EnemyCharacterCreator.cs 8.9 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. return;
  103. }
  104. // Ensure output directory exists
  105. string fullOutputPath = Path.Combine(Application.dataPath, "Scripts/Characters/Enemies/Generated");
  106. if (!Directory.Exists(fullOutputPath))
  107. {
  108. Directory.CreateDirectory(fullOutputPath);
  109. }
  110. // Generate script content
  111. string scriptContent = enemyData.GenerateCharacterScript();
  112. string className = enemyData.enemyName.Replace(" ", "") + "Character";
  113. string fileName = className + ".cs";
  114. string fullPath = Path.Combine(fullOutputPath, fileName);
  115. // Write the file
  116. try
  117. {
  118. File.WriteAllText(fullPath, scriptContent);
  119. // Refresh asset database to show the new file
  120. AssetDatabase.Refresh();
  121. // Select the generated file in the project window
  122. string assetPath = "Assets/Scripts/Characters/Enemies/Generated/" + fileName;
  123. Object asset = AssetDatabase.LoadAssetAtPath<Object>(assetPath);
  124. if (asset != null)
  125. {
  126. Selection.activeObject = asset;
  127. EditorGUIUtility.PingObject(asset);
  128. }
  129. EditorUtility.DisplayDialog("Success",
  130. $"Generated enemy character script: {className}\n\nThe script has been created at:\n{assetPath}",
  131. "OK");
  132. }
  133. catch (System.Exception e)
  134. {
  135. Debug.LogError($"Failed to generate enemy character script: {e.Message}");
  136. EditorUtility.DisplayDialog("Error",
  137. $"Failed to generate enemy character script:\n{e.Message}",
  138. "OK");
  139. }
  140. }
  141. private void CreateNewEnemyData()
  142. {
  143. string path = EditorUtility.SaveFilePanelInProject(
  144. "Create New Enemy Data",
  145. "NewEnemy",
  146. "asset",
  147. "Choose where to save the new enemy data asset");
  148. if (!string.IsNullOrEmpty(path))
  149. {
  150. EnemyCharacterData newEnemy = CreateInstance<EnemyCharacterData>();
  151. AssetDatabase.CreateAsset(newEnemy, path);
  152. AssetDatabase.SaveAssets();
  153. AssetDatabase.Refresh();
  154. Selection.activeObject = newEnemy;
  155. selectedEnemyData = newEnemy;
  156. }
  157. }
  158. }
  159. /// <summary>
  160. /// Additional menu items for RPG character creation
  161. /// </summary>
  162. public class RPGCharacterMenuItems
  163. {
  164. [MenuItem("RPG/Characters/Create Enemy Data Asset")]
  165. public static void CreateEnemyDataAsset()
  166. {
  167. string path = EditorUtility.SaveFilePanelInProject(
  168. "Create Enemy Data Asset",
  169. "NewEnemy",
  170. "asset",
  171. "Choose location for the enemy data asset",
  172. "Assets/Scripts/Characters/Enemies");
  173. if (!string.IsNullOrEmpty(path))
  174. {
  175. EnemyCharacterData enemyData = ScriptableObject.CreateInstance<EnemyCharacterData>();
  176. AssetDatabase.CreateAsset(enemyData, path);
  177. AssetDatabase.SaveAssets();
  178. AssetDatabase.Refresh();
  179. Selection.activeObject = enemyData;
  180. EditorGUIUtility.PingObject(enemyData);
  181. }
  182. }
  183. [MenuItem("RPG/Characters/Batch Generate All Enemy Scripts")]
  184. public static void BatchGenerateEnemyScripts()
  185. {
  186. string[] guids = AssetDatabase.FindAssets("t:EnemyCharacterData");
  187. int count = 0;
  188. foreach (string guid in guids)
  189. {
  190. string path = AssetDatabase.GUIDToAssetPath(guid);
  191. EnemyCharacterData enemyData = AssetDatabase.LoadAssetAtPath<EnemyCharacterData>(path);
  192. if (enemyData != null)
  193. {
  194. EnemyCharacterCreator.GenerateEnemyCharacterScript(enemyData);
  195. count++;
  196. }
  197. }
  198. EditorUtility.DisplayDialog("Batch Generation Complete",
  199. $"Generated {count} enemy character scripts.", "OK");
  200. }
  201. [MenuItem("RPG/Characters/Open Enemy Scripts Folder")]
  202. public static void OpenEnemyScriptsFolder()
  203. {
  204. string folderPath = Path.Combine(Application.dataPath, "Scripts/Characters/Enemies");
  205. if (Directory.Exists(folderPath))
  206. {
  207. EditorUtility.RevealInFinder(folderPath);
  208. }
  209. else
  210. {
  211. Debug.LogWarning("Enemy scripts folder does not exist: " + folderPath);
  212. }
  213. }
  214. }