b486678290
Library -Artifacts
384 lines
17 KiB
C#
384 lines
17 KiB
C#
using System.Collections.Generic;
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using System.Text;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEditor.AnimatedValues;
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namespace UnityEditor.UI
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{
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[CustomEditor(typeof(Selectable), true)]
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/// <summary>
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/// Custom Editor for the Selectable Component.
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/// Extend this class to write a custom editor for a component derived from Selectable.
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/// </summary>
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public class SelectableEditor : Editor
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{
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SerializedProperty m_Script;
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SerializedProperty m_InteractableProperty;
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SerializedProperty m_TargetGraphicProperty;
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SerializedProperty m_TransitionProperty;
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SerializedProperty m_ColorBlockProperty;
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SerializedProperty m_SpriteStateProperty;
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SerializedProperty m_AnimTriggerProperty;
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SerializedProperty m_NavigationProperty;
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GUIContent m_VisualizeNavigation = EditorGUIUtility.TrTextContent("Visualize", "Show navigation flows between selectable UI elements.");
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AnimBool m_ShowColorTint = new AnimBool();
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AnimBool m_ShowSpriteTrasition = new AnimBool();
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AnimBool m_ShowAnimTransition = new AnimBool();
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private static List<SelectableEditor> s_Editors = new List<SelectableEditor>();
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private static bool s_ShowNavigation = false;
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private static string s_ShowNavigationKey = "SelectableEditor.ShowNavigation";
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// Whenever adding new SerializedProperties to the Selectable and SelectableEditor
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// Also update this guy in OnEnable. This makes the inherited classes from Selectable not require a CustomEditor.
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private string[] m_PropertyPathToExcludeForChildClasses;
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protected virtual void OnEnable()
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{
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m_Script = serializedObject.FindProperty("m_Script");
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m_InteractableProperty = serializedObject.FindProperty("m_Interactable");
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m_TargetGraphicProperty = serializedObject.FindProperty("m_TargetGraphic");
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m_TransitionProperty = serializedObject.FindProperty("m_Transition");
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m_ColorBlockProperty = serializedObject.FindProperty("m_Colors");
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m_SpriteStateProperty = serializedObject.FindProperty("m_SpriteState");
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m_AnimTriggerProperty = serializedObject.FindProperty("m_AnimationTriggers");
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m_NavigationProperty = serializedObject.FindProperty("m_Navigation");
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m_PropertyPathToExcludeForChildClasses = new[]
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{
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m_Script.propertyPath,
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m_NavigationProperty.propertyPath,
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m_TransitionProperty.propertyPath,
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m_ColorBlockProperty.propertyPath,
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m_SpriteStateProperty.propertyPath,
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m_AnimTriggerProperty.propertyPath,
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m_InteractableProperty.propertyPath,
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m_TargetGraphicProperty.propertyPath,
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};
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var trans = GetTransition(m_TransitionProperty);
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m_ShowColorTint.value = (trans == Selectable.Transition.ColorTint);
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m_ShowSpriteTrasition.value = (trans == Selectable.Transition.SpriteSwap);
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m_ShowAnimTransition.value = (trans == Selectable.Transition.Animation);
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m_ShowColorTint.valueChanged.AddListener(Repaint);
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m_ShowSpriteTrasition.valueChanged.AddListener(Repaint);
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s_Editors.Add(this);
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RegisterStaticOnSceneGUI();
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s_ShowNavigation = EditorPrefs.GetBool(s_ShowNavigationKey);
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}
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protected virtual void OnDisable()
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{
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m_ShowColorTint.valueChanged.RemoveListener(Repaint);
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m_ShowSpriteTrasition.valueChanged.RemoveListener(Repaint);
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s_Editors.Remove(this);
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RegisterStaticOnSceneGUI();
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}
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private void RegisterStaticOnSceneGUI()
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{
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SceneView.duringSceneGui -= StaticOnSceneGUI;
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if (s_Editors.Count > 0)
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SceneView.duringSceneGui += StaticOnSceneGUI;
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}
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static Selectable.Transition GetTransition(SerializedProperty transition)
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{
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return (Selectable.Transition)transition.enumValueIndex;
