Firstborn/Library/PackageCache/com.unity.cinemachine@2.8.9/Editor/PropertyDrawers/NoiseSettingsPropertyDrawer.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

138 lines
6.0 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace Cinemachine.Editor
{
[CustomPropertyDrawer(typeof(NoiseSettingsPropertyAttribute))]
internal sealed class NoiseSettingsPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
{
RebuildProfileList();
float iconSize = rect.height + 4;
rect.width -= iconSize;
int preset = sNoisePresets.IndexOf((NoiseSettings)property.objectReferenceValue);
EditorGUI.showMixedValue = property.hasMultipleDifferentValues;
preset = EditorGUI.Popup(rect, EditorGUI.BeginProperty(rect, label, property), preset, sNoisePresetNames);
EditorGUI.showMixedValue = false;
string labelText = label.text;
NoiseSettings newProfile = preset < 0 ? null : sNoisePresets[preset] as NoiseSettings;
if ((NoiseSettings)property.objectReferenceValue != newProfile)
{
property.objectReferenceValue = newProfile;
property.serializedObject.ApplyModifiedProperties();
}
rect.x += rect.width; rect.width = iconSize; rect.height = iconSize; rect.y -= 2;
if (GUI.Button(rect, EditorGUIUtility.IconContent("_Popup"), GUI.skin.label))
{
GenericMenu menu = new GenericMenu();
if (property.objectReferenceValue != null)
{
menu.AddItem(new GUIContent("Edit"), false, ()
=> Selection.activeObject = property.objectReferenceValue);
menu.AddItem(new GUIContent("Clone"), false, () =>
{
NoiseSettings pp = CreateProfile(
property, labelText,
(NoiseSettings)property.objectReferenceValue);
if (pp != null)
{
property.objectReferenceValue = pp;
property.serializedObject.ApplyModifiedProperties();
InvalidateProfileList();
}
});
menu.AddItem(new GUIContent("Locate"), false, ()
=> EditorGUIUtility.PingObject(property.objectReferenceValue));
}
menu.AddItem(new GUIContent("New"), false, () =>
{
//Undo.RecordObject(Target, "Change Noise Profile");
NoiseSettings pp = CreateProfile(property, labelText, null);
if (pp != null)
{
property.objectReferenceValue = pp;
property.serializedObject.ApplyModifiedProperties();
InvalidateProfileList();
}
});
menu.ShowAsContext();
}
}
static List<ScriptableObject> sNoisePresets;
static GUIContent[] sNoisePresetNames;
static float sLastPresetRebuildTime = 0;
public static void InvalidateProfileList()
{
sNoisePresets = null;
sNoisePresetNames = null;
}
static void RebuildProfileList()
{
if (sLastPresetRebuildTime < Time.realtimeSinceStartup - 5)
InvalidateProfileList();
if (sNoisePresets != null && sNoisePresetNames != null)
return;
sNoisePresets = FindAssetsByType<NoiseSettings>();
InspectorUtility.AddAssetsFromPackageSubDirectory(
typeof(NoiseSettings), sNoisePresets, "Presets/Noise");
sNoisePresets.Insert(0, null);
List<GUIContent> presetNameList = new List<GUIContent>();
foreach (var n in sNoisePresets)
presetNameList.Add(new GUIContent((n == null) ? "(none)" : n.name));
sNoisePresetNames = presetNameList.ToArray();
sLastPresetRebuildTime = Time.realtimeSinceStartup;
}
static List<ScriptableObject> FindAssetsByType<T>() where T : UnityEngine.Object
{
List<ScriptableObject> assets = new List<ScriptableObject>();
string[] guids = AssetDatabase.FindAssets(string.Format("t:{0}", typeof(T)));
for (int i = 0; i < guids.Length; i++)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guids[i]);
ScriptableObject asset = AssetDatabase.LoadAssetAtPath<T>(assetPath) as ScriptableObject;
if (asset != null)
assets.Add(asset);
}
return assets;
}
NoiseSettings CreateProfile(SerializedProperty property, string label, NoiseSettings copyFrom)
{
string path = InspectorUtility.GetVirtualCameraObjectName(property) + " " + label;
path = EditorUtility.SaveFilePanelInProject(
"Create Noise Profile asset", path, "asset",
"This asset will generate a procedural noise signal");
if (!string.IsNullOrEmpty(path))
{
NoiseSettings profile = null;
if (copyFrom != null)
{
string fromPath = AssetDatabase.GetAssetPath(copyFrom);
if (AssetDatabase.CopyAsset(fromPath, path))
{
profile = AssetDatabase.LoadAssetAtPath(
path, typeof(NoiseSettings)) as NoiseSettings;
}
}
else
{
profile = ScriptableObjectUtility.CreateAt(
typeof(NoiseSettings), path) as NoiseSettings;
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
return profile;
}
return null;
}
}
}