3 Commits

Author SHA1 Message Date
Chris
c8f83603fd maint: hot reload automatic changes?? 2025-07-10 18:59:33 -04:00
Chris
1ffb90e425 added: camera settings change now functional, unfinished 2025-07-10 18:59:00 -04:00
Chris
ab79cd92ea added: framework for changing camera settings 2025-07-10 16:28:31 -04:00
6 changed files with 299 additions and 15 deletions

View File

@@ -246,17 +246,6 @@
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@@ -0,0 +1,246 @@
using NodeCanvas.Framework;
using NodeCanvas.Tasks.Actions;
using ParadoxNotion.Design;
using Sirenix.OdinInspector;
using Unity.Cinemachine;
using UnityEditor;
using UnityEngine;
// TODO: Move this outta here but I don't know where to. Future organization task? There's also a shitty method down below in OnInit that calls this for every single instance of Change Camera Settings.
public static class OriginalCameraSettings{
public static float orbitFollowTopHeight;
public static float orbitFollowTopRadius;
public static float orbitFollowCenterHeight;
public static float orbitFollowCenterRadius;
public static float orbitFollowBottomHeight;
public static float orbitFollowBottomRadius;
public static Vector2 rotCompScreenPosition;
public static bool valuesSaved;
[InitializeOnEnterPlayMode]
public static void OnEnterPlaymodeInEditor(){
// Unity Play Mode contingency
valuesSaved = false;
}
public static void StashCameraOriginalSettings(GameObject cinemachine){
if (valuesSaved == false) {
CinemachineOrbitalFollow orbit = cinemachine.GetComponent<CinemachineOrbitalFollow>();
orbitFollowTopHeight = orbit.Orbits.Top.Height;
orbitFollowTopRadius = orbit.Orbits.Top.Radius;
orbitFollowCenterHeight = orbit.Orbits.Center.Height;
orbitFollowCenterRadius = orbit.Orbits.Center.Radius;
orbitFollowBottomHeight = orbit.Orbits.Bottom.Height;
orbitFollowBottomRadius = orbit.Orbits.Bottom.Radius;
CinemachineRotationComposer rotComp = cinemachine.GetComponent<CinemachineRotationComposer>();
rotCompScreenPosition = rotComp.Composition.ScreenPosition;
valuesSaved = true;
}
}
}
// Individual bool setting for each ring. Three of these will be used.
public struct OrbitalFollowValueGroup{
public string label;
public CameraSettingsToggle changeHeight;
public float height;
public CameraSettingsToggle changeRadius;
public float radius;
public OrbitalFollowValueGroup(string newLabel){
label = newLabel;
changeHeight = CameraSettingsToggle.NoChange;
height = 0f;
changeRadius = CameraSettingsToggle.NoChange;
radius = 0f;
}
}
// Enum options for individual camera settings
public enum CameraSettingsToggle{
NoChange,
NewValue,
ResetValue
}
// Custom editor for each orbital follow ring setting
public class OrbitalFollowValueGroupDrawer : ObjectDrawer<OrbitalFollowValueGroup>{
public override OrbitalFollowValueGroup OnGUI(GUIContent content, OrbitalFollowValueGroup instance){
// Remove label for floats
EditorGUIUtility.labelWidth = 1;
// Set layout options for the label and the float fields
GUILayoutOption[] floatOptions = new GUILayoutOption[] {
GUILayout.Width(300.0f),
GUILayout.MinWidth(20.0f),
GUILayout.ExpandWidth(true),
};
GUILayoutOption[] labelOptions = new GUILayoutOption[]{
GUILayout.Width(60.0f),
};
// Start a Horiztonal Section
GUILayout.BeginHorizontal();
// Add the left side label
GUILayout.Label(instance.label, labelOptions);
// Create the height settings enum
instance.changeHeight = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeHeight);
// Create the value/disabled information field
if (instance.changeHeight == CameraSettingsToggle.NewValue){
instance.height = EditorGUILayout.FloatField(instance.height, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(instance.changeHeight == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// It do what it do.
GUILayout.Space(5);
// Create the radius settings enum
instance.changeRadius = (CameraSettingsToggle)EditorGUILayout.EnumPopup("", instance.changeRadius);
// Create the value/disabled information field
if (instance.changeRadius == CameraSettingsToggle.NewValue){
instance.radius = EditorGUILayout.FloatField(instance.radius, floatOptions);
} else {
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.TextField(instance.changeRadius == CameraSettingsToggle.NoChange ? "Unchanged" : "Reset", floatOptions);
EditorGUI.EndDisabledGroup();
}
// Close this line up
GUILayout.EndHorizontal();