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_InteractableProperty);
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var trans = GetTransition(m_TransitionProperty);
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var graphic = m_TargetGraphicProperty.objectReferenceValue as Graphic;
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if (graphic == null)
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graphic = (target as Selectable).GetComponent<Graphic>();
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var animator = (target as Selectable).GetComponent<Animator>();
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m_ShowColorTint.target = (!m_TransitionProperty.hasMultipleDifferentValues && trans == Button.Transition.ColorTint);
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m_ShowSpriteTrasition.target = (!m_TransitionProperty.hasMultipleDifferentValues && trans == Button.Transition.SpriteSwap);
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m_ShowAnimTransition.target = (!m_TransitionProperty.hasMultipleDifferentValues && trans == Button.Transition.Animation);
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EditorGUILayout.PropertyField(m_TransitionProperty);
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++EditorGUI.indentLevel;
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{
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if (trans == Selectable.Transition.ColorTint || trans == Selectable.Transition.SpriteSwap)
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{
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EditorGUILayout.PropertyField(m_TargetGraphicProperty);
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}
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switch (trans)
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{
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case Selectable.Transition.ColorTint:
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if (graphic == null)
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EditorGUILayout.HelpBox("You must have a Graphic target in order to use a color transition.", MessageType.Warning);
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break;
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case Selectable.Transition.SpriteSwap:
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if (graphic as Image == null)
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EditorGUILayout.HelpBox("You must have a Image target in order to use a sprite swap transition.", MessageType.Warning);
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break;
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}
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if (EditorGUILayout.BeginFadeGroup(m_ShowColorTint.faded))
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{
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EditorGUILayout.PropertyField(m_ColorBlockProperty);
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}
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EditorGUILayout.EndFadeGroup();
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if (EditorGUILayout.BeginFadeGroup(m_ShowSpriteTrasition.faded))
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{
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EditorGUILayout.PropertyField(m_SpriteStateProperty);
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}
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EditorGUILayout.EndFadeGroup();
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if (EditorGUILayout.BeginFadeGroup(m_ShowAnimTransition.faded))
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{
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EditorGUILayout.PropertyField(m_AnimTriggerProperty);
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if (animator == null || animator.runtimeAnimatorController == null)
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{
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Rect buttonRect = EditorGUILayout.GetControlRect();
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buttonRect.xMin += EditorGUIUtility.labelWidth;
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if (GUI.Button(buttonRect, "Auto Generate Animation", EditorStyles.miniButton))
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{
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var controller = GenerateSelectableAnimatorContoller((target as Selectable).animationTriggers, target as Selectable);
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if (controller != null)
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{
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if (animator == null)
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animator = (target as Selectable).gameObject.AddComponent<Animator>();
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Animations.AnimatorController.SetAnimatorController(animator, controller);
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}
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}
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}
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}
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EditorGUILayout.EndFadeGroup();
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}
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--EditorGUI.indentLevel;
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EditorGUILayout.Space();
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EditorGUILayout.PropertyField(m_NavigationProperty);
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EditorGUI.BeginChangeCheck();
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Rect toggleRect = EditorGUILayout.GetControlRect();
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toggleRect.xMin += EditorGUIUtility.labelWidth;
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s_ShowNavigation = GUI.Toggle(toggleRect, s_ShowNavigation, m_VisualizeNavigation, EditorStyles.miniButton);
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if (EditorGUI.EndChangeCheck())
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{
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EditorPrefs.SetBool(s_ShowNavigationKey, s_ShowNavigation);
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SceneView.RepaintAll();
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}
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// We do this here to avoid requiring the user to also write a Editor for their Selectable-derived classes.
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// This way if we are on a derived class we dont draw anything else, otherwise draw the remaining properties.
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ChildClassPropertiesGUI();
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serializedObject.ApplyModifiedProperties();
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}
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// Draw the extra SerializedProperties of the child class.
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// We need to make sure that m_PropertyPathToExcludeForChildClasses has all the Selectable properties and in the correct order.
