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nameField=EditorGUILayout.TextField(newGUIContent("Interactable Name","The name of this interactable, will be used on token creation."),nameField);
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hasCost=EditorGUILayout.Toggle(newGUIContent("Has Cost","Wether or not this interactable costs something, enabling this enables extra settings."),hasCost);
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if(hasCost)
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.BeginVertical("box");
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HandleCost();
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EditorGUILayout.EndVertical();
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EditorGUILayout.EndHorizontal();
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}
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isChest=EditorGUILayout.Toggle(newGUIContent("Is Chest","Wether or not this interactable is a chest."),isChest);
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summonsSomethingOnPurchased=EditorGUILayout.Toggle(newGUIContent("Summons something on Interaction","Wether or not this interactable summons something on interaction, the summoned object needs to be a Master prefab."),summonsSomethingOnPurchased);
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isPortal=EditorGUILayout.Toggle(newGUIContent("Is Portal","Wether or not this interactable is a portal that'll send the player to a new stage."),isPortal);
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createMatchingInteractableSpawnCard=EditorGUILayout.Toggle(newGUIContent("Create Matching ISC","Wether or not a matching interactable spawn card will be created for this interactable."),createMatchingInteractableSpawnCard);
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if(SimpleButton("Create Interactable"))
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{
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varresult=CreateInteractable();
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if(result)
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{
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Debug.Log($"Succesfully Created Interactable {nameField}");
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TryToClose();
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}
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.EndHorizontal();
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}
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privatevoidHandleCost()
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{
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costType=(CostTypeIndex)EditorGUILayout.EnumPopup(newGUIContent("Cost Type","The type of cost this interactable has"),costType);
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cost=EditorGUILayout.IntField(newGUIContent("Cost","How much does this interactable Cost to Interact."),cost);
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isShrine=EditorGUILayout.Toggle(newGUIContent("Is Shrine","Wether or not this interactable qualifies as a Shrine"),isShrine);
Copy file name to clipboardExpand all lines: RoR2EditorKit/Assets/RoR2EditorKit/Editor/ScriptsForRoR2/Windows/AssetCreators/Prefabs/CreateBasicInteractable.cs.meta
Copy file name to clipboardExpand all lines: RoR2EditorKit/Assets/RoR2EditorKit/README.md
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@@ -10,7 +10,7 @@ Features:
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RoR2EditorKit comes bundled with custom Inspectors that overwrite the default view of certain Scriptable Objects in RoR2, specifically annoying to work with ones, either with new easier to use inspectors, or editor windows that break down the default inspector for a more viewable experience. Examples of these include:
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* Serializable Content Pack: Simply click one of the buttons and the inspector will show it's corresponding list. allowing for easy managment of the content of your mod
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* Serializable Content Pack: Simply click one of the buttons and the inspector will show it's corresponding list. allowing for easy managment of the content of your mod, alongside the ability to auto populate these fields
* Entity State Configuration: Easily select an entity state from the target type, when selected, the inspector will automatically populate the serialized fields array with the necesary fields to serialize.
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## Asset Creator Windows
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RoR2EditorKit comes with special editor windows designed specifically for creating Assets for Risk of Rain 2, so far it only comes bundled with editor windows for creating scriptable objects. but we plan on adding more and even complex ones for creating projectiles, or maybe even full body boilerplates.
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RoR2EditorKit comes with special editor windows designed specifically for creating Assets for Risk of Rain 2, so far it only comes bundled with editor windows for creating scriptable objects and an Interactable prefab. but we plan on adding more and even complex ones for creating projectiles, or maybe even full body boilerplates.
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* ItemDef: Easily create an item def by only giving the name, tier, and tags. you can also automatically create pickup and display prefabs with the correct needed components and proper naming scheme of HopooGames. You can specify more things by clicking the extra settings or prefab settings buttons.
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## Changelog
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### 0.2.0
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* Added CreateRoR2PrefabWindow, used for creating prefabs.
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* Added a window for creating an Interactable prefab.
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* Fixed an issue where the Serializable System Type Drawer wouldn't work properly if the inspected type had mode than 1 field.
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* Added a fallback on the Serializable System Type Drawer
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* Added a property drawer for EnumMasks, allowing proper usage of Flags on RoR2 Enums with the Flags attribute.
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### 0.1.4
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* Separated the Enabled and Disabled inspector settings to its own setting file. allowing projects to git ignore it.
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