// Reset to default so the rest of things don't get messed up
EditorGUIUtility.labelWidth = 0;
return instance;
}
}
namespace NodeCanvas.Tasks.Actions {
[Category("Reset")]
[Description("Change Cinemachine camera settings for the player")]
public class ChangeCameraSettings : ActionTask{
public BBParameter<GameObject> cinemachine;
[Space(5)]
[ParadoxNotion.Design.Header("Orbit Follow Ring Settings")]
public OrbitalFollowValueGroup orbitFollowTop = new OrbitalFollowValueGroup(newLabel: "Top");
public OrbitalFollowValueGroup orbitFollowCenter = new OrbitalFollowValueGroup(newLabel: "Center");
public OrbitalFollowValueGroup orbitFollowBottom = new OrbitalFollowValueGroup(newLabel: "Bottom");
[ParadoxNotion.Design.Header("Rotation Composer Settings")]
public bool changeScreenPosition;
[HideLabel]
public Vector2 screenPosition;
private CinemachineOrbitalFollow orbitalFollow;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit(){
// Check if cinemachine is referenced
try {
orbitalFollow = cinemachine.value.GetComponent<CinemachineOrbitalFollow>();
} catch {
Debug.LogError("Couldn't grab all references from the camera?");
EndAction(false);
}
// Save em.
OriginalCameraSettings.StashCameraOriginalSettings(cinemachine.value);
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
// Switch case farm for checking if values should be changed and what to
switch (orbitFollowTop.changeHeight) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Top.Height = orbitFollowTop.height;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Top.Height = OriginalCameraSettings.orbitFollowTopHeight;
break;
}
switch (orbitFollowTop.changeRadius) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Top.Radius = orbitFollowTop.radius;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Top.Radius = OriginalCameraSettings.orbitFollowTopRadius;
break;
}
switch (orbitFollowCenter.changeHeight) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Center.Height = orbitFollowCenter.height;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Center.Height = OriginalCameraSettings.orbitFollowCenterHeight;
break;
}
switch (orbitFollowCenter.changeRadius) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Center.Radius = orbitFollowCenter.radius;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Center.Radius = OriginalCameraSettings.orbitFollowCenterRadius;
break;
}
switch (orbitFollowBottom.changeHeight) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Bottom.Height = orbitFollowBottom.height;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Bottom.Height = OriginalCameraSettings.orbitFollowBottomHeight;
break;
}
switch (orbitFollowBottom.changeRadius) {
case CameraSettingsToggle.NewValue:
orbitalFollow.Orbits.Bottom.Radius = orbitFollowBottom.radius;
break;
case CameraSettingsToggle.ResetValue:
orbitalFollow.Orbits.Bottom.Radius = OriginalCameraSettings.orbitFollowBottomRadius;
break;
}
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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#if ODIN_INSPECTOR
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using SingularityGroup.HotReload.EditorDependencies;
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
namespace SingularityGroup.HotReload.Editor {
public class HotReloadAttributeProcessor : OdinAttributeProcessor {
public override bool CanProcessChildMemberAttributes(InspectorProperty parentProperty, MemberInfo member) {
return member is FieldInfo;
}
static object nullObject = new object();
public override void ProcessChildMemberAttributes(InspectorProperty property, MemberInfo member, List<Attribute> attributes) {
var field = member as FieldInfo;
if (field?.DeclaringType == null) {
return;
}
if (UnityFieldHelper.TryGetFieldAttributes(field, out var fieldAttributes)) {
attributes.Clear();
attributes.AddRange(fieldAttributes);
}
if (UnityFieldHelper.IsFieldHidden(field.DeclaringType, field.Name)) {
attributes.Add(new HideIfAttribute("@true"));
}
// we assume this is always not null. Most of the times it will not be. If it is the side effect is some memory footprint which hopefully gets cleared when enough objects
var key = property.ParentValues.FirstOrDefault() ?? nullObject;
UnityFieldHelper.CacheFieldInvalidation(key, field, property.RefreshSetup);
}
}
}
#endif

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