EnemyCharacterCreator.cs 9.3 KB

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  1. using UnityEngine;
  2. using UnityEditor;
  3. using System.IO;
  4. /// <summary>
  5. /// Editor utility for creating enemy characters from EnemyCharacterData
  6. /// Adds menu items under "RPG/Characters" for enemy creation workflow
  7. /// </summary>
  8. public class EnemyCharacterCreator : EditorWindow
  9. {
  10. private EnemyCharacterData selectedEnemyData;
  11. private string outputPath = "Assets/Scripts/Characters/Enemies/Generated/";
  12. private Vector2 scrollPosition;
  13. [MenuItem("RPG/Characters/Enemy Creator Window")]
  14. public static void ShowWindow()
  15. {
  16. GetWindow<EnemyCharacterCreator>("Enemy Character Creator");
  17. }
  18. [MenuItem("Assets/RPG/Generate Enemy Character Script", true)]
  19. public static bool ValidateGenerateEnemyScript()
  20. {
  21. return Selection.activeObject is EnemyCharacterData;
  22. }
  23. [MenuItem("Assets/RPG/Generate Enemy Character Script")]
  24. public static void GenerateEnemyScriptFromSelected()
  25. {
  26. if (Selection.activeObject is EnemyCharacterData enemyData)
  27. {
  28. GenerateEnemyCharacterScript(enemyData);
  29. }
  30. }
  31. void OnGUI()
  32. {
  33. GUILayout.Label("Enemy Character Creator", EditorStyles.boldLabel);
  34. EditorGUILayout.Space();
  35. // Enemy data selection
  36. EditorGUILayout.LabelField("Select Enemy Data:", EditorStyles.boldLabel);
  37. selectedEnemyData = (EnemyCharacterData)EditorGUILayout.ObjectField(
  38. "Enemy Data", selectedEnemyData, typeof(EnemyCharacterData), false);
  39. EditorGUILayout.Space();
  40. // Output path
  41. EditorGUILayout.LabelField("Output Settings:", EditorStyles.boldLabel);
  42. outputPath = EditorGUILayout.TextField("Output Path:", outputPath);
  43. if (GUILayout.Button("Browse Output Folder"))
  44. {
  45. string selectedPath = EditorUtility.OpenFolderPanel("Select Output Folder", Application.dataPath, "");
  46. if (!string.IsNullOrEmpty(selectedPath))
  47. {
  48. outputPath = "Assets" + selectedPath.Substring(Application.dataPath.Length) + "/";
  49. }
  50. }
  51. EditorGUILayout.Space();
  52. // Preview
  53. if (selectedEnemyData != null)
  54. {
  55. EditorGUILayout.LabelField("Preview:", EditorStyles.boldLabel);
  56. using (var scrollScope = new EditorGUILayout.ScrollViewScope(scrollPosition, GUILayout.Height(200)))
  57. {
  58. scrollPosition = scrollScope.scrollPosition;
  59. EditorGUILayout.LabelField("Generated Class Name:",
  60. selectedEnemyData.enemyName.Replace(" ", "") + "Character");
  61. EditorGUILayout.LabelField("Health:", selectedEnemyData.maxHealth.ToString());
  62. EditorGUILayout.LabelField("Attack:", selectedEnemyData.attack.ToString());
  63. EditorGUILayout.LabelField("Armor Class:", selectedEnemyData.armorClass.ToString());
  64. EditorGUILayout.LabelField("Weapon Type:", selectedEnemyData.preferredWeapon.weaponType.ToString());
  65. EditorGUILayout.LabelField("Threat Level:", selectedEnemyData.threatLevel.ToString());
  66. EditorGUILayout.Space();
  67. EditorGUILayout.LabelField("Special Abilities:");
  68. if (selectedEnemyData.canCastSpells) EditorGUILayout.LabelField("• Can Cast Spells");
  69. if (selectedEnemyData.hasRangedAttack) EditorGUILayout.LabelField("• Has Ranged Attack");
  70. if (selectedEnemyData.canFly) EditorGUILayout.LabelField("• Can Fly");
  71. if (selectedEnemyData.regeneratesHealth) EditorGUILayout.LabelField($"• Regenerates {selectedEnemyData.healthRegenPerTurn} HP per turn");
  72. }
  73. EditorGUILayout.Space();
  74. // Generate button
  75. GUI.enabled = selectedEnemyData != null;
  76. if (GUILayout.Button("Generate Enemy Character Script", GUILayout.Height(30)))
  77. {
  78. GenerateEnemyCharacterScript(selectedEnemyData);
  79. }
  80. GUI.enabled = true;
  81. }
  82. else
  83. {
  84. EditorGUILayout.HelpBox("Select an EnemyCharacterData asset to generate a character script.", MessageType.Info);
  85. }
  86. EditorGUILayout.Space();
  87. // Quick actions
  88. EditorGUILayout.LabelField("Quick Actions:", EditorStyles.boldLabel);
  89. if (GUILayout.Button("Create New Enemy Data Asset"))
  90. {
  91. CreateNewEnemyData();
  92. }
  93. if (GUILayout.Button("Open Generated Scripts Folder"))
  94. {
  95. EditorUtility.RevealInFinder(Path.Combine(Application.dataPath, "Scripts/Characters/Enemies/Generated"));
  96. }
  97. }
  98. public static void GenerateEnemyCharacterScript(EnemyCharacterData enemyData)
