384 lines
17 KiB
C#
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;
|
||
|
}
|
||
|
}
|
||
|
}
|