This commit is contained in:
2025-09-17 18:56:28 +08:00
commit 54c72710a5
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using System;
using UnityEngine;
using UnityEditor;
namespace DestroyIt
{
[InitializeOnLoad]
public class CreateLayers
{
private static readonly string[] layersToCreate = {"DestroyItDebris"}; // put your layers here (comma-separated)
private static SerializedObject tagManager;
static CreateLayers()
{
for (int i = 0; i < layersToCreate.Length; i++)
{
int layer = LayerMask.NameToLayer(layersToCreate[i]);
if (layer != -1) // Layer already exists, so exit.
return;
// Layer doesn't exist, so create it.
CreateLayer(layersToCreate[i]);
}
}
static void CreateLayer(string layerName)
{
if (tagManager == null)
tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
if (tagManager == null)
{
Debug.Log("Could not load asset 'ProjectSettings/TagManager.asset'.");
return;
}
SerializedProperty layersProp = tagManager.FindProperty("layers");
for (int i = 8; i <= 31; i++)
{
SerializedProperty sp = layersProp.GetArrayElementAtIndex(i);
if (sp != null && String.IsNullOrEmpty(sp.stringValue))
{
sp.stringValue = layerName;
break;
}
}
tagManager.ApplyModifiedProperties();
}
}
}

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guid: 3204e60668457ef4e881f03e5ee9334c
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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{
"name": "Destroy.Editor",
"rootNamespace": "",
"references": [
"GUID:3a5d3214f3d7fb845bf8991981763e58"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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fileFormatVersion: 2
guid: 6c18a62bc019e3940ad04db036242301
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
// ReSharper disable SuggestVarOrType_BuiltInTypes
namespace DestroyIt
{
[CustomEditor(typeof(Destructible)), CanEditMultipleObjects]
public class DestructibleEditor : Editor
{
private GameObject previousDestroyedPrefab;
private SerializedProperty fallbackParticle;
private SerializedProperty fallbackParticleMatOption;
private SerializedProperty totalHitPoints;
private SerializedProperty currentHitPoints;
private SerializedProperty ignoreCollisionsUnder;
private SerializedProperty canBeDestroyed;
private SerializedProperty canBeRepaired;
private SerializedProperty isDebrisChipAway;
private SerializedProperty chipAwayDebrisMass;
private SerializedProperty chipAwayDebrisDrag;
private SerializedProperty chipAwayDebrisAngularDrag;
private SerializedProperty autoPoolDestroyedPrefab;
private SerializedProperty useFallbackParticle;
private SerializedProperty centerPointOverride;
private SerializedProperty fallbackParticleScale;
private SerializedProperty fallbackParticleParent;
private SerializedProperty sinkWhenDestroyed;
private SerializedProperty destroyedPrefabParent;
private SerializedProperty limitDamage;
private SerializedProperty maxDamage;
private SerializedProperty minDamage;
private SerializedProperty minDamageTime;
public void OnEnable()
{
fallbackParticle = serializedObject.FindProperty("fallbackParticle");
fallbackParticleMatOption = serializedObject.FindProperty("fallbackParticleMatOption");
totalHitPoints = serializedObject.FindProperty("_totalHitPoints");
currentHitPoints = serializedObject.FindProperty("_currentHitPoints");
ignoreCollisionsUnder = serializedObject.FindProperty("ignoreCollisionsUnder");
canBeDestroyed = serializedObject.FindProperty("canBeDestroyed");
canBeRepaired = serializedObject.FindProperty("canBeRepaired");
isDebrisChipAway = serializedObject.FindProperty("isDebrisChipAway");
chipAwayDebrisMass = serializedObject.FindProperty("chipAwayDebrisMass");
chipAwayDebrisDrag = serializedObject.FindProperty("chipAwayDebrisDrag");
chipAwayDebrisAngularDrag = serializedObject.FindProperty("chipAwayDebrisAngularDrag");
autoPoolDestroyedPrefab = serializedObject.FindProperty("autoPoolDestroyedPrefab");
useFallbackParticle = serializedObject.FindProperty("useFallbackParticle");
centerPointOverride = serializedObject.FindProperty("centerPointOverride");
fallbackParticleScale = serializedObject.FindProperty("fallbackParticleScale");
sinkWhenDestroyed = serializedObject.FindProperty("sinkWhenDestroyed");
destroyedPrefabParent = serializedObject.FindProperty("destroyedPrefabParent");
fallbackParticleParent = serializedObject.FindProperty("fallbackParticleParent");
limitDamage = serializedObject.FindProperty("limitDamage");
minDamage = serializedObject.FindProperty("minDamage");
maxDamage = serializedObject.FindProperty("maxDamage");
minDamageTime = serializedObject.FindProperty("minDamageTime");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
Destructible destructible = target as Destructible;
bool hasRigidbody = destructible.GetComponent<Rigidbody>() != null;
List<string> materialOptions = new List<string>();
List<string> particleMatOptions = new List<string>();
List<string> debrisOptions = new List<string>();
List<string> destructibleChildrenOptions = new List<string>();
#region BASIC DESTRUCTIBLE ATTRIBUTES
EditorGUILayout.Separator();
EditorGUILayout.BeginVertical("Box");
EditorGUILayout.LabelField("Basic Attributes", EditorStyles.boldLabel);
// TOTAL HIT POINTS
EditorGUILayout.PropertyField(totalHitPoints, new GUIContent("Total Hit Points", "The maximum, or starting hit points, of the object."));
if (totalHitPoints.floatValue < 0)
totalHitPoints.floatValue = 0;
if (Math.Abs(totalHitPoints.floatValue - destructible.TotalHitPoints) > 0.01f) // value has changed, so change the current hit points to match.
