Wednesday Week 9 Update. Custom Editor
Custom Editor for PLG.
Today I completed the custom editor for the room generator.
| Generate Level script settings |
| The Custom editor for Generate rooms I made |
this is the first time that I have used a script for altering the editor appearance. The differences and benefits are clearly obvious. It is a lot easier to use and find the controls you need. Also to add another scanning line or must included piece takes one button click rather than increasing the size to 7 lists containing the details.
I also set some values when you create a new must include piece. It also assigned a random colour.
I must have spent almost one hour to figure out why my colours did not display, and it was because the alpha channel in RGB was set to 0 when it need to be one.
Talking about alpha channels I also added a gismo box to the preplaced areas but set the alpha to 0.3 to give it that see-through effect.
In regards to coding for the editor, unity has many tools but to program the placement reminds the process of creating a web page by code. Even now I have some issues with the alignment of the labels and buttons.
Next up I will be:
- Removing the exit door from the pre exit room.
- Fix the condition so the generator knows when it has failed.
- start the generator again if the previous attempt fails.
- Add a custom editor for the dungeon piece so you can label the type of tile it is Corridor, room, area, legendary. Also indicate if this room accepts loot, and enemies.
- cap the outside our level dimensions with one-exit rooms (caps )
Below is a video demonstration of my progress.
Comments
Post a Comment