validation and dialogue system
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122
Editor/DialogLineRefDrawer.cs
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122
Editor/DialogLineRefDrawer.cs
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using Jovian.EncounterSystem;
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using UnityEditor;
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using UnityEngine;
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namespace Jovian.EncounterSystem.Editor {
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/// <summary>
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/// Drawer for <see cref="DialogLineRef"/>. Shows the library + id picker on one row, the inline
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/// fallback text area underneath, and a resolved preview below that. Preserves WYSIWYG — the
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/// final text is always visible.
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/// </summary>
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[CustomPropertyDrawer(typeof(DialogLineRef))]
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public class DialogLineRefDrawer : PropertyDrawer {
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private const string NonePlaceholder = "<none>";
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private const string EmptyLibraryPlaceholder = "<assign a library first>";
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private const float PreviewHeight = 32f;
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
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var libraryProp = property.FindPropertyRelative("library");
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var idProp = property.FindPropertyRelative("id");
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var inlineProp = property.FindPropertyRelative("inlineText");
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EditorGUI.BeginProperty(position, label, property);
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var lineHeight = EditorGUIUtility.singleLineHeight;
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var spacing = EditorGUIUtility.standardVerticalSpacing;
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var libraryRect = new Rect(position.x, position.y, position.width, lineHeight);
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EditorGUI.BeginChangeCheck();
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EditorGUI.PropertyField(libraryRect, libraryProp, label);
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var libraryChanged = EditorGUI.EndChangeCheck();
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using(new EditorGUI.IndentLevelScope()) {
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var idRect = new Rect(position.x, position.y + lineHeight + spacing, position.width, lineHeight);
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DrawIdPicker(idRect, libraryProp, idProp, libraryChanged);
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var inlineRect = new Rect(
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position.x,
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position.y + (lineHeight + spacing) * 2,
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position.width,
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lineHeight * 2);
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EditorGUI.PropertyField(inlineRect, inlineProp, new GUIContent("Inline"));
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var previewRect = new Rect(
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position.x,
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position.y + (lineHeight + spacing) * 2 + lineHeight * 2 + spacing,
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position.width,
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PreviewHeight);
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DrawPreview(previewRect, libraryProp, idProp, inlineProp);
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}
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EditorGUI.EndProperty();
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label) {
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var lineHeight = EditorGUIUtility.singleLineHeight;
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var spacing = EditorGUIUtility.standardVerticalSpacing;
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// library + id + (inline 2 lines) + preview
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return (lineHeight + spacing) * 2 + lineHeight * 2 + spacing + PreviewHeight;
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}
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private static void DrawIdPicker(Rect rect, SerializedProperty libraryProp, SerializedProperty idProp, bool libraryChanged) {
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var library = libraryProp.objectReferenceValue as DialogLineLibrary;
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if(library == null || library.lines == null || library.lines.Count == 0) {
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using(new EditorGUI.DisabledScope(true)) {
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EditorGUI.Popup(rect, "Id", 0, new[] { EmptyLibraryPlaceholder });
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}
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if(libraryChanged) {
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idProp.stringValue = string.Empty;
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}
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return;
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}
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var count = library.lines.Count;
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var ids = new string[count + 1];
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var names = new string[count + 1];
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ids[0] = string.Empty;
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names[0] = NonePlaceholder;
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var currentIndex = 0;
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for(int i = 0; i < count; i++) {
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var line = library.lines[i];
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var id = line?.id ?? string.Empty;
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ids[i + 1] = id;
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names[i + 1] = string.IsNullOrEmpty(id) ? $"<unnamed {i}>" : id;
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if(!libraryChanged && id == idProp.stringValue && !string.IsNullOrEmpty(id)) {
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currentIndex = i + 1;
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}
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}
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if(libraryChanged) {
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idProp.stringValue = string.Empty;
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currentIndex = 0;
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}
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var newIndex = EditorGUI.Popup(rect, "Id", currentIndex, names);
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if(newIndex != currentIndex) {
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idProp.stringValue = ids[newIndex];
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}
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}
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private static void DrawPreview(Rect rect, SerializedProperty libraryProp, SerializedProperty idProp, SerializedProperty inlineProp) {
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var library = libraryProp.objectReferenceValue as DialogLineLibrary;
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var id = idProp.stringValue;
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var inline = inlineProp.stringValue;
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string resolved = null;
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if(library != null && !string.IsNullOrEmpty(id)) {
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resolved = library.Resolve(id);
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}
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if(string.IsNullOrEmpty(resolved)) {
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resolved = inline;
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}
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var style = new GUIStyle(EditorStyles.helpBox) {
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fontStyle = FontStyle.Italic,
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wordWrap = true
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};
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var label = string.IsNullOrEmpty(resolved) ? "<no text will display>" : resolved;
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EditorGUI.LabelField(rect, new GUIContent("Preview: " + label), style);
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}
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}
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}
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@@ -160,7 +160,13 @@ namespace Jovian.EncounterSystem.Editor {
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for(int o = 0; o < optionSet.options.Count; o++) {
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var option = optionSet.options[o];
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if(option?.events == null) {
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if(option == null) {
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continue;
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}
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ValidateDialogLineRef(optionSet, encounter, $"options[{o}].text", option.text, issues);
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if(option.events == null) {
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continue;
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}
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@@ -190,6 +196,43 @@ namespace Jovian.EncounterSystem.Editor {
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}
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}
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private static void ValidateDialogLineRef(EncounterDialogOptionSet optionSet, Encounter encounter, string path, DialogLineRef lineRef, List<ValidationIssue> issues) {
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var hasLibrary = lineRef.library != null;
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var hasId = !string.IsNullOrEmpty(lineRef.id);
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var hasInline = !string.IsNullOrEmpty(lineRef.inlineText);
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if(!hasLibrary && !hasInline) {
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issues.Add(new ValidationIssue {
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asset = optionSet,
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encounter = encounter,
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path = path,
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severity = ValidationSeverity.Warning,
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message = "Dialog line is empty (no library reference and no inline text)."