currentHitPoints.floatValue = totalHitPoints.floatValue;
destructible.TotalHitPoints = totalHitPoints.floatValue;
// CURRENT HIT POINTS
EditorGUILayout.PropertyField(currentHitPoints, new GUIContent("Current Hit Points", "The current hit points of the object."));
if (currentHitPoints.floatValue > destructible.TotalHitPoints)
currentHitPoints.floatValue = destructible.TotalHitPoints;
if (currentHitPoints.floatValue < 0)
currentHitPoints.floatValue = 0;
destructible.CurrentHitPoints = currentHitPoints.floatValue;
// CAN BE DESTROYED
canBeDestroyed.boolValue = EditorGUILayout.Toggle(new GUIContent("Can Be Destroyed", "If checked, the object can be damaged until it is destroyed. If unchecked, the object can still be damaged and will display any progressive damage and damage effects, but cannot be destroyed."), canBeDestroyed.boolValue);
destructible.canBeDestroyed = canBeDestroyed.boolValue;
// CAN BE REPAIRED
canBeRepaired.boolValue = EditorGUILayout.Toggle(new GUIContent("Can Be Repaired", "If checked, this object is capable of being repaired. If unchecked, this object will ignore any attempt to repair it."), canBeRepaired.boolValue);
destructible.canBeRepaired = canBeRepaired.boolValue;
// SINK INTO GROUND INSTEAD OF DESTROYING INTO DEBRIS
if (hasRigidbody && destructible.canBeDestroyed)
{
GUILayout.BeginHorizontal();
sinkWhenDestroyed.boolValue = EditorGUILayout.Toggle(new GUIContent("Sink on Destroy", "If checked, this object will sink into the ground when destroyed, instead of emitting a particle effect or swapping to a destroyed prefab. Requires a rigidbody on the object."), sinkWhenDestroyed.boolValue);
GUILayout.EndHorizontal();
destructible.sinkWhenDestroyed = sinkWhenDestroyed.boolValue;
}
else
destructible.sinkWhenDestroyed = false;
// VELOCITY REDUCTION
destructible.velocityReduction = EditorGUILayout.Slider(new GUIContent("Velocity Reduction", "How much this object reduces the velocity of fast-moving objects that impact and destroy it."), destructible.velocityReduction, 0f, 1f);
// IGNORE COLLISIONS UNDER
GUILayout.BeginHorizontal();
GUILayout.Label(new GUIContent("Ignore Collisions Under", "Collisions with this object will be ignored if they are under this magnitude. Useful for things like tires, which constantly have small-to-medium collisions with the terrain."), GUILayout.Width(140));
GUILayout.FlexibleSpace();
EditorGUILayout.PropertyField(ignoreCollisionsUnder, GUIContent.none, true, GUILayout.MinWidth(10));
GUILayout.FlexibleSpace();
GUILayout.Label("Magnitude", GUILayout.Width(65));
GUILayout.EndHorizontal();
destructible.ignoreCollisionsUnder = ignoreCollisionsUnder.floatValue;
// MIN AND MAX DAMAGE
limitDamage.boolValue = EditorGUILayout.Toggle(new GUIContent("Limit Damage", "Provides options for the minimum and maximum damage the object will take per hit, as well as the amount of time that must pass before taking more damage."), limitDamage.boolValue);
destructible.limitDamage = limitDamage.boolValue;
if (destructible.limitDamage)
{
EditorGUILayout.BeginHorizontal();
if (destructible.maxDamage < 0f)
GUI.color = Color.red;
EditorGUILayout.LabelField("", GUILayout.Width(15));
destructible.maxDamage = EditorGUILayout.FloatField(new GUIContent("Max Damage", "The maximum amount of damage the object can receive per hit. Must be greater than or equal to zero. If zero, the object will not take any damage."), maxDamage.floatValue);
GUI.color = Color.white;
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
if (destructible.minDamage < 0f || destructible.minDamage > destructible.maxDamage)
GUI.color = Color.red;
EditorGUILayout.LabelField("", GUILayout.Width(15));
destructible.minDamage = EditorGUILayout.FloatField(new GUIContent("Min Damage", "The minimum amount of damage the object will receive per hit. Must be greater than or equal to zero. Must be less than or equal to the Max Damage limit."), minDamage.floatValue);
GUI.color = Color.white;
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
if (destructible.minDamageTime < 0f)
GUI.color = Color.red;
EditorGUILayout.LabelField("", GUILayout.Width(15));
destructible.minDamageTime = EditorGUILayout.FloatField(new GUIContent("Min Time Between", "After being damaged, the minimum amount of time (in seconds) that must pass before the object can be damaged again. Must be greater than or equal to zero."), minDamageTime.floatValue);
GUI.color = Color.white;
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.Separator();
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
#endregion
#region AUDIO
EditorGUILayout.Separator();
EditorGUILayout.BeginVertical("Box");
EditorGUILayout.LabelField("Audio", EditorStyles.boldLabel);
destructible.destroyedSound = (AudioClip)EditorGUILayout.ObjectField(new GUIContent("Destroyed Sound", "The audio clip that will play when this destructible object is destroyed."), destructible.destroyedSound, typeof(AudioClip), false);
destructible.damagedSound = (AudioClip)EditorGUILayout.ObjectField(new GUIContent("Damaged Sound", "The audio clip that will play with this destructible object is damaged."), destructible.damagedSound, typeof(AudioClip), false);
destructible.repairedSound = (AudioClip)EditorGUILayout.ObjectField(new GUIContent("Repaired Sound", "The audio clip that will play when this destructible object is repaired."), destructible.repairedSound, typeof(AudioClip), false);
EditorGUILayout.Separator();
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
#endregion
#region DAMAGE LEVELS
// Initialize and default the damage levels if needed.
if (destructible.damageLevels == null || destructible.damageLevels.Count == 0)
destructible.damageLevels = DestructibleHelper.DefaultDamageLevels();
EditorGUILayout.BeginVertical("Box");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Damage Levels", EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("HP %", GUILayout.Width(40));
EditorGUILayout.LabelField("HP Range", GUILayout.Width(66));
// Find out if there are any materials on the destructible object that are capable of showing visual damage levels.
Renderer[] renderers = destructible.GetComponentsInChildren<Renderer>();
destructible.UseProgressiveDamage = false;
foreach (Renderer rend in renderers)
{
foreach (Material mat in rend.sharedMaterials)
{
if (!mat.IsProgressiveDamageCapable()) continue;
destructible.UseProgressiveDamage = true;
break;
}
}
GUIContent visibleDamageContent = new GUIContent("Visible Damage", "Visible Damage Levels require using the Standard shader for your materials. You also need to use the Detail Mask to control visibility, and both Secondary Maps to add damage.");
EditorGUILayout.LabelField( visibleDamageContent, GUILayout.Width(100));
EditorGUILayout.EndHorizontal();
int[] popupValues = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
string[] popupDisplay = {"0 Undamaged","1 Light","2 Light","3 Light","4 Medium","5 Medium","6 Medium","7 Heavy","8 Heavy","9 Heavy"};
int lowestHealthPercent = 100;
for (int i=0; i<destructible.damageLevels.Count; i++)
{
EditorGUILayout.BeginHorizontal();
if (i > 0)
{
if (destructible.damageLevels[i].hasError)
GUI.color = Color.red;
destructible.damageLevels[i].healthPercent = EditorGUILayout.IntField(destructible.damageLevels[i].healthPercent, GUILayout.Width(40));
GUI.color = Color.white;
}
else
{
EditorGUI.BeginDisabledGroup(true);
destructible.damageLevels[i].healthPercent = 100;
EditorGUILayout.IntField(destructible.damageLevels[i].healthPercent, GUILayout.Width(40));
EditorGUI.EndDisabledGroup();
}
EditorGUILayout.LabelField(destructible.damageLevels[i].maxHitPoints + "-" + destructible.damageLevels[i].minHitPoints, GUILayout.Width(66));
if (!destructible.UseProgressiveDamage)
GUI.enabled = false;
destructible.damageLevels[i].visibleDamageLevel = EditorGUILayout.IntPopup(destructible.damageLevels[i].visibleDamageLevel, popupDisplay, popupValues);
GUI.enabled = true;
EditorGUILayout.EndHorizontal();
lowestHealthPercent = destructible.damageLevels[i].healthPercent;
}
// Add/Remove buttons
EditorGUILayout.Space();
bool showAddDamageLevel = destructible.damageLevels.Count <= 10;
bool showRemoveDamageLevel = destructible.damageLevels.Count > 1;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
if (showAddDamageLevel && GUILayout.Button("+", EditorStyles.toolbarButton, GUILayout.Width(30)))
destructible.damageLevels.Add(new DamageLevel {healthPercent = Mathf.RoundToInt(lowestHealthPercent/2f)});
if (showRemoveDamageLevel && GUILayout.Button("-", EditorStyles.toolbarButton, GUILayout.Width(30)))
destructible.damageLevels.RemoveAt(destructible.damageLevels.Count - 1);
GUILayout.FlexibleSpace();
if (GUILayout.Button("Reset", EditorStyles.toolbarButton, GUILayout.Width(50)))
destructible.damageLevels = DestructibleHelper.DefaultDamageLevels();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator();
// DAMAGE EFFECTS
if (destructible.damageEffects == null)
destructible.damageEffects = new List<DamageEffect>();
string[] dropDownValues = new string[destructible.damageLevels.Count+1];
for (int i=0; i<destructible.damageLevels.Count; i++)
dropDownValues[i] = destructible.damageLevels[i].healthPercent + "%";
dropDownValues[destructible.damageLevels.Count] = "Destroyed";
EditorGUILayout.LabelField("Damage Effects", EditorStyles.boldLabel);
foreach (DamageEffect damageParticle in destructible.damageEffects)
{
EditorGUILayout.BeginVertical("Box");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Effect", "The effect that will play at the specified damage level."), GUILayout.Width(60));
damageParticle.Prefab = EditorGUILayout.ObjectField(damageParticle.Prefab, typeof(GameObject), false) as GameObject;
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Play at HP %", "When the destructible object is damaged to this point, this effect will play."), GUILayout.Width(100));
// Get the selected index of the dropdown, or default to the first one.
