UnityGame/Library/PackageCache/com.unity.ugui/Editor/UGUI/UI/SelectableEditor.cs
2024-10-27 10:53:47 +03:00

384 lines
17 KiB
C#

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