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Dec 15th, 2018
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  1. using UnityEngine;
  2. using UnityEditor;
  3.  
  4. [CustomEditor(typeof(QuestGeneratorParameters))]
  5. public class QuestGenerationParametersEditor : Editor
  6. {
  7.     public override void OnInspectorGUI()
  8.     {
  9.         QuestGeneratorParameters parameters = (QuestGeneratorParameters)target;
  10.  
  11.         EditorGUILayout.LabelField("Quantities", EditorStyles.boldLabel);
  12.  
  13.         float minEnemy = (float)parameters.minEnemyQuantity;
  14.         float maxEnemy = (float)parameters.maxEnemyQuantity;
  15.         EditorGUILayout.LabelField("Minimum Enemy Quantity:", minEnemy.ToString());
  16.         EditorGUILayout.LabelField("Maximum Enemy Quantity:", maxEnemy.ToString());
  17.         EditorGUILayout.MinMaxSlider(ref minEnemy, ref maxEnemy, 1, 100);
  18.         parameters.minEnemyQuantity = (int)minEnemy;
  19.         parameters.maxEnemyQuantity = (int)maxEnemy;
  20.  
  21.         float minUse = (float)parameters.minUseQuantity;
  22.         float maxUse = (float)parameters.maxUseQuantity;
  23.         EditorGUILayout.LabelField("Minimum Use Quantity:", minUse.ToString());
  24.         EditorGUILayout.LabelField("Maximum Use Quantity:", maxUse.ToString());
  25.         EditorGUILayout.MinMaxSlider(ref minUse, ref maxUse, 1, 100);
  26.         parameters.minUseQuantity = (int)minUse;
  27.         parameters.maxUseQuantity = (int)maxUse;
  28.  
  29.         float minItem = (float)parameters.minItemQuantity;
  30.         float maxItem = (float)parameters.maxItemQuantity;
  31.         EditorGUILayout.LabelField("Minimum Item Quantity:", minItem.ToString());
  32.         EditorGUILayout.LabelField("Maximum Item Quantity:", maxItem.ToString());
  33.         EditorGUILayout.MinMaxSlider(ref minItem, ref maxItem, 1, 100);
  34.         parameters.minItemQuantity = (int)minItem;
  35.         parameters.maxItemQuantity = (int)maxItem;
  36.  
  37.         EditorGUILayout.LabelField("", EditorStyles.boldLabel);
  38.         EditorGUILayout.LabelField("Sequence Lengths", EditorStyles.boldLabel);
  39.  
  40.         float minSequenceLength = (float)parameters.minSequenceLength;
  41.         float maxSequenceLenght = (float)parameters.maxSequenceLength;
  42.         EditorGUILayout.LabelField("Minimum Sequence Length:", minSequenceLength.ToString());
  43.         EditorGUILayout.LabelField("Maximum Sequence Length:", maxSequenceLenght.ToString());
  44.         EditorGUILayout.MinMaxSlider(ref minSequenceLength, ref maxSequenceLenght, 5, 100);
  45.         parameters.minSequenceLength = (int)minSequenceLength;
  46.         parameters.maxSequenceLength = (int)maxSequenceLenght;
  47.  
  48.         parameters.startFullfillNeedsSeuqenceLength = EditorGUILayout.IntSlider("Start Fullfill Needs Sequence Lenght",
  49.             parameters.startFullfillNeedsSeuqenceLength, 1, parameters.maxSequenceLength);
  50.  
  51.         parameters.alternativeSequenceLength = EditorGUILayout.IntSlider("Alternative Sequence Lenght",
  52.             parameters.alternativeSequenceLength, 1, parameters.maxSequenceLength/2);
  53.  
  54.         EditorGUILayout.LabelField("", EditorStyles.boldLabel);
  55.  
  56.         base.OnInspectorGUI();
  57.  
  58.  
  59.     }
  60. }
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