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tom.hempel
2025-09-30 17:58:33 +02:00
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using Convai.Scripts.Runtime.Core;
using Convai.Scripts.Runtime.Features;
using Convai.Scripts.Runtime.Features.LongTermMemory;
using UnityEditor;
using UnityEngine;
using ConvaiLipSync = Convai.Scripts.Runtime.Features.LipSync.ConvaiLipSync;
namespace Convai.Scripts.Editor.NPC
{
/// <summary>
/// Editor window for managing Convai NPC components.
/// </summary>
public class ConvaiNPCComponentSettingsWindow : EditorWindow
{
private ConvaiNPC _convaiNPC;
/// <summary>
/// Handles GUI events for the window.
/// </summary>
private void OnGUI()
{
titleContent = new GUIContent("Convai NPC Components");
Vector2 windowSize = new(300, 250);
minSize = windowSize;
maxSize = windowSize;
if (_convaiNPC == null)
{
EditorGUILayout.LabelField("No ConvaiNPC selected");
return;
}
EditorGUILayout.BeginVertical(GUI.skin.box);
EditorGUIUtility.labelWidth = 200f; // Set a custom label width
_convaiNPC.IncludeActionsHandler = EditorGUILayout.Toggle(new GUIContent("NPC Actions", "Decides if Actions Handler is included"), _convaiNPC.IncludeActionsHandler);
_convaiNPC.LipSync = EditorGUILayout.Toggle(new GUIContent("Lip Sync", "Decides if Lip Sync is enabled"), _convaiNPC.LipSync);
_convaiNPC.HeadEyeTracking = EditorGUILayout.Toggle(new GUIContent("Head & Eye Tracking", "Decides if Head & Eye tracking is enabled"), _convaiNPC.HeadEyeTracking);
_convaiNPC.EyeBlinking = EditorGUILayout.Toggle(new GUIContent("Eye Blinking", "Decides if Eye Blinking is enabled"), _convaiNPC.EyeBlinking);
_convaiNPC.NarrativeDesignManager = EditorGUILayout.Toggle(new GUIContent("Narrative Design Manager", "Decides if Narrative Design Manager is enabled"),
_convaiNPC.NarrativeDesignManager);
_convaiNPC.ConvaiGroupNPCController =
EditorGUILayout.Toggle(new GUIContent("Group NPC Controller", "Decides if this NPC can be a part of Convai NPC to NPC Conversation"),
_convaiNPC.ConvaiGroupNPCController);
_convaiNPC.LongTermMemoryController =
EditorGUILayout.Toggle(new GUIContent("Long Term Memory", "Component to toggle Long term memory for this character"),
_convaiNPC.LongTermMemoryController);
_convaiNPC.NarrativeDesignKeyController =
EditorGUILayout.Toggle(new GUIContent("Narrative Design Keys", "Adds handler for Narrative Design Keys for this character"),
_convaiNPC.NarrativeDesignKeyController);
_convaiNPC.DynamicInfoController =
EditorGUILayout.Toggle(new GUIContent("Dynamic Info", "Component used to send dynamic info like your game states to the character"),
_convaiNPC.DynamicInfoController);
EditorGUILayout.EndVertical();
GUILayout.Space(10);
if (GUILayout.Button("Apply Changes", GUILayout.Height(40)))
{
ApplyChanges();
EditorUtility.SetDirty(_convaiNPC);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Close();
}
}
/// <summary>
/// Refreshes the component states when the window gains focus.
/// </summary>
private void OnFocus()
{
RefreshComponentStates();
}
/// <summary>
/// Opens the Convai NPC Component Settings window.
/// </summary>
/// <param name="convaiNPC">The Convai NPC to manage.</param>
public static void Open(ConvaiNPC convaiNPC)
{
ConvaiNPCComponentSettingsWindow window = GetWindow<ConvaiNPCComponentSettingsWindow>();
window.titleContent = new GUIContent("Convai NPC Component Settings");
window._convaiNPC = convaiNPC;
window.RefreshComponentStates();
window.Show();
}
/// <summary>
/// Refreshes the states of the components.
/// </summary>
private void RefreshComponentStates()
{
if (_convaiNPC != null)
{
_convaiNPC.IncludeActionsHandler = _convaiNPC.GetComponent<ConvaiActionsHandler>() is not null;
_convaiNPC.LipSync = _convaiNPC.GetComponent<ConvaiLipSync>() is not null;
_convaiNPC.HeadEyeTracking = _convaiNPC.GetComponent<ConvaiHeadTracking>() is not null;
_convaiNPC.EyeBlinking = _convaiNPC.GetComponent<ConvaiBlinkingHandler>() is not null;
_convaiNPC.NarrativeDesignManager = _convaiNPC.GetComponent<NarrativeDesignManager>() is not null;
_convaiNPC.ConvaiGroupNPCController = _convaiNPC.GetComponent<ConvaiGroupNPCController>() is not null;
_convaiNPC.LongTermMemoryController = _convaiNPC.GetComponent<ConvaiLTMController>() is not null;
_convaiNPC.NarrativeDesignKeyController =
_convaiNPC.GetComponent<NarrativeDesignKeyController>() is not null;
_convaiNPC.DynamicInfoController = _convaiNPC.GetComponent<DynamicInfoController>() is not null;
Repaint();
}
}
/// <summary>
/// Applies changes based on the user's selection in the inspector.
/// </summary>
private void ApplyChanges()
{
if (EditorUtility.DisplayDialog("Confirm Apply Changes",
"Do you want to apply the following changes?", "Yes", "No"))
{
ApplyComponent<ConvaiActionsHandler>(_convaiNPC.IncludeActionsHandler);
ApplyComponent<ConvaiLipSync>(_convaiNPC.LipSync);
ApplyComponent<ConvaiHeadTracking>(_convaiNPC.HeadEyeTracking);
ApplyComponent<ConvaiBlinkingHandler>(_convaiNPC.EyeBlinking);
ApplyComponent<NarrativeDesignManager>(_convaiNPC.NarrativeDesignManager);
ApplyComponent<ConvaiGroupNPCController>(_convaiNPC.ConvaiGroupNPCController);
ApplyComponent<ConvaiLTMController>(_convaiNPC.LongTermMemoryController);
ApplyComponent<NarrativeDesignKeyController>(_convaiNPC.NarrativeDesignKeyController);
ApplyComponent<DynamicInfoController>(_convaiNPC.DynamicInfoController);
}
}
/// <summary>
/// Applies or removes a component based on the specified condition.
/// If the component is to be removed, its state is saved. If it's added, its state is restored if previously saved.
/// </summary>
/// <typeparam name="T">The type of the component.</typeparam>
/// <param name="includeComponent">Whether to include the component.</param>
private void ApplyComponent<T>(bool includeComponent) where T : Component
{
T component = _convaiNPC.GetComponent<T>();
if (includeComponent)
{
if (component == null)
{
component = _convaiNPC.gameObject.AddComponentSafe<T>();
}
}
else if (component != null)
{
DestroyImmediate(component);
}
}
}
}