initial upload
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using Convai.Scripts.Runtime.Core;
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using Convai.Scripts.Runtime.Features;
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using Convai.Scripts.Runtime.Features.LongTermMemory;
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using UnityEditor;
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using UnityEngine;
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using ConvaiLipSync = Convai.Scripts.Runtime.Features.LipSync.ConvaiLipSync;
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namespace Convai.Scripts.Editor.NPC
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{
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/// <summary>
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/// Editor window for managing Convai NPC components.
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/// </summary>
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public class ConvaiNPCComponentSettingsWindow : EditorWindow
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{
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private ConvaiNPC _convaiNPC;
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/// <summary>
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/// Handles GUI events for the window.
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/// </summary>
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private void OnGUI()
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{
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titleContent = new GUIContent("Convai NPC Components");
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Vector2 windowSize = new(300, 250);
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minSize = windowSize;
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maxSize = windowSize;
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if (_convaiNPC == null)
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{
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EditorGUILayout.LabelField("No ConvaiNPC selected");
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return;
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}
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EditorGUILayout.BeginVertical(GUI.skin.box);
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EditorGUIUtility.labelWidth = 200f; // Set a custom label width
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_convaiNPC.IncludeActionsHandler = EditorGUILayout.Toggle(new GUIContent("NPC Actions", "Decides if Actions Handler is included"), _convaiNPC.IncludeActionsHandler);
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_convaiNPC.LipSync = EditorGUILayout.Toggle(new GUIContent("Lip Sync", "Decides if Lip Sync is enabled"), _convaiNPC.LipSync);
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_convaiNPC.HeadEyeTracking = EditorGUILayout.Toggle(new GUIContent("Head & Eye Tracking", "Decides if Head & Eye tracking is enabled"), _convaiNPC.HeadEyeTracking);
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_convaiNPC.EyeBlinking = EditorGUILayout.Toggle(new GUIContent("Eye Blinking", "Decides if Eye Blinking is enabled"), _convaiNPC.EyeBlinking);
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_convaiNPC.NarrativeDesignManager = EditorGUILayout.Toggle(new GUIContent("Narrative Design Manager", "Decides if Narrative Design Manager is enabled"),
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_convaiNPC.NarrativeDesignManager);
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_convaiNPC.ConvaiGroupNPCController =
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EditorGUILayout.Toggle(new GUIContent("Group NPC Controller", "Decides if this NPC can be a part of Convai NPC to NPC Conversation"),
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_convaiNPC.ConvaiGroupNPCController);
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_convaiNPC.LongTermMemoryController =
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EditorGUILayout.Toggle(new GUIContent("Long Term Memory", "Component to toggle Long term memory for this character"),
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_convaiNPC.LongTermMemoryController);
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_convaiNPC.NarrativeDesignKeyController =
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EditorGUILayout.Toggle(new GUIContent("Narrative Design Keys", "Adds handler for Narrative Design Keys for this character"),
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_convaiNPC.NarrativeDesignKeyController);
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_convaiNPC.DynamicInfoController =
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EditorGUILayout.Toggle(new GUIContent("Dynamic Info", "Component used to send dynamic info like your game states to the character"),
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_convaiNPC.DynamicInfoController);
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EditorGUILayout.EndVertical();
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GUILayout.Space(10);
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if (GUILayout.Button("Apply Changes", GUILayout.Height(40)))
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{
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ApplyChanges();
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EditorUtility.SetDirty(_convaiNPC);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Close();
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}
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}
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/// <summary>
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/// Refreshes the component states when the window gains focus.
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/// </summary>
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private void OnFocus()
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{
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RefreshComponentStates();
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}
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/// <summary>
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/// Opens the Convai NPC Component Settings window.
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/// </summary>
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/// <param name="convaiNPC">The Convai NPC to manage.</param>
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public static void Open(ConvaiNPC convaiNPC)
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{
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ConvaiNPCComponentSettingsWindow window = GetWindow<ConvaiNPCComponentSettingsWindow>();
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window.titleContent = new GUIContent("Convai NPC Component Settings");
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window._convaiNPC = convaiNPC;
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window.RefreshComponentStates();
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window.Show();
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}
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/// <summary>
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/// Refreshes the states of the components.
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/// </summary>
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private void RefreshComponentStates()
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{
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if (_convaiNPC != null)
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{
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_convaiNPC.IncludeActionsHandler = _convaiNPC.GetComponent<ConvaiActionsHandler>() is not null;
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_convaiNPC.LipSync = _convaiNPC.GetComponent<ConvaiLipSync>() is not null;
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_convaiNPC.HeadEyeTracking = _convaiNPC.GetComponent<ConvaiHeadTracking>() is not null;
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_convaiNPC.EyeBlinking = _convaiNPC.GetComponent<ConvaiBlinkingHandler>() is not null;
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_convaiNPC.NarrativeDesignManager = _convaiNPC.GetComponent<NarrativeDesignManager>() is not null;
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_convaiNPC.ConvaiGroupNPCController = _convaiNPC.GetComponent<ConvaiGroupNPCController>() is not null;
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_convaiNPC.LongTermMemoryController = _convaiNPC.GetComponent<ConvaiLTMController>() is not null;
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_convaiNPC.NarrativeDesignKeyController =
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_convaiNPC.GetComponent<NarrativeDesignKeyController>() is not null;
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_convaiNPC.DynamicInfoController = _convaiNPC.GetComponent<DynamicInfoController>() is not null;
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Repaint();
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}
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}
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/// <summary>
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/// Applies changes based on the user's selection in the inspector.