if (damageParticle.TriggeredAt < 0 || damageParticle.TriggeredAt > destructible.damageLevels.Count)
damageParticle.TriggeredAt = destructible.damageLevels.Count;
damageParticle.TriggeredAt = EditorGUILayout.Popup(damageParticle.TriggeredAt, dropDownValues);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Offset", "Here you can specify how much to move the damage effect in relation to the destructible object, so it plays in the right spot."), GUILayout.Width(40));
damageParticle.Offset = EditorGUILayout.Vector3Field("", damageParticle.Offset, GUILayout.Width(142), GUILayout.Height(18));
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Rotate", "Here you can rotate the damage effect independent from the destructible object, so it plays facing the right direction."), GUILayout.Width(40));
damageParticle.Rotation = EditorGUILayout.Vector3Field("", damageParticle.Rotation, GUILayout.Width(142), GUILayout.Height(18));
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Scale", "Here you can override the scale of the damage effect independent from the destructible object, so it plays at the right size."), GUILayout.Width(40));
damageParticle.Scale = EditorGUILayout.Vector3Field("", damageParticle.Scale, GUILayout.Width(142), GUILayout.Height(18));
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
damageParticle.HasTagDependency = EditorGUILayout.Toggle(damageParticle.HasTagDependency, GUILayout.Width(15));
EditorGUILayout.LabelField(new GUIContent("Only If Tagged", "If checked, this effect will only play if the destructible object has the specified Tag."), GUILayout.Width(95));
damageParticle.TagDependency = (Tag)EditorGUILayout.EnumPopup(damageParticle.TagDependency);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
damageParticle.UnparentOnDestroy = EditorGUILayout.Toggle(damageParticle.UnparentOnDestroy, GUILayout.Width(15));
EditorGUILayout.LabelField(new GUIContent("Unparent when destroyed", "If checked, effect will be unparented when the object is destroyed. If unchecked, effect will be destroyed immediately with the object, which will stop any emissions abruptly."), GUILayout.Width(180));
EditorGUILayout.EndHorizontal();
if (damageParticle.UnparentOnDestroy)
{
EditorGUILayout.BeginHorizontal();
damageParticle.StopEmittingOnDestroy = EditorGUILayout.Toggle(damageParticle.StopEmittingOnDestroy, GUILayout.Width(15));
EditorGUILayout.LabelField(new GUIContent("Stop emitting when destroyed", "If checked, effect will stop emitting particles and be disabled when object is destroyed, allowing particles to disperse over time."), GUILayout.Width(180));
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
}
// Add/Remove buttons
EditorGUILayout.Space();
bool showRemoveEffectButton = destructible.damageEffects.Count > 0;
CreateButtons(destructible.damageEffects, true, showRemoveEffectButton);
EditorGUILayout.Separator();
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
#endregion
#region DESTROYED PREFAB
// DESTROYED PREFAB
EditorGUILayout.BeginVertical("Box");
EditorGUILayout.LabelField("Destroyed Prefab", EditorStyles.boldLabel);
destructible.destroyedPrefab = EditorGUILayout.ObjectField(destructible.destroyedPrefab, typeof(GameObject), false) as GameObject;
if (previousDestroyedPrefab == null)
previousDestroyedPrefab = destructible.destroyedPrefab;
if (destructible.destroyedPrefab != null)
{
#region REPLACE MATERIALS ON DESTROYED PREFAB
// REPLACE MATERIALS ON DESTROYED PREFAB
//Get string array of material names on destroyed prefab
List<Renderer> destroyedMeshes = destructible.destroyedPrefab.GetComponentsInChildren<Renderer>(true).ToList();
destroyedMeshes.RemoveAll(x => x.GetType() != typeof(MeshRenderer) && x.GetType() != typeof(SkinnedMeshRenderer));
List<Material> destroyedMaterials = new List<Material>();
foreach (Renderer mesh in destroyedMeshes)
{
foreach (Material mat in mesh.sharedMaterials)
{
if (mat != null && !destroyedMaterials.Contains(mat))
{
destroyedMaterials.Add(mat);
materialOptions.Add(mat.name);
}
}
}
// Initialize replaceMaterials if null
if (destructible.replaceMaterials == null)
destructible.replaceMaterials = new List<MaterialMapping>();
// Clean up replaceMaterials
if (destructible.replaceMaterials.Count > 0)
destructible.replaceMaterials.RemoveAll(x => x.SourceMaterial != null && !materialOptions.Contains(x.SourceMaterial.name));
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Material Replacement", EditorStyles.boldLabel);
if (destroyedMaterials.Count > 0)
{
destroyedMaterials = destroyedMaterials.OrderBy(x => x.name).ToList();
materialOptions.Sort();
foreach (MaterialMapping mapping in destructible.replaceMaterials)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("Replace", GUILayout.Width(50));
int selectedMaterialIndex = mapping.SourceMaterial == null ? 0 : destroyedMaterials.IndexOf(mapping.SourceMaterial);
selectedMaterialIndex = EditorGUILayout.Popup(selectedMaterialIndex, materialOptions.ToArray());
if (selectedMaterialIndex >= 0 && selectedMaterialIndex < materialOptions.Count)
{
string materialName = materialOptions[selectedMaterialIndex];
mapping.SourceMaterial = destroyedMaterials.First(x => x.name == materialName);
}
else
mapping.SourceMaterial = null;
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("With", GUILayout.Width(50));
mapping.ReplacementMaterial = EditorGUILayout.ObjectField(mapping.ReplacementMaterial, typeof(Material), false) as Material;
EditorGUILayout.EndHorizontal();
}
// Add/Remove buttons
bool showAddButton = destructible.replaceMaterials.Count < materialOptions.Count;
bool showRemoveButton = destructible.replaceMaterials.Count > 0;
CreateButtons(destructible.replaceMaterials, showAddButton, showRemoveButton);
}
else
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("No materials found on prefab!", GUILayout.Width(200), GUILayout.Height(16));
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.Separator();
#endregion
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(destroyedPrefabParent, new GUIContent("Assigned Parent:", "When destroyed, the destroyed prefab will spawn in as a child of this game object. If blank, the destroyed prefab will have no parent."));
destructible.destroyedPrefabParent = destroyedPrefabParent.objectReferenceValue as GameObject;
EditorGUILayout.EndHorizontal();
#region DEBRIS TO RE-PARENT
// DEBRIS TO RE-ATTACH TO PARENT
List<Transform> debrisObjects = destructible.destroyedPrefab.GetComponentsInChildrenOnly<Transform>(true);
if (debrisObjects.Count > 0)
{
EditorGUILayout.LabelField(new GUIContent("Debris to Re-Parent:", "Here you can assign debris pieces that will be re-parented to this game object's parent when destroyed. For example, if a character has a sword that gets destroyed, you might want to re-parent the broken handle back to the character's hand bone."));
debrisOptions.Add("ALL DEBRIS");
foreach (Transform trans in debrisObjects)