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// TODO: find a nicer way of doing this. (creating a InheritedEditor class that automagically does this)
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private void ChildClassPropertiesGUI()
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{
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if (IsDerivedSelectableEditor())
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return;
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DrawPropertiesExcluding(serializedObject, m_PropertyPathToExcludeForChildClasses);
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}
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private bool IsDerivedSelectableEditor()
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{
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return GetType() != typeof(SelectableEditor);
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}
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private static Animations.AnimatorController GenerateSelectableAnimatorContoller(AnimationTriggers animationTriggers, Selectable target)
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{
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if (target == null)
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return null;
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// Where should we create the controller?
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var path = GetSaveControllerPath(target);
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if (string.IsNullOrEmpty(path))
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return null;
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// figure out clip names
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var normalName = string.IsNullOrEmpty(animationTriggers.normalTrigger) ? "Normal" : animationTriggers.normalTrigger;
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var highlightedName = string.IsNullOrEmpty(animationTriggers.highlightedTrigger) ? "Highlighted" : animationTriggers.highlightedTrigger;
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var pressedName = string.IsNullOrEmpty(animationTriggers.pressedTrigger) ? "Pressed" : animationTriggers.pressedTrigger;
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var selectedName = string.IsNullOrEmpty(animationTriggers.selectedTrigger) ? "Selected" : animationTriggers.selectedTrigger;
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var disabledName = string.IsNullOrEmpty(animationTriggers.disabledTrigger) ? "Disabled" : animationTriggers.disabledTrigger;
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// Create controller and hook up transitions.
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var controller = Animations.AnimatorController.CreateAnimatorControllerAtPath(path);
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GenerateTriggerableTransition(normalName, controller);
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GenerateTriggerableTransition(highlightedName, controller);
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GenerateTriggerableTransition(pressedName, controller);
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GenerateTriggerableTransition(selectedName, controller);
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GenerateTriggerableTransition(disabledName, controller);
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AssetDatabase.ImportAsset(path);
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return controller;
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}
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private static string GetSaveControllerPath(Selectable target)
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{
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var defaultName = target.gameObject.name;
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var message = string.Format("Create a new animator for the game object '{0}':", defaultName);
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return EditorUtility.SaveFilePanelInProject("New Animation Contoller", defaultName, "controller", message);
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}
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private static void SetUpCurves(AnimationClip highlightedClip, AnimationClip pressedClip, string animationPath)
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{
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string[] channels = { "m_LocalScale.x", "m_LocalScale.y", "m_LocalScale.z" };
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var highlightedKeys = new[] { new Keyframe(0f, 1f), new Keyframe(0.5f, 1.1f), new Keyframe(1f, 1f) };
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var highlightedCurve = new AnimationCurve(highlightedKeys);
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foreach (var channel in channels)
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AnimationUtility.SetEditorCurve(highlightedClip, EditorCurveBinding.FloatCurve(animationPath, typeof(Transform), channel), highlightedCurve);
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var pressedKeys = new[] { new Keyframe(0f, 1.15f) };
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var pressedCurve = new AnimationCurve(pressedKeys);
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foreach (var channel in channels)
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AnimationUtility.SetEditorCurve(pressedClip, EditorCurveBinding.FloatCurve(animationPath, typeof(Transform), channel), pressedCurve);
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}
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private static string BuildAnimationPath(Selectable target)
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{
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// if no target don't hook up any curves.
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var highlight = target.targetGraphic;
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if (highlight == null)
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return string.Empty;
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var startGo = highlight.gameObject;
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var toFindGo = target.gameObject;
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var pathComponents = new Stack<string>();
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while (toFindGo != startGo)
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{
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pathComponents.Push(startGo.name);
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// didn't exist in hierarchy!