  99. {
  100. if (enemyData == null)
  101. {
  102. Debug.LogError("Enemy data is null!");
  103. return;
  104. }
  105. // Ensure output directory exists
  106. string fullOutputPath = Path.Combine(Application.dataPath, "Scripts/Characters/Enemies/Generated");
  107. if (!Directory.Exists(fullOutputPath))
  108. {
  109. Directory.CreateDirectory(fullOutputPath);
  110. }
  111. // Generate script content
  112. string scriptContent = enemyData.GenerateCharacterScript();
  113. string className = enemyData.enemyName.Replace(" ", "") + "Character";
  114. string fileName = className + ".cs";
  115. string fullPath = Path.Combine(fullOutputPath, fileName);
  116. // Write the file
  117. try
  118. {
  119. File.WriteAllText(fullPath, scriptContent);
  120. // Refresh asset database to show the new file
  121. AssetDatabase.Refresh();
  122. Debug.Log($"✅ Generated enemy character script: {fileName}");
  123. Debug.Log($"📁 Location: {fullPath}");
  124. // Select the generated file in the project window
  125. string assetPath = "Assets/Scripts/Characters/Enemies/Generated/" + fileName;
  126. Object asset = AssetDatabase.LoadAssetAtPath<Object>(assetPath);
  127. if (asset != null)
  128. {
  129. Selection.activeObject = asset;
  130. EditorGUIUtility.PingObject(asset);
  131. }
  132. EditorUtility.DisplayDialog("Success",
  133. $"Generated enemy character script: {className}\n\nThe script has been created at:\n{assetPath}",
  134. "OK");
  135. }
  136. catch (System.Exception e)
  137. {
  138. Debug.LogError($"Failed to generate enemy character script: {e.Message}");
  139. EditorUtility.DisplayDialog("Error",
  140. $"Failed to generate enemy character script:\n{e.Message}",
  141. "OK");
  142. }
  143. }
  144. private void CreateNewEnemyData()
  145. {
  146. string path = EditorUtility.SaveFilePanelInProject(
  147. "Create New Enemy Data",
  148. "NewEnemy",
  149. "asset",
  150. "Choose where to save the new enemy data asset");
  151. if (!string.IsNullOrEmpty(path))
  152. {
  153. EnemyCharacterData newEnemy = CreateInstance<EnemyCharacterData>();
  154. AssetDatabase.CreateAsset(newEnemy, path);
  155. AssetDatabase.SaveAssets();
  156. AssetDatabase.Refresh();
  157. Selection.activeObject = newEnemy;
  158. selectedEnemyData = newEnemy;
  159. Debug.Log($"✅ Created new enemy data asset: {path}");
  160. }
  161. }
  162. }
  163. /// <summary>
  164. /// Additional menu items for RPG character creation
  165. /// </summary>
  166. public class RPGCharacterMenuItems
  167. {
  168. [MenuItem("RPG/Characters/Create Enemy Data Asset")]
  169. public static void CreateEnemyDataAsset()
  170. {
  171. string path = EditorUtility.SaveFilePanelInProject(
  172. "Create Enemy Data Asset",
  173. "NewEnemy",
  174. "asset",
  175. "Choose location for the enemy data asset",
  176. "Assets/Scripts/Characters/Enemies");
  177. if (!string.IsNullOrEmpty(path))
  178. {
  179. EnemyCharacterData enemyData = ScriptableObject.CreateInstance<EnemyCharacterData>();
  180. AssetDatabase.CreateAsset(enemyData, path);
  181. AssetDatabase.SaveAssets();
  182. AssetDatabase.Refresh();
  183. Selection.activeObject = enemyData;
  184. EditorGUIUtility.PingObject(enemyData);
  185. Debug.Log($"✅ Created enemy data asset: {path}");
  186. }
  187. }
  188. [MenuItem("RPG/Characters/Batch Generate All Enemy Scripts")]
  189. public static void BatchGenerateEnemyScripts()
  190. {
  191. string[] guids = AssetDatabase.FindAssets("t:EnemyCharacterData");
  192. int count = 0;
  193. foreach (string guid in guids)
  194. {
  195. string path = AssetDatabase.GUIDToAssetPath(guid);
  196. EnemyCharacterData enemyData = AssetDatabase.LoadAssetAtPath<EnemyCharacterData>(path);
  197. if (enemyData != null)
  198. {
  199. EnemyCharacterCreator.GenerateEnemyCharacterScript(enemyData);
  200. count++;
  201. }
  202. }
  203. EditorUtility.DisplayDialog("Batch Generation Complete",
  204. $"Generated {count} enemy character scripts.", "OK");
  205. }
  206. [MenuItem("RPG/Characters/Open Enemy Scripts Folder")]
  207. public static void OpenEnemyScriptsFolder()
  208. {
  209. string folderPath = Path.Combine(Application.dataPath, "Scripts/Characters/Enemies");
  210. if (Directory.Exists(folderPath))
  211. {
  212. EditorUtility.RevealInFinder(folderPath);
  213. }
  214. else
  215. {
  216. Debug.LogWarning("Enemy scripts folder does not exist: " + folderPath);
  217. }
  218. }
  219. }