debrisOptions.Add(trans.name);
debrisOptions = debrisOptions.Distinct().ToList();
// Initialize DebrisToReparentByName
if (destructible.debrisToReParentByName == null)
destructible.debrisToReParentByName = new List<string>();
if (destructible.debrisToReParentByName.Count > 0)
{
debrisOptions.Sort();
for (int i = 0; i < destructible.debrisToReParentByName.Count; i++)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("Name", GUILayout.Width(50));
int currentSelectedIndex = debrisOptions.FindIndex(m => m == destructible.debrisToReParentByName[i]);
int selectedDebrisIndex = EditorGUILayout.Popup(currentSelectedIndex, debrisOptions.ToArray());
if (selectedDebrisIndex >= 0 && selectedDebrisIndex < debrisOptions.Count)
destructible.debrisToReParentByName[i] = debrisOptions[selectedDebrisIndex];
else
destructible.debrisToReParentByName[i] = debrisOptions[0];
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
destructible.debrisToReParentIsKinematic = EditorGUILayout.Toggle(new GUIContent("Make Kinematic", "When FALSE, debris pieces that are reparented under this game object's parent will be affected by gravity/forces once the object is destroyed. Set to TRUE for things like a sword handle reparented to a rigged hand bone."), destructible.debrisToReParentIsKinematic);
EditorGUILayout.EndHorizontal();
}
// Add/Remove buttons
bool showReparentAddButton = destructible.debrisToReParentByName.Count < debrisOptions.Count;
bool showReparentRemoveButton = destructible.debrisToReParentByName.Count > 0;
CreateButtons(destructible.debrisToReParentByName, showReparentAddButton, showReparentRemoveButton);
}
#endregion
#region RE-PARENT CHILDREN TO DESTROYED PREFAB
//RE-PARENT CHILDREN TO DESTROYED PREFAB
List<Transform> destructibleChildren = destructible.gameObject.GetComponentsInChildrenOnly<Transform>(true);
if (destructibleChildren.Count > 0)
{
EditorGUILayout.LabelField(new GUIContent("Re-Parent to Destroyed Prefab:", "These child objects will be re-parented under the destroyed prefab at the same location. For example, consider a wooden door that has a small window in it. When destroyed, the door breaks into a few large pieces. The window could be destroyed separately, but if it is not, we want the window to be re-parented to the broken door."));
foreach (Transform trans in destructibleChildren)
destructibleChildrenOptions.Add(trans.name);
destructibleChildrenOptions = destructibleChildrenOptions.Distinct().ToList();
// Initialize ChildrenToReparentByName
if (destructible.childrenToReParentByName == null)
destructible.childrenToReParentByName = new List<string>();
if (destructible.childrenToReParentByName.Count > 0)
{
destructibleChildrenOptions.Sort();
for (int i = 0; i < destructible.childrenToReParentByName.Count; i++)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("Name", GUILayout.Width(50));
int currentSelectedIndex = destructibleChildrenOptions.FindIndex(m => m == destructible.childrenToReParentByName[i]);
int selectedChildIndex = EditorGUILayout.Popup(currentSelectedIndex, destructibleChildrenOptions.ToArray());
if (selectedChildIndex >= 0 && selectedChildIndex < destructibleChildrenOptions.Count)
destructible.childrenToReParentByName[i] = destructibleChildrenOptions[selectedChildIndex];
else
destructible.childrenToReParentByName[i] = destructibleChildrenOptions[0];
EditorGUILayout.EndHorizontal();
}
}
// Add/Remove buttons
bool showChildReparentAddButton = destructible.childrenToReParentByName.Count < destructibleChildrenOptions.Count;
bool showChildReparentRemoveButton = destructible.childrenToReParentByName.Count > 0;
CreateButtons(destructible.childrenToReParentByName, showChildReparentAddButton, showChildReparentRemoveButton);
}
#endregion
#region CHIP-AWAY DEBRIS
//CHIP-AWAY DEBRIS
isDebrisChipAway.boolValue = EditorGUILayout.Toggle("Chip-Away Debris", isDebrisChipAway.boolValue);
destructible.isDebrisChipAway = isDebrisChipAway.boolValue;
if (destructible.isDebrisChipAway)
{
// CHIP-AWAY DEBRIS MASS
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
chipAwayDebrisMass.floatValue = EditorGUILayout.FloatField("Debris Mass", chipAwayDebrisMass.floatValue);
destructible.chipAwayDebrisMass = chipAwayDebrisMass.floatValue;
EditorGUILayout.EndHorizontal();
// CHIP-AWAY DEBRIS DRAG
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
chipAwayDebrisDrag.floatValue = EditorGUILayout.FloatField("Debris Drag", chipAwayDebrisDrag.floatValue);
destructible.chipAwayDebrisDrag = chipAwayDebrisDrag.floatValue;
EditorGUILayout.EndHorizontal();
// CHIP-AWAY DEBRIS ANGULARDRAG
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
chipAwayDebrisAngularDrag.floatValue = EditorGUILayout.FloatField("Debris Angular Drag", chipAwayDebrisAngularDrag.floatValue);
destructible.chipAwayDebrisAngularDrag = chipAwayDebrisAngularDrag.floatValue;
EditorGUILayout.EndHorizontal();
}
#endregion
// AUTO-POOL DESTROYED PREFAB
autoPoolDestroyedPrefab.boolValue = EditorGUILayout.Toggle(new GUIContent("Auto Pool", "If checked, the destroyed prefab for this object will be added to the object pool automatically for you at runtime."), autoPoolDestroyedPrefab.boolValue);
destructible.autoPoolDestroyedPrefab = autoPoolDestroyedPrefab.boolValue;
previousDestroyedPrefab = destructible.destroyedPrefab;
}
EditorGUILayout.Separator();
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
#endregion
// MISCELLANEOUS
EditorGUILayout.BeginVertical("Box");
#region PARTICLES
EditorGUILayout.LabelField("Miscellaneous", EditorStyles.boldLabel);
// FALLBACK PARTICLE
EditorGUILayout.BeginHorizontal();
useFallbackParticle.boolValue = EditorGUILayout.Toggle("", useFallbackParticle.boolValue, GUILayout.Width(15));
GUIContent fallbackParticleContent = new GUIContent("Use Fallback Particle", "The particle effect used when this object is: (1) destroyed when there is no destroyed prefab assigned or (2) destroyed when a destroyed prefab is assigned but the DestructionManager's destroyed prefab limit has been reached. If unchecked, the object will disappear when destroyed. If checked but unassigned, the default particle effect will be used.");
EditorGUILayout.LabelField(fallbackParticleContent);
destructible.useFallbackParticle = useFallbackParticle.boolValue;
EditorGUILayout.EndHorizontal();
if (destructible.useFallbackParticle)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.PropertyField(fallbackParticle, new GUIContent(""));
destructible.fallbackParticle = fallbackParticle.objectReferenceValue as ParticleSystem;
if (destructible.fallbackParticle == null)
destructible.fallbackParticle = Resources.Load<ParticleSystem>("Default_Particles/DefaultLargeParticle");
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