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/// </summary>
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private void ApplyChanges()
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{
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if (EditorUtility.DisplayDialog("Confirm Apply Changes",
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"Do you want to apply the following changes?", "Yes", "No"))
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{
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ApplyComponent<ConvaiActionsHandler>(_convaiNPC.IncludeActionsHandler);
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ApplyComponent<ConvaiLipSync>(_convaiNPC.LipSync);
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ApplyComponent<ConvaiHeadTracking>(_convaiNPC.HeadEyeTracking);
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ApplyComponent<ConvaiBlinkingHandler>(_convaiNPC.EyeBlinking);
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ApplyComponent<NarrativeDesignManager>(_convaiNPC.NarrativeDesignManager);
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ApplyComponent<ConvaiGroupNPCController>(_convaiNPC.ConvaiGroupNPCController);
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ApplyComponent<ConvaiLTMController>(_convaiNPC.LongTermMemoryController);
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ApplyComponent<NarrativeDesignKeyController>(_convaiNPC.NarrativeDesignKeyController);
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ApplyComponent<DynamicInfoController>(_convaiNPC.DynamicInfoController);
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}
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}
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/// <summary>
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/// Applies or removes a component based on the specified condition.
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/// If the component is to be removed, its state is saved. If it's added, its state is restored if previously saved.
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/// </summary>
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/// <typeparam name="T">The type of the component.</typeparam>
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/// <param name="includeComponent">Whether to include the component.</param>
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private void ApplyComponent<T>(bool includeComponent) where T : Component
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{
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T component = _convaiNPC.GetComponent<T>();
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if (includeComponent)
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{
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if (component == null)
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{
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component = _convaiNPC.gameObject.AddComponentSafe<T>();
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}
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}
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else if (component != null)
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{
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DestroyImmediate(component);
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}
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1f84be99651944b69262e8060b8ac451
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timeCreated: 1696842374
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107
Assets/Convai/Scripts/Editor/NPC/ConvaiNPCEditor.cs
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107
Assets/Convai/Scripts/Editor/NPC/ConvaiNPCEditor.cs
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#if UNITY_EDITOR
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using System;
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using System.Text;
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using Convai.Scripts.Runtime.Core;
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using Convai.Scripts.Runtime.LoggerSystem;
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using UnityEditor;
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using UnityEngine;
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namespace Convai.Scripts.Editor.NPC
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{
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/// <summary>
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/// Custom editor for the ConvaiNPC component.
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/// Provides functionalities to cache and restore states of all convai scripts whenever a scene is saved.
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/// </summary>
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[CustomEditor(typeof(ConvaiNPC))]
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[HelpURL("https://docs.convai.com/api-docs/plugins-and-integrations/unity-plugin/scripts-overview")]
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public class ConvaiNPCEditor : UnityEditor.Editor
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{
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private ConvaiNPC _convaiNPC;
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private void OnEnable()
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{
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_convaiNPC = (ConvaiNPC)target;
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}
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/// <summary>
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/// Overrides the default inspector GUI to add custom buttons and functionality.
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/// </summary>
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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GUILayout.BeginHorizontal();
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// Add Components button to add necessary components and assign a random color to the character.
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if (GUILayout.Button(new GUIContent(
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"Add Components",
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"Adds necessary components to the NPC and assigns a random color to the character's text"
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),
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GUILayout.Width(120)
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)
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) AddComponentsToNPC();
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if (GUILayout.Button(new GUIContent(
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"Copy Debug",
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"Copies the session id and other essential properties to clipboard for easier debugging"
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),
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GUILayout.Width(120)
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)
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) CopyToClipboard();
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GUILayout.EndHorizontal();
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}
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private void CopyToClipboard()
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{
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StringBuilder stringBuilder = new();
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stringBuilder.AppendLine($"Endpoint: {_convaiNPC.GetEndPointURL}");
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stringBuilder.AppendLine($"Character ID: {_convaiNPC.characterID}");
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stringBuilder.AppendLine($"Session ID: {_convaiNPC.sessionID}");
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GUIUtility.systemCopyBuffer = stringBuilder.ToString();
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}
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/// <summary>
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/// Adds components to the NPC and assigns a random color to the character's text.
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/// </summary>
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private void AddComponentsToNPC()
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{
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try
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{
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ConvaiNPCComponentSettingsWindow.Open(_convaiNPC);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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catch (Exception ex)
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{
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ConvaiLogger.Exception($"Unexpected error occurred when applying changes. Error: {ex}", ConvaiLogger.LogCategory.UI);
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}
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}
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}
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/// <summary>
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/// Provides extension methods for Unity editor components.
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/// </summary>
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public static class EditorExtensions
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{
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/// <summary>
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/// Adds a component to the GameObject safely, catching any exceptions that occur during the process.
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/// </summary>
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/// <param name="go">The GameObject to which the component will be added.</param>
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/// <typeparam name="T">The type of the component to be added, derived from UnityEngine.Component.</typeparam>
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/// <returns>The newly added component, or null if the operation failed.</returns>
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public static T AddComponentSafe<T>(this GameObject go) where T : Component
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{
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try
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{
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return go.AddComponent<T>();
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}
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catch (Exception ex)
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{
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ConvaiLogger.Exception($"Failed to add component of type {typeof(T).Name}, Error: {ex}", ConvaiLogger.LogCategory.UI);
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return null;
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}
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}
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}
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}
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#endif
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11
Assets/Convai/Scripts/Editor/NPC/ConvaiNPCEditor.cs.meta
Normal file
11
Assets/Convai/Scripts/Editor/NPC/ConvaiNPCEditor.cs.meta
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fileFormatVersion: 2
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guid: 4f2ab5d11b144b3aa5d8c371ea664c44
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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