9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
252 lines
7.9 KiB
C#
252 lines
7.9 KiB
C#
using System;
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using UnityEditor;
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using UnityEngine;
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using PlasticGui;
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using Unity.PlasticSCM.Editor.AssetsOverlays.Cache;
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using Unity.PlasticSCM.Editor.AssetUtils;
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using Unity.PlasticSCM.Editor.UI;
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namespace Unity.PlasticSCM.Editor.AssetsOverlays
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{
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internal static class DrawAssetOverlay
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{
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internal static void Enable(
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string wkPath,
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IAssetStatusCache assetStatusCache)
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{
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if (mIsEnabled)
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return;
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mWkPath = wkPath;
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mAssetStatusCache = assetStatusCache;
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mIsEnabled = true;
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mRepaintProjectWindow = ProjectWindow.Repaint;
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EditorApplication.projectWindowItemOnGUI += OnProjectWindowItemGUI;
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mRepaintProjectWindow();
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}
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internal static void Disable()
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{
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mIsEnabled = false;
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EditorApplication.projectWindowItemOnGUI -= OnProjectWindowItemGUI;
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mRepaintProjectWindow();
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mWkPath = null;
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mAssetStatusCache = null;
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}
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internal static void ClearCache()
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{
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if (mAssetStatusCache != null)
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mAssetStatusCache.Clear();
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mRepaintProjectWindow();
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}
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internal static string GetStatusString(AssetStatus assetStatus)
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{
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if (ClassifyAssetStatus.IsPrivate(assetStatus))
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return PlasticLocalization.GetString(
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PlasticLocalization.Name.Private);
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if (ClassifyAssetStatus.IsIgnored(assetStatus))
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return PlasticLocalization.GetString(
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PlasticLocalization.Name.StatusIgnored);
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if (ClassifyAssetStatus.IsAdded(assetStatus))
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return PlasticLocalization.GetString(
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PlasticLocalization.Name.StatusAdded);
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if (ClassifyAssetStatus.IsConflicted(assetStatus))
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return PlasticLocalization.GetString(
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PlasticLocalization.Name.StatusConflicted);
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if (ClassifyAssetStatus.IsDeletedOnServer(assetStatus))
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return PlasticLocalization.GetString(
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PlasticLocalization.Name.StatusDeletedOnServer);
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if (ClassifyAssetStatus.IsLockedRemote(assetStatus))
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return PlasticLocalization.GetString(
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PlasticLocalization.Name.StatusLockedRemote);
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if (ClassifyAssetStatus.IsOutOfDate(assetStatus))
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return PlasticLocalization.GetString(
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PlasticLocalization.Name.StatusOutOfDate);
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if (ClassifyAssetStatus.IsLocked(assetStatus))
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return PlasticLocalization.GetString(
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PlasticLocalization.Name.StatusLockedMe);
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if (ClassifyAssetStatus.IsCheckedOut(assetStatus))
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return PlasticLocalization.GetString(
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PlasticLocalization.Name.StatusCheckout);
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return string.Empty;
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}
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internal static string GetTooltipText(
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AssetStatus statusValue,
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LockStatusData lockStatusData)
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{
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string statusText = GetStatusString(statusValue);
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if (lockStatusData == null)
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return statusText;
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// example:
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// Changed by:
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// * dani_pen@hotmail.com
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// * workspace wkLocal"
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char bulletCharacter = '\u25cf';
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string line1 = PlasticLocalization.GetString(
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PlasticLocalization.Name.AssetOverlayTooltipStatus, statusText);
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string line2 = string.Format("{0} {1}",
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bulletCharacter,
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lockStatusData.LockedBy);
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string line3 = string.Format("{0} {1}",
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bulletCharacter,
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PlasticLocalization.GetString(
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PlasticLocalization.Name.AssetOverlayTooltipWorkspace,
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lockStatusData.WorkspaceName));
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return string.Format(
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"{0}" + Environment.NewLine +
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"{1}" + Environment.NewLine +
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"{2}",
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line1,
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line2,
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line3);
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}
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static void OnProjectWindowItemGUI(string guid, Rect selectionRect)
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{
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if (string.IsNullOrEmpty(guid))
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return;
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if (Event.current.type != EventType.Repaint)
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return;
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string fullPath = AssetsPath.GetFullPathUnderWorkspace.
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ForGuid(mWkPath, guid);
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if (fullPath == null)
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return;
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AssetStatus assetStatus = mAssetStatusCache.GetStatus(fullPath);
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LockStatusData lockStatusData =
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ClassifyAssetStatus.IsLockedRemote(assetStatus) ?
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mAssetStatusCache.GetLockStatusData(fullPath) :
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null;
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string tooltipText = GetTooltipText(
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assetStatus,
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lockStatusData);
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DrawOverlayIcon.ForStatus(
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selectionRect,
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assetStatus,
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tooltipText);
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}
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internal static class DrawOverlayIcon
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{
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internal static void ForStatus(
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Rect selectionRect,
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AssetStatus status,
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string tooltipText)
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{
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Texture overlayIcon = GetOverlayIcon(status);
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if (overlayIcon == null)
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return;
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Rect overlayRect = OverlayRect.GetOverlayRect(
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selectionRect,
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OVERLAY_ICON_OFFSET);
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GUI.DrawTexture(
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overlayRect, overlayIcon, ScaleMode.ScaleToFit);
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Rect tooltipRect = GetTooltipRect(selectionRect, overlayRect);
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GUI.Label(tooltipRect, new GUIContent(string.Empty, tooltipText));
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}
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internal static Texture GetOverlayIcon(AssetStatus assetStatus)
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{
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if (ClassifyAssetStatus.IsPrivate(assetStatus))
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return Images.GetPrivatedOverlayIcon();
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if (ClassifyAssetStatus.IsIgnored(assetStatus))
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return Images.GetIgnoredOverlayIcon();
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if (ClassifyAssetStatus.IsAdded(assetStatus))
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return Images.GetAddedOverlayIcon();
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if (ClassifyAssetStatus.IsConflicted(assetStatus))
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return Images.GetConflictedOverlayIcon();
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if (ClassifyAssetStatus.IsDeletedOnServer(assetStatus))
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return Images.GetDeletedRemoteOverlayIcon();
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if (ClassifyAssetStatus.IsLockedRemote(assetStatus))
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return Images.GetLockedRemoteOverlayIcon();
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if (ClassifyAssetStatus.IsOutOfDate(assetStatus))
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return Images.GetOutOfSyncOverlayIcon();
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if (ClassifyAssetStatus.IsLocked(assetStatus))
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return Images.GetLockedLocalOverlayIcon();
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if (ClassifyAssetStatus.IsCheckedOut(assetStatus))
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return Images.GetCheckedOutOverlayIcon();
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return null;
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}
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static Rect Inflate(Rect rect, float width, float height)
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{
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return new Rect(
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rect.x - width,
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rect.y - height,
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rect.width + 2f * width,
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rect.height + 2f * height);
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}
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static Rect GetTooltipRect(
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Rect selectionRect,
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Rect overlayRect)
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{
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if (selectionRect.width > selectionRect.height)
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{
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return overlayRect;
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}
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return Inflate(overlayRect, 3f, 3f);
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}
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}
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static Action mRepaintProjectWindow;
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static bool mIsEnabled;
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static IAssetStatusCache mAssetStatusCache;
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static string mWkPath;
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const float OVERLAY_ICON_OFFSET = 20f;
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}
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}
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