NOTICE: This was added to the asset directly. No need to add it unless you're below the version that added it.
This one's also super simple (and I'll be providing code!)
I would really love to be able to see if a give node has a Script or a Condition or a Sequence attached to it. I think a series of colored circles at the bottom corner could be a good indicator to add the the nodes without having to make them taller and without .
It's a feature Chat Mapper has and I added to a dialogue editor I wrote and it saves me massive amounts of time when I rooting around for code to fix up or sequences that are misbehaving.
In the editor, if you go with my code, it'll look like this:
You could also go pick some included icons to load from over here or you could include your own but I didn't feel like looking through the icons for all that long. STILL! Implementation is piss easy. Steps go like this:
1. Open DialogueEditorWindowConversationNodeEditor.cs
2. And add this code to DrawEntryNode(DialogueEntry entry) right before the if(showActorPortraits) block... or after it. Doesn't really matter.
Code: Select all
if(!string.IsNullOrWhiteSpace(entry.Sequence))
{
GUI.color = Color.red;
GUI.DrawTexture(new Rect((boxRect.x + boxRect.width) - 35, (boxRect.y + boxRect.height) - 12, 10, 10), EditorGUIUtility.FindTexture("d_winbtn_graph"));
GUI.color = Color.white;
}
if(!string.IsNullOrWhiteSpace(entry.userScript))
{
GUI.color = Color.yellow;
GUI.DrawTexture(new Rect((boxRect.x + boxRect.width) - 25, (boxRect.y + boxRect.height) - 12, 10, 10), EditorGUIUtility.FindTexture("d_winbtn_graph"));
GUI.color = Color.white;
}
if (!string.IsNullOrWhiteSpace(entry.conditionsString))
{
GUI.color = Color.green;
GUI.DrawTexture(new Rect((boxRect.x + boxRect.width) - 15, (boxRect.y + boxRect.height) - 12, 10, 10), EditorGUIUtility.FindTexture("d_winbtn_graph"));
GUI.color = Color.white;
}
EDIT: Whoops, hit submit instead of Preview. Code added.