GUIContent fallbackParticleMatOptionGuiContent = new GUIContent("Replace Materials With:", "Allows you to override mesh renderer materials on the fallback particle effect.\n\nDestroyed Object - Mesh materials on the fallback particle will be replaced with the 0-index material from the destructible object.\n\nDon't Replace - Mesh materials will not be modified on the fallback particle.\n\nCustom - Specify each mesh material that will be replaced on the fallback particle, and by which alternative material.");
EditorGUILayout.LabelField(fallbackParticleMatOptionGuiContent);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
int[] popupParticleMatOptionValues = {0, 1, 2};
string[] popupParticleMatOptionDisplay = {"Destroyed Object", "Don't Replace", "Custom"};
EditorGUILayout.LabelField("", GUILayout.Width(15));
destructible.fallbackParticleMatOption = EditorGUILayout.IntPopup(fallbackParticleMatOption.intValue, popupParticleMatOptionDisplay, popupParticleMatOptionValues, GUILayout.Width(200));
EditorGUILayout.EndHorizontal();
// FALLBACK PARTICLE MATERIAL REPLACEMENT OPTIONS
if (destructible.fallbackParticleMatOption == 2)
{
List<ParticleSystemRenderer> psrs = destructible.fallbackParticle.GetComponentsInChildren<ParticleSystemRenderer>(true).ToList();
List<Material> particleMaterials = new List<Material>();
foreach (ParticleSystemRenderer psr in psrs)
{
if (psr.renderMode != ParticleSystemRenderMode.Mesh) continue;
foreach (Material mat in psr.sharedMaterials)
{
if (mat != null && !particleMaterials.Contains(mat))
{
particleMaterials.Add(mat);
particleMatOptions.Add(mat.name);
}
}
}
// Initialize replaceMaterials if null
if (destructible.replaceParticleMats == null)
destructible.replaceParticleMats = new List<MaterialMapping>();
// Clean up replaceMaterials
if (destructible.replaceParticleMats.Count > 0)
destructible.replaceParticleMats.RemoveAll(x => x.SourceMaterial != null && !particleMatOptions.Contains(x.SourceMaterial.name));
EditorGUILayout.Separator();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("Material Replacement", EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
if (particleMaterials.Count > 0)
{
particleMaterials = particleMaterials.OrderBy(x => x.name).ToList();
particleMatOptions.Sort();
foreach (MaterialMapping mapping in destructible.replaceParticleMats)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("Replace", GUILayout.Width(50));
int selectedMaterialIndex = mapping.SourceMaterial == null ? 0 : particleMaterials.IndexOf(mapping.SourceMaterial);
selectedMaterialIndex = EditorGUILayout.Popup(selectedMaterialIndex, particleMatOptions.ToArray());
if (selectedMaterialIndex >= 0 && selectedMaterialIndex < particleMatOptions.Count)
{
string materialName = particleMatOptions[selectedMaterialIndex];
mapping.SourceMaterial = particleMaterials.First(x => x.name == materialName);
}
else
mapping.SourceMaterial = null;
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("With", GUILayout.Width(50));
mapping.ReplacementMaterial = EditorGUILayout.ObjectField(mapping.ReplacementMaterial, typeof(Material), false) as Material;
EditorGUILayout.EndHorizontal();
}
// Add/Remove buttons
bool showAddButton = destructible.replaceParticleMats.Count < particleMatOptions.Count;
bool showRemoveButton = destructible.replaceParticleMats.Count > 0;
CreateButtons(destructible.replaceParticleMats, showAddButton, showRemoveButton);
}
else
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("No materials found on particle!", GUILayout.Width(200), GUILayout.Height(16));
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.Separator();
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
destructible.centerPointOverride = EditorGUILayout.Vector3Field(new GUIContent("Position Override", "Here you can override the position the particle effect will spawn. This is particularly useful for Static objects, since DestroyIt uses the transform's position as the particle spawn point, which may not always be the center of the mesh."), centerPointOverride.vector3Value);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
destructible.fallbackParticleScale = EditorGUILayout.Vector3Field(new GUIContent("Scale Override", "Here you can override the scale of the particle effect when it spawns."), fallbackParticleScale.vector3Value);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.PropertyField(fallbackParticleParent, new GUIContent("Parent Under", "Here you can specify a transform to parent the fallback particle effect under when it spawns.\n\nThis is helpful, for instance, if your destructible object is on a moving platform and you want the particle effect to move with the platform.\n\nNote that changing the parent transform will not change where the particle effect will spawn - it will still spawn at the destroyed object's position."));
destructible.fallbackParticleParent = fallbackParticleParent.objectReferenceValue as Transform;
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.Separator();
#endregion
#region UNPARENT ON DESTROY
// UNPARENT ON DESTROY
List<Transform> children = destructible.gameObject.GetComponentsInChildrenOnly<Transform>();
List<string> childrenOptions = children.Select(x => $"{x.name} [{x.GetInstanceID()}]").ToList();
childrenOptions.Insert(0, "--Select--");
if (children.Count > 0)
{
bool rigidbodyFound = false;
EditorGUILayout.Separator();
EditorGUILayout.LabelField(new GUIContent("Un-Parent Children When Destroyed:", "These child objects will be un-parented from the destructible object when it is destroyed."));
List<GameObject> tempList = new List<GameObject>();
if (destructible.unparentOnDestroy == null)
destructible.unparentOnDestroy = new List<GameObject>();
foreach (GameObject go in destructible.unparentOnDestroy)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("Child", GUILayout.Width(50));
int selectedchildIndex = go == null ? 0 : children.IndexOf(go.transform) + 1;
selectedchildIndex = EditorGUILayout.Popup(selectedchildIndex, childrenOptions.ToArray());
GameObject selectedChild = null;
if (selectedchildIndex > 0 && selectedchildIndex < childrenOptions.Count)
{
string childName = childrenOptions[selectedchildIndex];
const string pattern = @"\[-*[0-9]+\]";
string match = Regex.Match(childName, pattern).Value;
int instanceId = Convert.ToInt32(match.Trim('[', ']'));
selectedChild = children.First(x => x.GetInstanceID() == instanceId).gameObject;
Rigidbody rb = selectedChild.GetComponent<Rigidbody>();
if (rb != null) rigidbodyFound = true;
}
EditorGUILayout.EndHorizontal();
tempList.Add(selectedChild);
}
if (rigidbodyFound)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
destructible.disableKinematicOnUparentedChildren = EditorGUILayout.Toggle(new GUIContent("Turn off Kinematic", "When TRUE, kinematic rigidbodies on unparented children will be affected by gravity/forces once the object is destroyed."), destructible.disableKinematicOnUparentedChildren);
EditorGUILayout.EndHorizontal();
}
else
destructible.disableKinematicOnUparentedChildren = true; // default to TRUE when future children are added to unparent.
