playtest-unity/playtest/Library/PackageCache/com.unity.visualscripting@1.../Editor/SettingsProvider/ProjectSettings/AssemblyOptionsSettings.cs

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2023-06-19 23:21:21 -04:00
using UnityEngine;
using UnityEditor;
namespace Unity.VisualScripting
{
public class AssemblyOptionsSettings
{
private const string CompleteLabel = "Regenerate Nodes";
private readonly PluginConfigurationItemMetadata _assemblyOptionsMetadata;
private bool _showAssembly = false;
private const string TitleAssembly = "Node Library";
private const string DescriptionAssembly = "Choose the assemblies in which you want to look for nodes.\n"
+ "By default, all project and Unity assemblies are included.\n"
+ "Unless you use a third-party plugin distributed as a DLL, you shouldn't need to change this.";
public AssemblyOptionsSettings(BoltCoreConfiguration coreConfig)
{
_assemblyOptionsMetadata = coreConfig.GetMetadata(nameof(coreConfig.assemblyOptions));
}
private static class Styles
{
public static readonly GUIStyle background;
public static readonly GUIStyle defaultsButton;
public const float OptionsWidth = 250;
static Styles()
{
background = new GUIStyle(LudiqStyles.windowBackground);
background.padding = new RectOffset(20, 20, 20, 20);
defaultsButton = new GUIStyle("Button");
defaultsButton.padding = new RectOffset(10, 10, 4, 4);
}
}
public void OnGUI()
{
_showAssembly = EditorGUILayout.Foldout(_showAssembly, new GUIContent(TitleAssembly, DescriptionAssembly));
if (_showAssembly)
{
GUILayout.BeginVertical(Styles.background, GUILayout.ExpandHeight(true));
float height = LudiqGUI.GetInspectorHeight(null, _assemblyOptionsMetadata, Styles.OptionsWidth, GUIContent.none);
EditorGUI.BeginChangeCheck();
var position = GUILayoutUtility.GetRect(Styles.OptionsWidth, height);
LudiqGUI.Inspector(_assemblyOptionsMetadata, position, GUIContent.none);
if (EditorGUI.EndChangeCheck())
{
_assemblyOptionsMetadata.Save();
Codebase.UpdateSettings();
}
if (GUILayout.Button("Reset to Defaults", Styles.defaultsButton) && EditorUtility.DisplayDialog("Reset the Node Library", "Reset the Node Library to its default state?", "Reset to Default", "Cancel"))
{
_assemblyOptionsMetadata.Reset(true);
_assemblyOptionsMetadata.Save();
}
LudiqGUI.EndVertical();
}
if (GUILayout.Button(CompleteLabel, Styles.defaultsButton))
{
UnitBase.Rebuild();
EditorUtility.DisplayDialog("Visual Script", "Regenerate Nodes completed", "OK");
}
}
}
}