Files
modular-vr/Assets/Escape Room Engine/Engine/Scripts/Editor/EngineEditor.cs
2022-11-13 20:49:32 +01:00

73 lines
2.2 KiB
C#

using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace Escape_Room_Engine.Engine.Scripts.Editor
{
public class EngineEditor : EditorWindow
{
private bool _registeredUpdateEvent;
private Button _passToNextRoomButton, _skipCurrentRoomButton;
[MenuItem("Window/Engine Editor")]
public static void ShowEditor()
{
var window = GetWindow<EngineEditor>();
window.titleContent = new GUIContent("Engine Editor");
}
public void CreateGUI()
{
_passToNextRoomButton = new Button(PassToNextRoom)
{
text = "Pass To Next Room"
};
rootVisualElement.Add(_passToNextRoomButton);
_skipCurrentRoomButton = new Button(SkipCurrentRoom)
{
text = "Skip Current Room"
};
rootVisualElement.Add(_skipCurrentRoomButton);
EditorApplication.playModeStateChanged += _ => UpdateUI();
UpdateUI();
}
private void PassToNextRoom()
{
if (EditorApplication.isPlaying)
{
Engine.DefaultEngine.HidePreviousRoom();
UpdateUI();
}
}
private void SkipCurrentRoom()
{
if (EditorApplication.isPlaying)
{
Engine.DefaultEngine.CurrentRoom.Match(some: room => room.SkipRoom());
UpdateUI();
}
}
private void UpdateUI()
{
if (EditorApplication.isPlaying)
{
if (!_registeredUpdateEvent)
{
Engine.DefaultEngine.UpdateUIEvent += UpdateUI;
_registeredUpdateEvent = true;
}
}
else
{
_registeredUpdateEvent = false;
}
_passToNextRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.DefaultEngine.NumberOfRooms > 1);
_skipCurrentRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.DefaultEngine.NumberOfRooms > 0);
}
}
}