditorGUI.LabelField(rect, CharactersList.displayName),
// How shall elements be displayed
drawElementCallback = (rect, index, focused, active) =>
{
// get the current element's SerializedProperty
var element = CharactersList.GetArrayElementAtIndex(index);
// Get all characters as string[]
var availableIDs = dialogue.CharactersList;
// store the original GUI.color
var color = GUI.color;
// Tint the field in red for invalid values
// either because it is empty or a duplicate
if(string.IsNullOrWhiteSpace(element.stringValue) || availableIDs.Count(item => string.Equals(item, element.stringValue)) > 1)
{
GUI.color = Color.red;
}
// Draw the property which automatically will select the correct drawer -> a single line text field
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, EditorGUI.GetPropertyHeight(element)), element);
// reset to the default color
GUI.color = color;
// If the value is invalid draw a HelpBox to explain why it is invalid
if (string.IsNullOrWhiteSpace(element.stringValue))
{
rect.y += EditorGUI.GetPropertyHeight(element);
EditorGUI.HelpBox(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight), "ID may not be empty!", MessageType.Error );
}else if (availableIDs.Count(item => string.Equals(item, element.stringValue)) > 1)
{
rect.y += EditorGUI.GetPropertyHeight(element);
EditorGUI.HelpBox(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight), "Duplicate! ID has to be unique!", MessageType.Error );
}
},
// Get the correct display height of elements in the list
// according to their values
// in this case e.g. dependent whether a HelpBox is displayed or not
elementHeightCallback = index =>
{
var element = CharactersList.GetArrayElementAtIndex(index);
var availableIDs = dialogue.CharactersList;
var height = EditorGUI.GetPropertyHeight(element);
if (string.IsNullOrWhiteSpace(element.stringValue) || availableIDs.Count(item => string.Equals(item, element.stringValue)) > 1)
{
height += EditorGUIUtility.singleLineHeight;
}
return height;
},
// Overwrite what shall be done when an element is added via the +
// Reset all values to the defaults for new added elements
// By default Unity would clone the values from the last or selected element otherwise
onAddCallback = list =>
{
// This adds the new element but copies all values of the select or last element in the list
list.serializedProperty.arraySize++;
var newElement = list.serializedProperty.GetArrayElementAtIndex(list.serializedProperty.arraySize - 1);
newElement.stringValue = "";
}
};
// Setup and configure the dialogItemsList we will use to display the content of the DialogueItems
// in a nicer way
dialogItemsList = new ReorderableList(serializedObject, DialogueItems)
{
displayAdd = true,
displayRemove = true,
draggable = true, // for the dialogue items we can allow re-ordering
// As the header we simply want to see the usual display name of the DialogueItems
drawHeaderCallback = rect => EditorGUI.LabelField(rect, DialogueItems.displayName),
// How shall elements be displayed
drawElementCallback = (rect, index, focused, active) =>
{
// get the current element's SerializedProperty
var element = DialogueItems.GetArrayElementAtIndex(index);
// Get the nested property fields of the DialogueElement class
var character = element.FindPropertyRelative(nameof(DialogueElement.CharacterID));
var text = element.FindPropertyRelative(nameof(DialogueElement.DialogueText));
var popUpHeight = EditorGUI.GetPropertyHeight(character);
// store the original GUI.color
var color = GUI.color;
// if the value is invalid tint the next field red
if(character.intValue < 0) GUI.color = Color.red;
// Draw the Popup so you can select from the existing character names
character.intValue = EditorGUI.Popup(new Rect(rect.x, rect.y, rect.width, popUpHeight), new GUIContent(character.displayName), character.intValue, availableOptions);
// reset the GUI.color
GUI.color = color;
rect.y += popUpHeight;
// Draw the text field
// since we use a PropertyField it will automatically recognize that this field is tagged [TextArea]
// and will choose the correct drawer accordingly
var textHeight = EditorGUI.GetPropertyHeight(text);
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, textHeight), text);
},
// Get the correct display height of elements in the list
// according to their values
// in this case e.g. we add an additional line as a little spacing between elements
elementHeightCallback = index =>
{
var element = DialogueItems.GetArrayElementAtIndex(index);
var character = element.FindPropertyRelative(nameof(DialogueElement.CharacterID));
var text = element.FindPropertyRelative(nameof(DialogueElement.DialogueText));
return EditorGUI.GetPropertyHeight(character) + EditorGUI.GetPropertyHeight(text) + EditorGUIUtility.singleLineHeight;
},
// Overwrite what shall be done when an element is added via the +
// Reset all values to the defaults for new added elements
// By default Unity would clone the values from the last or selected element otherwise
onAddCallback = list =>
{
// This adds the new element but copies all values of the select or last element in the list
list.serializedProperty.arraySize++;
var newElement = list.serializedProperty.GetArrayElementAtIndex(list.serializedProperty.arraySize - 1);
var character = newElement.FindPropertyRelative(nameof(DialogueElement.CharacterID));
var text = newElement.FindPropertyRelative(nameof(DialogueElement.DialogueText));
character.intValue = -1;
text.stringValue = "";
}
};
// Get the existing character names ONCE as GuiContent[]
// Later only update this if the charcterList was changed
availableOptions = dialogue.CharactersList.Select(item => new GUIContent(item)).ToArray();
}
public override void OnInspectorGUI()
{
DrawScriptField();
// load real target values into SerializedProperties
serializedObject.Update();
EditorGUI.BeginChangeCheck();
charactersList.DoLayoutList();
if(EditorGUI.EndChangeCheck())
{
// Write back changed values into the real target
serializedObject.ApplyModifiedProperties();
// Update the existing character names as GuiContent[]
availableOptions = dialogue.CharactersList.Select(item => new GUIContent(item)).ToArray();
}
dialogItemsList.DoLayoutList();
// Write back changed values into the real target
serializedObject.ApplyModifiedProperties();
}
private void DrawScriptField()
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Script", MonoScript.FromScriptableObject((Dialogue)target), typeof(Dialogue), false);
EditorGUI.EndDisabledGroup();
EditorGUILayout.Space();
}
}
#endif
@naywin-programmer
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