b486678290
Library -Artifacts
202 lines
7.9 KiB
C#
202 lines
7.9 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System;
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using System.Collections.Generic;
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using System.IO;
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namespace Cinemachine.Editor
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{
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/// <summary>
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/// Collection of tools and helpers for drawing inspectors
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/// </summary>
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public class InspectorUtility
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{
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/// <summary>Put multiple properties on a single inspector line, with
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/// optional label overrides. Passing null as a label (or sublabel) override will
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/// cause the property's displayName to be used as a label. For no label at all,
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/// pass GUIContent.none.</summary>
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/// <param name="rect">Rect in which to draw</param>
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/// <param name="label">Main label</param>
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/// <param name="props">Properties to place on the line</param>
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/// <param name="subLabels">Sublabels for the properties</param>
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public static void MultiPropertyOnLine(
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Rect rect,
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GUIContent label,
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SerializedProperty[] props, GUIContent[] subLabels)
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{
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if (props == null || props.Length == 0)
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return;
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const int hSpace = 2;
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int indentLevel = EditorGUI.indentLevel;
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float labelWidth = EditorGUIUtility.labelWidth;
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float totalSubLabelWidth = 0;
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int numBoolColumns = 0;
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List<GUIContent> actualLabels = new List<GUIContent>();
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for (int i = 0; i < props.Length; ++i)
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{
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GUIContent sublabel = new GUIContent(props[i].displayName, props[i].tooltip);
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if (subLabels != null && subLabels.Length > i && subLabels[i] != null)
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sublabel = subLabels[i];
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actualLabels.Add(sublabel);
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totalSubLabelWidth += GUI.skin.label.CalcSize(sublabel).x;
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if (i > 0)
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totalSubLabelWidth += hSpace;
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// Special handling for toggles, or it looks stupid
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if (props[i].propertyType == SerializedPropertyType.Boolean)
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{
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totalSubLabelWidth += rect.height;
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++numBoolColumns;
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}
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}
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float subFieldWidth = rect.width - labelWidth - totalSubLabelWidth;
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float numCols = props.Length - numBoolColumns;
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float colWidth = numCols == 0 ? 0 : subFieldWidth / numCols;
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// Main label. If no first sublabel, then main label must take on that
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// role, for mouse dragging value-scrolling support
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int subfieldStartIndex = 0;
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if (label == null)
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label = new GUIContent(props[0].displayName, props[0].tooltip);
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if (actualLabels[0] != GUIContent.none)
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rect = EditorGUI.PrefixLabel(rect, label);
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else
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{
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rect.width = labelWidth + colWidth;
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EditorGUI.PropertyField(rect, props[0], label);
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rect.x += rect.width + hSpace;
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subfieldStartIndex = 1;
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}
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for (int i = subfieldStartIndex; i < props.Length; ++i)
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{
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EditorGUI.indentLevel = 0;
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EditorGUIUtility.labelWidth = GUI.skin.label.CalcSize(actualLabels[i]).x;
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if (props[i].propertyType == SerializedPropertyType.Boolean)
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{
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rect.width = EditorGUIUtility.labelWidth + rect.height;
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props[i].boolValue = EditorGUI.ToggleLeft(rect, actualLabels[i], props[i].boolValue);
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}
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else
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{
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rect.width = EditorGUIUtility.labelWidth + colWidth;
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EditorGUI.PropertyField(rect, props[i], actualLabels[i]);
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}
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rect.x += rect.width + hSpace;
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}
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EditorGUIUtility.labelWidth = labelWidth;
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EditorGUI.indentLevel = indentLevel;
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}
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/// <summary>
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/// Normalize a curve so that each of X and Y axes ranges from 0 to 1
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/// </summary>
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/// <param name="curve">Curve to normalize</param>
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/// <returns>The normalized curve</returns>
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public static AnimationCurve NormalizeCurve(AnimationCurve curve)
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{
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return RuntimeUtility.NormalizeCurve(curve, true, true);
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}
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/// <summary>
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/// Remove the "Cinemachine" prefix, then call the standard Unity Nicify.
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/// </summary>
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/// <param name="name">The name to nicify</param>
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/// <returns>The nicified name</returns>
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public static string NicifyClassName(string name)
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{
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if (name.StartsWith("Cinemachine"))
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name = name.Substring(11); // Trim the prefix
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return ObjectNames.NicifyVariableName(name);
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}
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/// <summary>
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/// Add to a list all assets of a given type found in a given location
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/// </summary>
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/// <param name="type">The asset type to look for</param>
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/// <param name="assets">The list to add found assets to</param>
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/// <param name="path">The location in which to look. Path is relative to package root.</param>
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public static void AddAssetsFromPackageSubDirectory(
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Type type, List<ScriptableObject> assets, string path)
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{
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try
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{
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path = "/" + path;
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var info = new DirectoryInfo(ScriptableObjectUtility.CinemachineInstallPath + path);
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path = ScriptableObjectUtility.kPackageRoot + path + "/";
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var fileInfo = info.GetFiles();
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foreach (var file in fileInfo)
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{
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if (file.Extension != ".asset")
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continue;
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string name = path + file.Name;
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ScriptableObject a = AssetDatabase.LoadAssetAtPath(name, type) as ScriptableObject;
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if (a != null)
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assets.Add(a);
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}
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}
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catch
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{
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}
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}
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// Temporarily here
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/// <summary>
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/// Create a game object. Uses ObjectFactory if the Unity version is sufficient.
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/// </summary>
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/// <param name="name">Name to give the object</param>
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/// <param name="types">Optional components to add</param>
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/// <returns></returns>
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public static GameObject CreateGameObject(string name, params Type[] types)
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{
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return ObjectFactory.CreateGameObject(name, types);
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}
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private static int m_lastRepaintFrame;
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/// <summary>
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/// Force a repaint of the Game View
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/// </summary>
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/// <param name="unused">Like it says</param>
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public static void RepaintGameView(UnityEngine.Object unused = null)
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{
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if (m_lastRepaintFrame == Time.frameCount)
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return;
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m_lastRepaintFrame = Time.frameCount;
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EditorApplication.QueuePlayerLoopUpdate();
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UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
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}
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/// <summary>
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/// Try to get the name of the owning virtual camera oibject. If none then use
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/// the object's name
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/// </summary>
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/// <param name="property"></param>
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/// <returns></returns>
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internal static string GetVirtualCameraObjectName(SerializedProperty property)
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{
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// A little hacky here, as we favour virtual cameras...
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var obj = property.serializedObject.targetObject;
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GameObject go = obj as GameObject;
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if (go == null)
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{
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var component = obj as Component;
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if (component != null)
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go = component.gameObject;
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}
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if (go != null)
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{
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var vcam = go.GetComponentInParent<CinemachineVirtualCameraBase>();
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if (vcam != null)
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return vcam.Name;
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return go.name;
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}
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return obj.name;
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}
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}
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}
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