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});
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return;
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}
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if(hasLibrary && hasId && string.IsNullOrEmpty(lineRef.library.Resolve(lineRef.id))) {
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issues.Add(new ValidationIssue {
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asset = optionSet,
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encounter = encounter,
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path = path,
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severity = ValidationSeverity.Error,
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message = $"DialogLineRef id '{lineRef.id}' not found in library '{lineRef.library.name}'."
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});
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}
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if(hasLibrary && !hasId && !hasInline) {
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issues.Add(new ValidationIssue {
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asset = optionSet,
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encounter = encounter,
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path = path,
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severity = ValidationSeverity.Warning,
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message = "Library assigned but no id picked; will fall back to empty inline text."
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});
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}
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}
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private static void ValidateReward(Reward reward, List<ValidationIssue> issues) {
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if(reward == null) {
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return;
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24
README.md
24
README.md
@@ -11,7 +11,9 @@ Packages/com.jovian.encounter-system/
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│ ├── IEncounterKind.cs ← marker interface + Combat/Quest/Social/Puzzle/...
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│ ├── EncounterTable.cs ← ScriptableObject: list of encounters + roll helpers
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│ ├── EncountersCollection.cs ← ScriptableObject: group of tables
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│ ├── EncounterDialogOptionSet.cs ← ScriptableObject: shared option list
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│ ├── EncounterDialogOptionSet.cs ← ScriptableObject: shared option list (auto-renames to id)
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│ ├── DialogLineLibrary.cs ← ScriptableObject: id → text registry for reusable lines
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│ ├── DialogLineRef.cs ← struct: library+id reference with inline fallback
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│ ├── EncounterLink.cs ← cross-table reference (table + internalId)
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│ ├── EncounterReference.cs ← MonoBehaviour scaffold wiring common UI fields
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│ ├── EncounterRegistry.cs ← id → encounter lookup cache
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@@ -26,6 +28,8 @@ Packages/com.jovian.encounter-system/
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└── Editor/
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├── SubclassSelectorDrawer.cs ← dropdown + inline children for [SerializeReference] fields
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├── EncounterLinkDrawer.cs ← two-row table + encounter picker
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├── DialogLineRefDrawer.cs ← library+id picker with inline fallback and live preview
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├── EncounterDrawer.cs ← list element label shows encounter id
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├── EncounterValidator.cs ← project-wide scan + "Validate All" menu + browser badges
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└── EncounterBrowserWindow.cs ← Jovian → Encounters → Encounter Browser
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```
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@@ -90,6 +94,21 @@ resolver.Register<GiveRewardEvent>((evt, ctx) => rewardApplier.Apply(evt.reward,
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`rewardApplier` lives in game code — the package ships only the data types.
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### Reusable dialog lines via `DialogLineLibrary` + `DialogLineRef`
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A single `DialogLineLibrary` asset (or a handful split by topic) holds `{ id → text }` entries. Every `EncounterDialogOption.text` is a `DialogLineRef` struct that resolves in this order:
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1. If the library reference + id resolves, use that.
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2. Otherwise fall back to `inlineText`.
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The drawer shows all three inputs plus a live preview of the final text — WYSIWYG survives. Designers prototype inline and promote common lines to the library later without changing the field's type.
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```csharp
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resolver.Register<SomeEvent>((evt, ctx) => {
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var text = option.text.Resolve(); // library lookup, inline fallback, null if both empty
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});
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```
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### Cross-table references via `EncounterLink`
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`EncounterLink` stores a table asset + stable `internalId` GUID. Rename-safe (the GUID doesn't change) and diffable. The custom drawer renders two dropdowns: first pick a table, then pick an encounter inside it.
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@@ -141,7 +160,8 @@ encounterRegistry.GetEncounters().TryGetValue(id, out var encounter);
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|-----------|-------------|
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| Assets → Create → Jovian → Encounter System → Encounter Table | New table asset |
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| Assets → Create → Jovian → Encounter System → Encounters Collection | New collection asset |
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| Assets → Create → Jovian → Encounter System → Dialog Option Set | New dialog option set |
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| Assets → Create → Jovian → Encounter System → Dialog Option Set | New dialog option set (auto-renames to id) |
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| Assets → Create → Jovian → Encounter System → Dialog Line Library | New shared dialog line library |
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| Assets → Create → Jovian → Encounter System → Encounter Registry | New registry asset |
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| Jovian → Encounters → Encounter Browser | Searchable designer browser |
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| Jovian → Encounters → Validate All | Scan all tables/rewards for issues, print click-through report |
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