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Mass speech editor for Adventure Creator
// Copyright (c) 2015 Z-Software GmbH
// http://www.z-software.net/
// Author: Oliver Iking
//
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
//
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
//
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System.Collections.Generic;
using AC;
using UnityEditor;
using UnityEngine;
namespace ZS.Tools.Editor
{
/// <summary>
/// Mass editor for speech lines in the current scene
/// </summary>
public class SpeechActionMassEditor : EditorWindow
{
// Add menu named "My Window" to the Window menu
[MenuItem("Window/Speech Line Mass Editor")]
static void Open()
{
// Get existing open window or if none, make a new one:
SpeechActionMassEditor window = (SpeechActionMassEditor)EditorWindow.GetWindow(typeof(SpeechActionMassEditor));
window.Show();
}
/// <summary>
/// Small helper class which contains info about any discovered speech action
/// </summary>
[System.Serializable]
class SpeechLine
{
/// <summary>
/// Wrapped ActionSpeech for Undo-supported edits
/// </summary>
public SerializedObject SerializedActionSpeech;
public ActionList ContainedList;
public int ActionIndex;
}
/// <summary>
/// List of recently discovered speech actions
/// </summary>
[SerializeField]
List<SpeechLine> discoveredLines = new List<SpeechLine>();
/// <summary>
/// List of filtered speech actions
/// </summary>
[SerializeField]
List<SpeechLine> displayedLines = new List<SpeechLine>();
/// <summary>
/// Scroll position for the speech
/// </summary>
[SerializeField]
Vector2 scrollPosition = Vector2.zero;
/// <summary>
/// Text to filter the speech for
/// </summary>
/// <remarks>
/// Stored in editor prefs
/// </remarks>
string currentTextFilter
{
set
{
EditorPrefs.SetString("SpeechActionMassEditor.currentTextFilter", value);
}
get
{
return EditorPrefs.GetString("SpeechActionMassEditor.currentTextFilter", string.Empty);
}
}
/// <summary>
/// Window got enabled
/// </summary>
void OnEnable()
{
// Do a initial search for speech
FindSpeech();
}
/// <summary>
/// Editor selection changed
/// </summary>
void OnSelectionChange()
{
// Just automatically refresh the speech when the selection changes, user
// potentially added / removed actions?
FindSpeech();
}
/// <summary>
/// Updates displayed lines
/// </summary>
void UpdateDisplayedLines()
{
displayedLines.Clear();
for (int n = 0; n < discoveredLines.Count; n++)
{
if (DoShow(discoveredLines[n]))
{
displayedLines.Add(discoveredLines[n]);
}
}
}
/// <summary>
/// Rejects speech lines when the current filter does not apply
/// </summary>
/// <param name="line">Line to filter</param>
/// <returns>True when the line should be considered</returns>
bool DoShow(SpeechLine line)
{
if (string.IsNullOrEmpty(currentTextFilter))
{
return true;
}
var speechAction = (line.ContainedList.actions[line.ActionIndex] as ActionSpeech);
if (speechAction.messageText.Contains(currentTextFilter))
{
return true;
}
if (speechAction.speaker != null && speechAction.speaker.speechLabel.Contains(currentTextFilter))
{
return true;
}
return false;
}
/// <summary>
/// Draws actual editor window UI
/// </summary>
void OnGUI()
{
// Button for manual refresh
if (GUILayout.Button(new GUIContent("Refresh", null, "Manually refresh the list of speech below")))
{
FindSpeech();
}
// Some informational output about found speech
GUILayout.Label(string.Format("Showing {0} of {1} speech items", displayedLines.Count, discoveredLines.Count));
GUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
currentTextFilter = EditorGUILayout.TextField("Filter", currentTextFilter);
if (EditorGUI.EndChangeCheck())
{
UpdateDisplayedLines();
}
if (GUILayout.Button(new GUIContent("X", null, "Clear filter"), GUILayout.Width(20F)))
{
currentTextFilter = string.Empty;
UpdateDisplayedLines();
}
GUILayout.EndHorizontal();
// Scroll area for all the individual speech
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition, GUILayout.ExpandHeight(true));
Color origBack = GUI.backgroundColor;
if (displayedLines.Count == 0)
{
GUILayout.Label("No speech actions found");
}
for (int n = 0; n < displayedLines.Count; n++)
{
if (displayedLines[n].SerializedActionSpeech.targetObject == null)
{
FindSpeech();
break;
}
// Synchronize SO
displayedLines[n].SerializedActionSpeech.Update();
EditorGUI.BeginChangeCheck();
// Color each row differently for easier visual guidance (but only the background box!)
GUI.backgroundColor = n % 2 == 0 ? Color.blue : Color.green;
EditorGUILayout.BeginVertical("Box");
GUILayout.Space(3F);
GUI.backgroundColor = origBack;
var propIsPlayer = displayedLines[n].SerializedActionSpeech.FindProperty("isPlayer");
var propSpeaker = displayedLines[n].SerializedActionSpeech.FindProperty("speaker");
var prop = displayedLines[n].SerializedActionSpeech.FindProperty("messageText");
var speaker = (propSpeaker.objectReferenceValue as Char);
EditorGUILayout.BeginHorizontal();
GUILayout.Label(propIsPlayer.boolValue ? "Player" : (speaker == null ? "???" : speaker.speechLabel), GUILayout.Width(150F));
prop.stringValue = EditorGUILayout.TextArea(prop.stringValue);
if (GUILayout.Button("Goto", GUILayout.Width(100F)))
{
ActionListEditorWindow.Init(displayedLines[n].ContainedList);
}
EditorGUILayout.EndHorizontal();
GUILayout.Space(3F);
EditorGUILayout.EndVertical();
// When something changed, apply SO props and generate a undo action
if (EditorGUI.EndChangeCheck())
{
Undo.SetCurrentGroupName("Text modification");
displayedLines[n].SerializedActionSpeech.ApplyModifiedProperties();
// Manually set it all dirty
EditorUtility.SetDirty(displayedLines[n].ContainedList);
EditorUtility.SetDirty(displayedLines[n].SerializedActionSpeech.targetObject);
}
}
EditorGUILayout.EndScrollView();
}
/// <summary>
/// Looks for all speech in the current scene
/// </summary>
private void FindSpeech()
{
discoveredLines.Clear();
ActionList[] listsInScene = Object.FindObjectsOfType<ActionList>();
foreach (ActionList al in listsInScene)
{
for (int n = 0; n < al.actions.Count; n++)
{
if (al.actions[n] is ActionSpeech)
{
discoveredLines.Add(new SpeechLine
{
SerializedActionSpeech = new SerializedObject(al.actions[n]),
ContainedList = al,
ActionIndex = n
});
}
}
}
// Choose all matching lines for display now
UpdateDisplayedLines();
Repaint();
}
}
}
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