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if (startGo.transform.parent == null)
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return string.Empty;
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startGo = startGo.transform.parent.gameObject;
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}
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// calculate path
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var animPath = new StringBuilder();
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if (pathComponents.Count > 0)
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animPath.Append(pathComponents.Pop());
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while (pathComponents.Count > 0)
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animPath.Append("/").Append(pathComponents.Pop());
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return animPath.ToString();
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}
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private static AnimationClip GenerateTriggerableTransition(string name, Animations.AnimatorController controller)
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{
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// Create the clip
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var clip = Animations.AnimatorController.AllocateAnimatorClip(name);
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AssetDatabase.AddObjectToAsset(clip, controller);
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// Create a state in the animatior controller for this clip
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var state = controller.AddMotion(clip);
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// Add a transition property
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controller.AddParameter(name, AnimatorControllerParameterType.Trigger);
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// Add an any state transition
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var stateMachine = controller.layers[0].stateMachine;
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var transition = stateMachine.AddAnyStateTransition(state);
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transition.AddCondition(Animations.AnimatorConditionMode.If, 0, name);
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return clip;
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}
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private static void StaticOnSceneGUI(SceneView view)
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{
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if (!s_ShowNavigation)
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return;
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Selectable[] selectables = Selectable.allSelectablesArray;
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for (int i = 0; i < selectables.Length; i++)
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{
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Selectable s = selectables[i];
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if (SceneManagement.StageUtility.IsGameObjectRenderedByCamera(s.gameObject, Camera.current))
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DrawNavigationForSelectable(s);
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}
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}
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private static void DrawNavigationForSelectable(Selectable sel)
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{
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if (sel == null)
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return;
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Transform transform = sel.transform;
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bool active = Selection.transforms.Any(e => e == transform);
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Handles.color = new Color(1.0f, 0.6f, 0.2f, active ? 1.0f : 0.4f);
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DrawNavigationArrow(-Vector2.right, sel, sel.FindSelectableOnLeft());
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DrawNavigationArrow(Vector2.up, sel, sel.FindSelectableOnUp());
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Handles.color = new Color(1.0f, 0.9f, 0.1f, active ? 1.0f : 0.4f);
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DrawNavigationArrow(Vector2.right, sel, sel.FindSelectableOnRight());
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DrawNavigationArrow(-Vector2.up, sel, sel.FindSelectableOnDown());
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}
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const float kArrowThickness = 2.5f;
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const float kArrowHeadSize = 1.2f;
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private static void DrawNavigationArrow(Vector2 direction, Selectable fromObj, Selectable toObj)
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{
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if (fromObj == null || toObj == null)
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return;
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Transform fromTransform = fromObj.transform;
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Transform toTransform = toObj.transform;
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Vector2 sideDir = new Vector2(direction.y, -direction.x);
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Vector3 fromPoint = fromTransform.TransformPoint(GetPointOnRectEdge(fromTransform as RectTransform, direction));
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Vector3 toPoint = toTransform.TransformPoint(GetPointOnRectEdge(toTransform as RectTransform, -direction));
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float fromSize = HandleUtility.GetHandleSize(fromPoint) * 0.05f;
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float toSize = HandleUtility.GetHandleSize(toPoint) * 0.05f;
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fromPoint += fromTransform.TransformDirection(sideDir) * fromSize;
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toPoint += toTransform.TransformDirection(sideDir) * toSize;
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float length = Vector3.Distance(fromPoint, toPoint);
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Vector3 fromTangent = fromTransform.rotation * direction * length * 0.3f;
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Vector3 toTangent = toTransform.rotation * -direction * length * 0.3f;
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Handles.DrawBezier(fromPoint, toPoint, fromPoint + fromTangent, toPoint + toTangent, Handles.color, null, kArrowThickness);
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Handles.DrawAAPolyLine(kArrowThickness, toPoint, toPoint + toTransform.rotation * (-direction - sideDir) * toSize * kArrowHeadSize);
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Handles.DrawAAPolyLine(kArrowThickness, toPoint, toPoint + toTransform.rotation * (-direction + sideDir) * toSize * kArrowHeadSize);
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}
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private static Vector3 GetPointOnRectEdge(RectTransform rect, Vector2 dir)
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{
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if (rect == null)
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return Vector3.zero;
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if (dir != Vector2.zero)
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dir /= Mathf.Max(Mathf.Abs(dir.x), Mathf.Abs(dir.y));
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dir = rect.rect.center + Vector2.Scale(rect.rect.size, dir * 0.5f);
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return dir;
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}
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}
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}
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