using UnityEditorInternal; using UnityEngine; using UnityEngine.Rendering.Universal; using Styles = UnityEditor.Rendering.Universal.UniversalRenderPipelineAssetUI.Styles; namespace UnityEditor.Rendering.Universal { /// /// Editor script for a UniversalRenderPipelineAsset class. /// [CustomEditor(typeof(UniversalRenderPipelineAsset)), CanEditMultipleObjects] public class UniversalRenderPipelineAssetEditor : Editor { SerializedProperty m_RendererDataProp; SerializedProperty m_DefaultRendererProp; internal ReorderableList rendererList => m_RendererDataList; ReorderableList m_RendererDataList; private SerializedUniversalRenderPipelineAsset m_SerializedURPAsset; /// public override void OnInspectorGUI() { m_SerializedURPAsset.Update(); UniversalRenderPipelineAssetUI.Inspector.Draw(m_SerializedURPAsset, this); m_SerializedURPAsset.Apply(); } void OnEnable() { m_SerializedURPAsset = new SerializedUniversalRenderPipelineAsset(serializedObject); CreateRendererReorderableList(); } void CreateRendererReorderableList() { m_RendererDataProp = serializedObject.FindProperty("m_RendererDataList"); m_DefaultRendererProp = serializedObject.FindProperty("m_DefaultRendererIndex"); m_RendererDataList = new ReorderableList(serializedObject, m_RendererDataProp, true, true, true, true) { drawElementCallback = OnDrawElement, drawHeaderCallback = (Rect rect) => EditorGUI.LabelField(rect, Styles.rendererHeaderText), onCanRemoveCallback = reorderableList => reorderableList.count > 1, onRemoveCallback = OnRemoveElement, onReorderCallbackWithDetails = (reorderableList, index, newIndex) => UpdateDefaultRendererValue(index, newIndex) // Need to update the default renderer index }; } void OnRemoveElement(ReorderableList reorderableList) { bool shouldUpdateIndex = false; // Checking so that the user is not deleting the default renderer if (reorderableList.index != m_DefaultRendererProp.intValue) { // Need to add the undo to the removal of our assets here, for it to work properly. Undo.RecordObject(target, $"Deleting renderer at index {reorderableList.index}"); shouldUpdateIndex = true; m_RendererDataProp.DeleteArrayElementAtIndex(reorderableList.index); } else { EditorUtility.DisplayDialog(Styles.rendererListDefaultMessage.text, Styles.rendererListDefaultMessage.tooltip, "Close"); } if (shouldUpdateIndex) { UpdateDefaultRendererValue(reorderableList.index); } EditorUtility.SetDirty(target); } void OnDrawElement(Rect rect, int index, bool isActive, bool isFocused) { rect.y += 2; var indexRect = new Rect(rect.x, rect.y, 14, EditorGUIUtility.singleLineHeight); EditorGUI.LabelField(indexRect, index.ToString()); using (var changeCheck = new EditorGUI.ChangeCheckScope()) { var objectFieldWidth = rect.width - 110; var objRect = new Rect(rect.x + indexRect.width, rect.y, objectFieldWidth, EditorGUIUtility.singleLineHeight); EditorGUI.ObjectField(objRect, m_RendererDataProp.GetArrayElementAtIndex(index), GUIContent.none); if (changeCheck.changed) EditorUtility.SetDirty(target); } var isDefaultRenderer = index == m_DefaultRendererProp.intValue; using (new EditorGUI.DisabledScope(isDefaultRenderer)) { var defaultButtonX = rect.width - 51; var defaultButtonRect = new Rect(defaultButtonX, rect.y, 86, EditorGUIUtility.singleLineHeight); if (GUI.Button(defaultButtonRect, !GUI.enabled ? Styles.rendererDefaultText : Styles.rendererSetDefaultText)) { m_DefaultRendererProp.intValue = index; EditorUtility.SetDirty(target); } } // If object selector chose an object, assign it to the correct ScriptableRendererData slot. if (Event.current.commandName == "ObjectSelectorUpdated" && EditorGUIUtility.GetObjectPickerControlID() == index) { m_RendererDataProp.GetArrayElementAtIndex(index).objectReferenceValue = EditorGUIUtility.GetObjectPickerObject(); } } void UpdateDefaultRendererValue(int index) { // If the index that is being removed is lower than the default renderer value, // the default prop value needs to be one lower. if (index < m_DefaultRendererProp.intValue) { m_DefaultRendererProp.intValue--; } } void UpdateDefaultRendererValue(int prevIndex, int newIndex) { // If we are moving the index that is the same as the default renderer we need to update that if (prevIndex == m_DefaultRendererProp.intValue) { m_DefaultRendererProp.intValue = newIndex; } // If newIndex is the same as default // then we need to know if newIndex is above or below the default index else if (newIndex == m_DefaultRendererProp.intValue) { m_DefaultRendererProp.intValue += prevIndex > newIndex ? 1 : -1; } // If the old index is lower than default renderer and // the new index is higher then we need to move the default renderer index one lower else if (prevIndex < m_DefaultRendererProp.intValue && newIndex > m_DefaultRendererProp.intValue) { m_DefaultRendererProp.intValue--; } else if (newIndex < m_DefaultRendererProp.intValue && prevIndex > m_DefaultRendererProp.intValue) { m_DefaultRendererProp.intValue++; } } } }