using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
[CustomEditor(typeof(ConversationTrigger))]
public class ConversationTriggerEditor : Editor
{
private ConversationTrigger _conversationTrigger;
[SerializeField] private ReorderableList conversationsList;
private SerializedProperty _conversations;
private int _currentlySelectedConversationIndex = -1;
private readonly Dictionary<string, ReorderableList> _dialoguesListDict = new Dictionary<string, ReorderableList>();
private readonly Dictionary<string, ReorderableList> _sentencesListDict = new Dictionary<string, ReorderableList>();
private void OnEnable()
{
_conversationTrigger = (ConversationTrigger)target;
_conversations = serializedObject.FindProperty("conversations");
conversationsList = new ReorderableList(serializedObject, _conversations)
{
displayAdd = true,
displayRemove = true,
draggable = true,
drawHeaderCallback = DrawConversationsHeader,
drawElementCallback = DrawConversationsElement,
onAddCallback = (list) =>
{
SerializedProperty addedElement;
// if something is selected add after that element otherwise on the end
if (_currentlySelectedConversationIndex >= 0)
{
list.serializedProperty.InsertArrayElementAtIndex(_currentlySelectedConversationIndex + 1);
addedElement = list.serializedProperty.GetArrayElementAtIndex(_currentlySelectedConversationIndex + 1);
}
else
{
list.serializedProperty.arraySize++;
addedElement = list.serializedProperty.GetArrayElementAtIndex(list.serializedProperty.arraySize - 1);
}
var name = addedElement.FindPropertyRelative("Name");
var foldout = addedElement.FindPropertyRelative("Foldout");
var dialogues = addedElement.FindPropertyRelative("Dialogues");
name.stringValue = "";
foldout.boolValue = true;
dialogues.arraySize = 0;
},
elementHeightCallback = (index) =>
{
return GetConversationHeight(_conversations.GetArrayElementAtIndex(index));
}
};
}
public override void OnInspectorGUI()
{
serializedObject.Update();
// if there are no elements reset _currentlySelectedConversationIndex
if (conversationsList.serializedProperty.arraySize - 1 < _currentlySelectedConversationIndex) _currentlySelectedConversationIndex = -1;
conversationsList.DoLayoutList();
if (GUILayout.Button("Save Conversations"))
{
_conversationTrigger.SaveConversations();
}
if (GUILayout.Button("Load Conversations"))
{
Undo.RecordObject(_conversationTrigger, "Loaded conversations from JSON");
_conversationTrigger.LoadConversations();
}
serializedObject.ApplyModifiedProperties();
//Repaint();
}
#region Drawers
#region List Headers
private void DrawConversationsHeader(Rect rect)
{
EditorGUI.LabelField(rect, "Conversations");
}
private void DrawDialoguesHeader(Rect rect)
{
EditorGUI.LabelField(rect, "Dialogues");
}
private void DrawSentencesHeader(Rect rect)
{
EditorGUI.LabelField(rect, "Sentences");
}
#endregion List Headers
#region Elements
private void DrawConversationsElement(Rect rect, int index, bool isActive, bool isFocused)
{
if (isActive) _currentlySelectedConversationIndex = index;
var conversation = _conversations.GetArrayElementAtIndex(index);
var position = new Rect(rect);
var name = conversation.FindPropertyRelative("Name");
var foldout = conversation.FindPropertyRelative("Foldout");
var dialogues = conversation.FindPropertyRelative("Dialogues");
string dialoguesListKey = conversation.propertyPath;
EditorGUI.indentLevel++;
{
// make the label be a foldout
foldout.boolValue = EditorGUI.Foldout(new Rect(position.x, position.y, 10, EditorGUIUtility.singleLineHeight), foldout.boolValue, foldout.boolValue ? "" : name.stringValue);
if (foldout.boolValue)
{
// draw the name field
name.stringValue = EditorGUI.TextField(new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight), name.stringValue);
position.y += EditorGUIUtility.singleLineHeight;
if (!_dialoguesListDict.ContainsKey(dialoguesListKey))
{
// create reorderabl list and store it in dict
var dialoguesList = new ReorderableList(conversation.serializedObject, dialogues)
{
displayAdd = true,
displayRemove = true,
draggable = true,
drawHeaderCallback = DrawDialoguesHeader,
drawElementCallback = (convRect, convIndex, convActive, convFocused) => { DrawDialoguesElement(_dialoguesListDict[dialoguesListKey], convRect, convIndex, convActive, convFocused); },
elementHeightCallback = (dialogIndex) =>
{
return GetDialogueHeight(_dialoguesListDict[dialoguesListKey].serializedProperty.GetArrayElementAtIndex(dialogIndex));
},
onAddCallback = (list) =>
{
list.serializedProperty.arraySize++;
var addedElement = list.serializedProperty.GetArrayElementAtIndex(list.serializedProperty.arraySize - 1);
var newDialoguesName = addedElement.FindPropertyRelative("Name");
var newDialoguesFoldout = addedElement.FindPropertyRelative("Foldout");
var sentences = addedElement.FindPropertyRelative("Sentences");
newDialoguesName.stringValue = "";