destructible.unparentOnDestroy = tempList;
// Add/Remove buttons
bool showAddButton = destructible.unparentOnDestroy.Count < children.Count;
bool showRemoveButton = destructible.unparentOnDestroy.Count > 0;
CreateButtons(destructible.unparentOnDestroy, showAddButton, showRemoveButton);
EditorGUILayout.Separator();
}
#endregion
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
if (GUI.changed && !Application.isPlaying)
{
EditorUtility.SetDirty(destructible);
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
}
serializedObject.ApplyModifiedProperties();
}
private void CreateButtons<T>(List<T> itemList, bool showAddButton, bool showRemoveButton)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
if (showAddButton && GUILayout.Button("+", EditorStyles.toolbarButton, GUILayout.Width(30)))
itemList.Add(default);
if (showRemoveButton && GUILayout.Button("-", EditorStyles.toolbarButton, GUILayout.Width(30)))
itemList.RemoveAt(itemList.Count - 1);
EditorGUILayout.EndHorizontal();
}
}
}

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fileFormatVersion: 2
guid: d43695d595a398a4885848fd6c558454
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace DestroyIt
{
[CustomEditor(typeof(DestructionManager))]
public class DestructionManagerEditor : Editor
{
public override void OnInspectorGUI()
{
DestructionManager destManager = target as DestructionManager;
EditorGUILayout.Separator();
EditorGUILayout.BeginVertical("Box");
EditorGUILayout.Separator();
EditorGUILayout.LabelField(new GUIContent("Auto-Deactivate", "Provides options to gain better performance by deactivating Destructible scripts when they are far away from the player."), EditorStyles.boldLabel);
GUILayout.BeginHorizontal();
destManager.autoDeactivateDestructibles = EditorGUILayout.Toggle(destManager.autoDeactivateDestructibles, GUILayout.Width(20));
EditorGUILayout.LabelField(new GUIContent("Destructible Objects", "If true, Destructible scripts will be deactivated on start, and will re-activate any time they are inside a trigger collider with the ActivateDestructibles script on it."));
GUILayout.EndHorizontal();
if (destManager.autoDeactivateDestructibles)
{
GUILayout.Label(new GUIContent("NOTE: You'll need to put a trigger collider with ActivateDestructibles script to re-activate Destructibles within range. See the ActivateDestructiblesArea prefab for an example."), EditorStyles.helpBox);
}
GUILayout.BeginHorizontal();
destManager.autoDeactivateDestructibleTerrainObjects = EditorGUILayout.Toggle(destManager.autoDeactivateDestructibleTerrainObjects, GUILayout.Width(20));
EditorGUILayout.LabelField(new GUIContent("Destructible Terrain Objects", "If true, Destructible terrain object scripts will be deactivated on start, and will activate any time they are inside a trigger collider with the ActivateDestructibles script on it."));
GUILayout.EndHorizontal();
if (destManager.autoDeactivateDestructibleTerrainObjects)
{
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
destManager.destructibleTreesStayDeactivated = EditorGUILayout.Toggle(destManager.destructibleTreesStayDeactivated, GUILayout.Width(20));
EditorGUILayout.LabelField(new GUIContent("Don't Reactivate Terrain Objects", "If true, Destructible terrain object scripts will not be re-activated by ActivateDestructibles scripts. Recommended to leave this true for performance, unless you need to move terrain objects during the game or use progressive damage textures on them."));
GUILayout.EndHorizontal();
}
if (destManager.autoDeactivateDestructibles || destManager.autoDeactivateDestructibleTerrainObjects)
{
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Deactivate After", "The time in seconds to automatically deactivate Destructible scripts when they are active and outside an ActivateDestructibles trigger area."), GUILayout.Width(100));
destManager.deactivateAfter = EditorGUILayout.FloatField(destManager.deactivateAfter, GUILayout.Width(30));
EditorGUILayout.LabelField("seconds", GUILayout.Width(50));
GUILayout.EndHorizontal();
}
EditorGUILayout.Separator();
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
base.OnInspectorGUI();
destManager.useCameraDistanceLimit = EditorGUILayout.Toggle(new GUIContent("Camera Distance Limit", "If true, destructible objects beyond the specified distance from the main camera will be destroyed in a more limiting (ie, higher performance) way, such as the fallback particle effect."), destManager.useCameraDistanceLimit);
if (destManager.useCameraDistanceLimit)
{
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
destManager.cameraDistanceLimit = EditorGUILayout.IntField("If distance to camera >", destManager.cameraDistanceLimit);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
EditorGUILayout.LabelField("Limit destruction to", GUILayout.Width(100));
EditorGUILayout.EnumPopup(DestructionType.ParticleEffect);
GUILayout.EndHorizontal();
}
if (GUI.changed && !Application.isPlaying)
{
EditorUtility.SetDirty(destManager);
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
}
}
}
}

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fileFormatVersion: 2
guid: 120e1ec105f1a6f4cac0103cb56cc8db
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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using UnityEngine;
using UnityEditor;
namespace DestroyIt
{
public static class HideFlagsUtility
{
[MenuItem("Help/Hide Flags/Show All Objects")]
private static void ShowAll()
{
var allGameObjects = Object.FindObjectsOfType<GameObject>();
foreach (var go in allGameObjects)
{
switch (go.hideFlags)
{
case HideFlags.HideAndDontSave:
go.hideFlags = HideFlags.DontSave;
break;
case HideFlags.HideInHierarchy:
case HideFlags.HideInInspector:
go.hideFlags = HideFlags.None;
break;
}
}
}
}
}

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fileFormatVersion: 2
guid: ca848dd29b36a224580037bc63c4f0ef
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace DestroyIt
{
[CustomEditor(typeof(HitEffects))]
public class HitEffectsEditor : Editor
{
private Texture deleteButton;
private HitEffects hitEffects;
public void OnEnable()
{
hitEffects = target as HitEffects;
deleteButton = Resources.Load("UI_Textures/delete-16x16") as Texture;
if (hitEffects.effects == null)
hitEffects.effects = new List<HitEffect>();
//Default to Everything mask
if (hitEffects.effects.Count == 0)
hitEffects.effects.Add(new HitEffect() {hitBy = (HitBy)(-1)}); // -1 == "Everything"
}
public override void OnInspectorGUI()
{
EditorGUILayout.BeginVertical("Box");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("When hit by:", GUILayout.Width(100));
EditorGUILayout.LabelField("Use particle:", GUILayout.Width(100));
EditorGUILayout.EndHorizontal();
for (int i=0; i < hitEffects.effects.Count; i++)
{
HitEffect hitEffect = hitEffects.effects[i];
EditorGUILayout.BeginHorizontal();
hitEffect.hitBy = (HitBy) EditorGUILayout.EnumFlagsField(hitEffect.hitBy, GUILayout.Width(100));
hitEffect.effect = EditorGUILayout.ObjectField(hitEffect.effect, typeof(GameObject), false) as GameObject;
if (GUILayout.Button("-", GUILayout.Width(22)))
{
if (hitEffects.effects.Count > 1)
hitEffects.effects.Remove(hitEffect);
else
Debug.Log("Cannot remove the last remaining Hit Effect. Remove the script entirely if you don't want a hit effect to occur.");
}
EditorGUILayout.EndHorizontal();
}
// Add Button
EditorGUILayout.Separator();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
if (GUILayout.Button("+", EditorStyles.toolbarButton, GUILayout.Width(30)))
hitEffects.effects.Add(new HitEffect() {hitBy = (HitBy)(-1)}); // Add the first available tag.
