BITFALL/Assets/Plugins/FImpossible Creations/Plugins - Level Design/PGG/Mod Graph/Generating/MR_TileDesigner.cs

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2023-11-30 00:23:23 +08:00
using FIMSpace.Generating.Planning.PlannerNodes;
using FIMSpace.Graph;
#if UNITY_EDITOR
using FIMSpace.FEditor;
using UnityEditor;
#endif
using UnityEngine;
namespace FIMSpace.Generating.Planning.ModNodes.ModGenerating
{
public class MR_TileDesigner : PlannerRuleBase
{
public override string GetDisplayName(float maxWidth = 120) { return wasCreated ? " Tile Designer" : "Tile Designer"; }
public override string GetNodeTooltipDescription { get { return "Using Tile Designer to generate game object which can be used to be applied to some spawn"; } }
public override Color GetNodeColor() { return new Color(0.9f, 0.4f, 0.4f, 0.9f); }
public override bool IsFoldable { get { return false; } }
public override Vector2 NodeSize { get { return new Vector2(218, _EditorFoldout ? 102 : 104); } }
public override bool DrawInputConnector { get { return false; } }
public override bool DrawOutputConnector { get { return false; } }
public override EPlannerNodeType NodeType { get { return EPlannerNodeType.WholeFieldPlacement; } }
[HideInInspector] public TileDesign Design;
private GameObject generatedDesign = null;
public PGGUniversalPort Generated;
bool generated = false;
public override void OnCustomPrepare()
{
generated = false;
}
public override void OnStartReadingNode()
{
Generated.Variable.SetValue(generatedDesign);
if (generated) return;
var grid = MG_Grid;
if (grid == null) return;
if (generatedDesign) { FGenerators.DestroyObject(generatedDesign); }
Design.FullGenerateStack();
generatedDesign = Design.GeneratePrefab();
generatedDesign.transform.position = new Vector3(10000, -10000, 10000);
generatedDesign.hideFlags = HideFlags.HideAndDontSave;
Generated.Variable.SetValue(generatedDesign);
generated = true;
}
#if UNITY_EDITOR
//SerializedProperty sp = null;
public override void Editor_OnNodeBodyGUI(ScriptableObject setup)
{
base.Editor_OnNodeBodyGUI(setup);
if (GUILayout.Button(new GUIContent(" Open Tile Designer", FGUI_Resources.Tex_GearSetup), FGUI_Resources.ButtonStyle, GUILayout.Height(24)))
{
TileDesignerWindow.Init(Design, this);
}
}
#endif
}
}