newDialoguesFoldout.boolValue = true;
sentences.arraySize = 0;
}
};
_dialoguesListDict[dialoguesListKey] = dialoguesList;
}
_dialoguesListDict[dialoguesListKey].DoList(new Rect(position.x, position.y, position.width, position.height - EditorGUIUtility.singleLineHeight));
}
}
EditorGUI.indentLevel--;
}
private void DrawDialoguesElement(ReorderableList list, Rect rect, int index, bool isActive, bool isFocused)
{
if (list == null) return;
var dialog = list.serializedProperty.GetArrayElementAtIndex(index);
var position = new Rect(rect);
var foldout = dialog.FindPropertyRelative("Foldout");
var name = dialog.FindPropertyRelative("Name");
{
// make the label be a foldout
foldout.boolValue = EditorGUI.Foldout(new Rect(position.x, position.y, 10, EditorGUIUtility.singleLineHeight), foldout.boolValue, foldout.boolValue ? "" : name.stringValue);
var sentencesListKey = dialog.propertyPath;
var sentences = dialog.FindPropertyRelative("Sentences");
if (foldout.boolValue)
{
// draw the name field
name.stringValue = EditorGUI.TextField(new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight), name.stringValue);
position.y += EditorGUIUtility.singleLineHeight;
if (!_sentencesListDict.ContainsKey(sentencesListKey))
{
// create reorderabl list and store it in dict
var sentencesList = new ReorderableList(sentences.serializedObject, sentences)
{
displayAdd = true,
displayRemove = true,
draggable = true,
// header for the dialog list
drawHeaderCallback = DrawSentencesHeader,
// how a sentence is displayed
drawElementCallback = (sentenceRect, sentenceIndex, sentenceIsActive, sentenceIsFocused) =>
{
var sentence = sentences.GetArrayElementAtIndex(sentenceIndex);
// draw simple textArea for sentence
sentence.stringValue = EditorGUI.TextArea(sentenceRect, sentence.stringValue);
},
// Sentences have simply a fixed height of 2 lines
elementHeight = EditorGUIUtility.singleLineHeight * 2,
// when a sentence is added
onAddCallback = (sentList) =>
{
sentList.serializedProperty.arraySize++;
var addedElement = sentList.serializedProperty.GetArrayElementAtIndex(sentList.serializedProperty.arraySize - 1);
addedElement.stringValue = "";
}
};
// store the created ReorderableList
_sentencesListDict[sentencesListKey] = sentencesList;
}
// Draw the list
_sentencesListDict[sentencesListKey].DoList(new Rect(position.x, position.y, position.width, position.height - EditorGUIUtility.singleLineHeight));
}
}
}
#endregion Elements
#endregion Drawers
#region Helpers
#region HeightGetter
/// <summary>
/// Returns the height of given Conversation property
/// </summary>
/// <param name="conversation"></param>
/// <returns>height of given Conversation property</returns>
private float GetConversationHeight(SerializedProperty conversation)
{
var foldout = conversation.FindPropertyRelative("Foldout");
// if not foldout the height is simply 1 line
var height = EditorGUIUtility.singleLineHeight;
// otherwise we sum up every controls and child heights
if (foldout.boolValue)
{
// we need some more lines:
// for the Name field,
// the list header,
// the list buttons and a bit buffer
height += EditorGUIUtility.singleLineHeight * 5;
var dialogues = conversation.FindPropertyRelative("Dialogues");
for (var d = 0; d < dialogues.arraySize; d++)
{
var dialog = dialogues.GetArrayElementAtIndex(d);
height += GetDialogueHeight(dialog);
}
}
return height;
}
/// <summary>
/// Returns the height of given Dialogue property
/// </summary>
/// <param name="dialog"></param>
/// <returns>height of given Dialogue property</returns>
private float GetDialogueHeight(SerializedProperty dialog)
{
var foldout = dialog.FindPropertyRelative("Foldout");
// same game for the dialog if not foldout it is only a single line
var height = EditorGUIUtility.singleLineHeight;
// otherwise sum up controls and child heights
if (foldout.boolValue)
{
// we need some more lines:
// for the Name field,
// the list header,
// the list buttons and a bit buffer
height += EditorGUIUtility.singleLineHeight * 4;
var sentences = dialog.FindPropertyRelative("Sentences");
// the sentences are easier since they always have the same height
// in this example 2 lines so simply do
// at least have space for 1 sentences even if there is none
height += EditorGUIUtility.singleLineHeight * Mathf.Max(1, sentences.arraySize) * 2;
}
return height;
}
#endregion
#endregion Helpers
}
The problem is this part inside the OnEnable :
elementHeightCallback = (index) =>
{
return GetConversationHeight(_conversations.GetArrayElementAtIndex(index));
}
This method GetConversationHeight make the editor to become very very slow almost make the editor freezing. Once I’m removing not using this line the editor will work smooth fast but the code will not.
Maybe there’s a way to cache the height of each dialogue so the height calculation can be done only when necessary ?