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 )
After that I will work on the procedure of calculating the distance from start to exit.

Below is a video demonstration of my progress.


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