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator();
EditorGUILayout.EndVertical();
if (hitEffects != null && GUI.changed && !Application.isPlaying)
{
EditorUtility.SetDirty(hitEffects);
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
}
}
}

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fileFormatVersion: 2
guid: 233ea7235ad8f3d4dad38ad9e4afa12d
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using Debug = UnityEngine.Debug;
namespace DestroyIt
{
[CustomEditor(typeof(ObjectPool))]
public class ObjectPoolEditor : Editor
{
private Texture deleteButton;
private Texture lockOff;
private Texture lockOn;
private readonly string[] delimiter = {":|:"}; // The complex delimiter for loading/saving Object Pool to file. Should be something you won't use in your prefab names.
private void OnEnable()
{
deleteButton = Resources.Load("UI_Textures/delete-16x16") as Texture;
lockOff = Resources.Load("UI_Textures/lock-off-16x16") as Texture;
lockOn = Resources.Load("UI_Textures/lock-on-16x16") as Texture;
}
public override void OnInspectorGUI()
{
ObjectPool objectPool = target as ObjectPool;
List<PoolEntry> changeEntries = new List<PoolEntry>();
if (objectPool != null && objectPool.prefabsToPool != null)
changeEntries = objectPool.prefabsToPool.ToList();
List<PoolEntry> removeEntries = new List<PoolEntry>();
GUIStyle style = new GUIStyle();
style.padding.top = 2;
if (changeEntries.Count > 0)
{
EditorGUILayout.LabelField("Prefab | Count | Pooled Only");
List<string> previouslyUsedNames = new List<string>();
foreach(PoolEntry entry in changeEntries)
{
// Remove duplicate entries
if (entry != null && entry.Prefab != null)
{
if (previouslyUsedNames.Contains(entry.Prefab.name))
{
Debug.LogWarning("Prefab \"" + entry.Prefab.name + "\" already exists in Object Pool (item #" + (previouslyUsedNames.IndexOf(entry.Prefab.name) + 1) + ").");
removeEntries.Add(entry);
continue;
}
previouslyUsedNames.Add(entry.Prefab.name);
}
EditorGUILayout.BeginHorizontal();
entry.Prefab = EditorGUILayout.ObjectField(entry.Prefab, typeof(GameObject), false) as GameObject;
entry.Count = EditorGUILayout.IntField(entry.Count, GUILayout.Width(20));
Texture currentLock = lockOff;
if (entry.OnlyPooled)
currentLock = lockOn;
if (GUILayout.Button(currentLock, style, GUILayout.Width(16)))
entry.OnlyPooled = !entry.OnlyPooled;
if (GUILayout.Button(deleteButton, style, GUILayout.Width(16)))
removeEntries.Add(entry); // flag for removal
EditorGUILayout.EndHorizontal();
}
// Remove entries flagged for removal
foreach (PoolEntry entry in removeEntries)
changeEntries.Remove(entry);
}
// Add entries button
EditorGUILayout.Separator();
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("+", EditorStyles.toolbarButton, GUILayout.Width(30)))
changeEntries.Add(new PoolEntry{ Prefab = null, Count = 1 });
EditorGUILayout.LabelField(" Add a prefab to the pool.");
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator();
// Suppress Warnings checkbox
EditorGUILayout.BeginHorizontal();
objectPool.suppressWarnings = EditorGUILayout.Toggle(objectPool.suppressWarnings, GUILayout.Width(16));
EditorGUILayout.LabelField("Suppress Warnings");
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator();
// IMPORT from file
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Import", EditorStyles.toolbarButton, GUILayout.Width(70)))
{
string path = EditorUtility.OpenFilePanel("Import Object Pool Save File", SceneManager.GetActiveScene().path.SceneFolder(), "txt");
if (path.Length != 0 && File.Exists(path))
{
string[] lines = File.ReadAllLines(path);
if (EditorUtility.DisplayDialog("Add Items to Object Pool?", "Are you sure you want to import " + lines.Length + " items into the Object Pool from " + Path.GetFileName(path) + "?", "Add Items", "Cancel"))
{
int itemsModified = 0;
int itemsAdded = 0;
for (int i = 0; i < lines.Length; i++)
{
string[] parts = lines[i].Split(delimiter, StringSplitOptions.None);
string assetPath = AssetDatabase.GUIDToAssetPath(parts[1]);
GameObject prefab = AssetDatabase.LoadAssetAtPath(assetPath, typeof(GameObject)) as GameObject;
if (prefab == null)
{
Debug.LogWarning("Could not find \"" + parts[0] + "\" prefab.");
continue;
}
int count = Convert.ToInt32(parts[2]);
bool onlyPooled = Convert.ToBoolean(parts[3]);
PoolEntry existingEntry = changeEntries.Find(x => x.Prefab == prefab);
// Update existing entries
if (existingEntry != null)
{
bool updatedExisting = false;
if (existingEntry.Count < count)
{
existingEntry.Count = count;
updatedExisting = true;
}
if (onlyPooled && !existingEntry.OnlyPooled)
{
existingEntry.OnlyPooled = onlyPooled;
updatedExisting = true;
}
if (updatedExisting)
itemsModified++;
}
else // Add new entries
{
changeEntries.Add(new PoolEntry { Prefab = prefab, Count = count, OnlyPooled = onlyPooled });
itemsAdded++;
}
}
Debug.Log(String.Format("{0} imported into Object Pool. Results: {1} new items added, {2} existing items updated.", Path.GetFileName(path), itemsAdded, itemsModified));
}
}
}
// CLEAR object pool
EditorGUILayout.Space();
if (GUILayout.Button("Clear", EditorStyles.toolbarButton, GUILayout.Width(70)) &&
EditorUtility.DisplayDialog("Clear Object Pool?", "Are you sure you want to remove all objects from the object pool?", "Clear", "Cancel"))
{
changeEntries = new List<PoolEntry>();
Debug.Log("Object Pool cleared.");
}
// SAVE to file
EditorGUILayout.Space();
if (GUILayout.Button("Save", EditorStyles.toolbarButton, GUILayout.Width(70)))
{
string saveFilePath = EditorUtility.SaveFilePanel("Save Object File To", SceneManager.GetActiveScene().path.SceneFolder(), SceneManager.GetActiveScene().name.Replace(" ", "") + "ObjectPool.txt", "txt");
//string saveFilePath = SceneManager.GetActiveScene().path.SceneFolder() + "/ObjectPool-SaveFile.txt"; //"Assets/DestroyIt - Core/ObjectPool-SaveFile.txt";
if (saveFilePath.Length != 0)
{
if (objectPool.prefabsToPool != null && objectPool.prefabsToPool.Count > 0)
{
string[] lines = new string[objectPool.prefabsToPool.Count];
for (int i = 0; i < objectPool.prefabsToPool.Count; i++)
{
string assetPath = AssetDatabase.GetAssetPath(objectPool.prefabsToPool[i].Prefab.GetInstanceID());
string assetId = AssetDatabase.AssetPathToGUID(assetPath);
lines[i] = String.Format("{1}{0}{2}{0}{3}{0}{4}", string.Join("", delimiter), objectPool.prefabsToPool[i].Prefab.name, assetId, objectPool.prefabsToPool[i].Count, objectPool.prefabsToPool[i].OnlyPooled);
}
File.WriteAllLines(saveFilePath, lines);
Debug.Log(lines.Length + " object Pool entries saved to: " + saveFilePath + ".");
}
else
Debug.Log("Object Pool is empty. Nothing to save.");
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator();
// Save changes back to object pool
objectPool.prefabsToPool = changeEntries;
if (GUI.changed && !Application.isPlaying)
{
EditorUtility.SetDirty(objectPool);
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
}
}
}

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MonoImporter:
serializedVersion: 2
