using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using NightclubArcadia.Interaction;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
namespace NightclubArcadia.EditorTools
{
///
/// Regenerates InteractableDefinition assets from Assets/Characters/characters.json.
///
/// The JSON is the source of truth and the .asset files are build output; hand edits
/// to them are overwritten. Same contract as Skills and Candidates, deliberately —
/// a writer adding a character edits one JSON file and never opens Unity.
///
/// This exists because the identity of an NPC used to live in public fields on a
/// scene object, where nothing outside that scene could see it and two copies could
/// disagree. They did: the scene's second "Bartender" was the chair.
///
public static class CharacterSetup
{
const string JsonPath = "Assets/Characters/characters.json";
const string DefinitionsFolder = "Assets/Characters/Definitions";
[Serializable]
class Dto
{
public string id;
public string displayName;
public string yarnNode;
public float interactionRange = 3f;
public bool showLabel = true;
}
[Serializable]
class DtoList
{
public Dto[] interactables;
}
[MenuItem("Tools/Nightclub Arcadia/Set Up Characters")]
public static void SetUpCharacters() => Regenerate(verbose: true);
[DidReloadScripts]
static void OnScriptsReloaded() => Regenerate(verbose: false);
static void Regenerate(bool verbose)
{
if (!File.Exists(JsonPath))
{
if (verbose)
{
Debug.LogError($"[Characters] Missing {JsonPath}");
}
return;
}
DtoList parsed;
try
{
parsed = JsonUtility.FromJson(File.ReadAllText(JsonPath));
}
catch (Exception e)
{
Debug.LogError($"[Characters] {JsonPath} is not valid JSON: {e.Message}");
return;
}
if (parsed?.interactables == null || parsed.interactables.Length == 0)
{
Debug.LogError($"[Characters] {JsonPath} defines no interactables.");
return;
}
var duplicates = parsed.interactables.GroupBy(i => i.id).Where(g => g.Count() > 1).ToList();
if (duplicates.Count > 0)
{
Debug.LogError("[Characters] Duplicate ids: " +
string.Join(", ", duplicates.Select(g => g.Key)));
return;
}
if (!AssetDatabase.IsValidFolder(DefinitionsFolder))
{
AssetDatabase.CreateFolder("Assets/Characters", "Definitions");
}
var live = new HashSet(StringComparer.Ordinal);
var changed = new List();
foreach (var dto in parsed.interactables)
{
if (string.IsNullOrWhiteSpace(dto.id))
{
Debug.LogError("[Characters] An entry has no id; skipped.");
continue;
}
live.Add(dto.id);
var path = $"{DefinitionsFolder}/{dto.id}.asset";
var asset = AssetDatabase.LoadAssetAtPath(path);
if (asset == null)
{
asset = ScriptableObject.CreateInstance();
AssetDatabase.CreateAsset(asset, path);
changed.Add(dto.id);
}
else if (asset.DisplayName != dto.displayName || asset.YarnNode != dto.yarnNode ||
!Mathf.Approximately(asset.InteractionRange, dto.interactionRange) ||
asset.ShowLabel != dto.showLabel)
{
changed.Add(dto.id);
}
asset.EditorSet(dto.id, dto.displayName, dto.yarnNode, dto.interactionRange, dto.showLabel);
EditorUtility.SetDirty(asset);
}
// An id removed from the JSON should not leave an orphan asset behind that a
// prefab could still be pointing at.
foreach (var guid in AssetDatabase.FindAssets("t:InteractableDefinition", new[] { DefinitionsFolder }))
{
var path = AssetDatabase.GUIDToAssetPath(guid);
var name = Path.GetFileNameWithoutExtension(path);
if (!live.Contains(name))
{
Debug.LogWarning($"[Characters] Removing orphan definition '{name}' — no longer in the JSON.");
AssetDatabase.DeleteAsset(path);
}
}
AssetDatabase.SaveAssets();
if (verbose || changed.Count > 0)
{
Debug.Log($"[Characters] {parsed.interactables.Length} definition(s) in {DefinitionsFolder}" +
(changed.Count > 0 ? $"; updated: {string.Join(", ", changed)}" : "; no changes"));
}
}
}
}