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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace DestroyIt
{
public class SetupDestroyIt
{
[MenuItem("Window/DestroyIt/Setup - Minimal")]
public static void SetupMinimalMenuOption()
{
GameObject destroyIt;
DestructionManager destructionManager = Object.FindObjectOfType<DestructionManager>();
if (destructionManager != null)
destroyIt = destructionManager.gameObject;
else
destroyIt = new GameObject("DestroyIt");
destroyIt.AddComponent<DestructionManager>();
destroyIt.AddComponent<ParticleManager>();
ObjectPool pool = destroyIt.AddComponent<ObjectPool>();
DestructionTest destructionTest = Object.FindObjectOfType<DestructionTest>();
if (destructionTest == null)
{
GameObject destroyItTest = new GameObject("DestroyIt-InputTest");
destroyItTest.AddComponent<DestructionTest>();
}
if (pool != null)
{
GameObject defaultLargeParticle = Resources.Load<GameObject>("Default_Particles/DefaultLargeParticle");
GameObject defaultSmallParticle = Resources.Load<GameObject>("Default_Particles/DefaultSmallParticle");
pool.prefabsToPool = new List<PoolEntry>();
pool.prefabsToPool.Add(new PoolEntry() {Count = 10, Prefab = defaultLargeParticle});
pool.prefabsToPool.Add(new PoolEntry() {Count = 10, Prefab = defaultSmallParticle});
}
}
[MenuItem("Window/DestroyIt/Setup - Destructible Trees")]
public static void SetupDestructibleTreesMenuOption()
{
EditorUtility.DisplayDialog("A Note About Destructible Trees",
"NOTE: You will need to uncheck Enable Tree Colliders on your terrain in order to use destructible trees.\n\n" +
"Once you've added your trees to the terrain, click the \"Update Trees\" button on the TreeManager, and DestroyIt will " +
"create game objects with colliders and place them over the terrain tree instances so they can be destroyed.", "Ok");
DestructionManager destructionManager = Object.FindObjectOfType<DestructionManager>();
if (destructionManager == null)
SetupMinimalMenuOption();
destructionManager = Object.FindObjectOfType<DestructionManager>();
destructionManager.gameObject.AddComponent<TreeManager>();
}
}
}

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fileFormatVersion: 2
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timeCreated: 1427418461
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace DestroyIt
{
[CustomEditor(typeof(StructuralSupport))]
public class StructuralSupportEditor : Editor
{
public override void OnInspectorGUI()
{
StructuralSupport strSupport = target as StructuralSupport;
base.OnInspectorGUI();
EditorGUILayout.Separator();
if (GUILayout.Button("Add Supports", GUILayout.Width(170)))
{
strSupport.AddStructuralSupport();
}
if (GUILayout.Button("Remove Supports", GUILayout.Width(170)))
{
strSupport.RemoveStructuralSupport();
}
EditorGUILayout.Separator();
if (GUI.changed && !Application.isPlaying)
{
EditorUtility.SetDirty(strSupport);
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
}
}
}
}

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fileFormatVersion: 2
guid: f0e430181e61d0649a789afd5df5455a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
// ReSharper disable InconsistentNaming
namespace DestroyIt
{
[CustomEditor(typeof(TagIt))]
public class TagItEditor : Editor
{
private Texture deleteButton;
private TagIt tagIt;
public void OnEnable()
{
tagIt = target as TagIt;
deleteButton = Resources.Load("UI_Textures/delete-16x16") as Texture;
if (tagIt.tags == null)
tagIt.tags = new List<Tag>();
if (tagIt.tags.Count == 0)
tagIt.tags.Add(Tag.Untagged);
}
public override void OnInspectorGUI()
{
string removeTagName = "";
Tag changeTagFrom = Tag.Untagged;
Tag changeTagTo = Tag.Untagged;
List<string> tagOptions;
GUIStyle style = new GUIStyle();
style.padding.top = 2;
EditorGUILayout.BeginVertical("Box");
EditorGUILayout.LabelField("Tags on this game object:");
foreach(Tag tag in tagIt.tags)
{
// Reset the list of tag options for each tag.
tagOptions = Enum.GetNames(typeof(Tag)).ToList();
tagOptions.Sort();
// Remove the other tags this object already has.
foreach (Tag t in tagIt.tags)
{
if (t == tag) continue; // don't remove the current tag.
tagOptions.Remove(Enum.GetName(typeof(Tag), t));
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
// get the selected option
int selectedIndex = tagOptions.IndexOf(Enum.GetName(typeof(Tag), tag));
selectedIndex = EditorGUILayout.Popup(selectedIndex,tagOptions.ToArray());
Tag newTag = (Tag)Enum.Parse(typeof(Tag), tagOptions[selectedIndex]);
if (tag != newTag)
{
changeTagFrom = tag;
changeTagTo = newTag;
}
if (GUILayout.Button(deleteButton, style, GUILayout.Width(16)))
removeTagName = tagOptions[selectedIndex]; // flag for removal
EditorGUILayout.EndHorizontal();
}
// Change tag (if neccessary).
if (changeTagFrom != changeTagTo)
{
int idx = tagIt.tags.IndexOf(changeTagFrom);
tagIt.tags[idx] = changeTagTo;
}
// Remove selected tag (if any).
if (tagIt.tags.Count > 1 && removeTagName != "")
{
Tag removeTag = (Tag)Enum.Parse(typeof(Tag), removeTagName);
tagIt.tags.Remove(removeTag);
}
else if (tagIt.tags.Count == 1 && removeTagName != "") // if we are removing the last item, just remove the TagIt script.
DestroyImmediate(tagIt.gameObject.GetComponent<TagIt>());
// Add/Remove Buttons
tagOptions = Enum.GetNames(typeof(Tag)).ToList();
tagOptions.Sort();
List<string> usedTags = new List<string>();
foreach(Tag tag in tagIt.tags)
usedTags.Add(Enum.GetName(typeof(Tag), tag));
usedTags.Sort();
bool showAddButton = tagIt.tags.Count < tagOptions.Count;
if (showAddButton)
{
EditorGUILayout.Separator();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(15));
if (GUILayout.Button("+", EditorStyles.toolbarButton, GUILayout.Width(30)))
{
tagOptions.RemoveAll(x => usedTags.Contains(x));
Tag firstAvailableTag = (Tag)Enum.Parse(typeof(Tag), tagOptions[0]);
tagIt.tags.Add(firstAvailableTag); // Add the first available tag.
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.Separator();
EditorGUILayout.EndVertical();
if (tagIt != null && GUI.changed && !Application.isPlaying)
{
EditorUtility.SetDirty(tagIt);
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
}
}
}
}

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fileFormatVersion: 2
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serializedVersion: 2
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using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace DestroyIt
{
[CustomEditor(typeof(TreeManager))]
public class TreeManagerEditor : Editor
{
public override void OnInspectorGUI()
{
TreeManager treeManager = target as TreeManager;
base.OnInspectorGUI();
EditorGUILayout.Separator();
if (GUILayout.Button("Update Trees", EditorStyles.toolbarButton, GUILayout.Width(160)))
TreeManager.Instance.UpdateTrees();
EditorGUILayout.Separator();
if (GUI.changed && !Application.isPlaying)
{
EditorUtility.SetDirty(treeManager);
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 466b6db7016e4b36a47cf5d2159bec6c
timeCreated: 1530589652