using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; using UnityObject = UnityEngine.Object; namespace UnityEditor.Timeline.Signals { [CustomEditor(typeof(SignalEmitter), true)] [CanEditMultipleObjects] class SignalEmitterInspector : MarkerInspector, ISignalAssetProvider { SerializedProperty m_RetroactiveProperty; SerializedProperty m_EmitOnceProperty; SignalEmitter m_Signal; GameObject m_BoundGameObject; PlayableDirector m_AssociatedDirector; bool m_TargetsHaveTheSameBinding; readonly Dictionary m_Editors = new Dictionary(); readonly Dictionary m_Foldouts = new Dictionary(); List m_Receivers = new List(); static GUIStyle s_FoldoutStyle; internal static GUIStyle foldoutStyle { get { if (s_FoldoutStyle == null) { s_FoldoutStyle = new GUIStyle(EditorStyles.foldout) { fontStyle = FontStyle.Bold }; } return s_FoldoutStyle; } } public SignalAsset signalAsset { get { var emitter = target as SignalEmitter; return signalAssetSameValue ? emitter.asset : null; } set { AssignSignalAsset(value); } } bool signalAssetSameValue { get { var emitters = targets.Cast().ToList(); return emitters.Select(x => x.asset).Distinct().Count() == 1; } } void OnEnable() { Undo.undoRedoPerformed += OnUndoRedo; // subscribe to the event m_Signal = target as SignalEmitter; m_RetroactiveProperty = serializedObject.FindProperty("m_Retroactive"); m_EmitOnceProperty = serializedObject.FindProperty("m_EmitOnce"); // In a vast majority of the cases, when this becomes enabled, // the timeline window will be focused on the correct timeline // in which case TimelineEditor.inspectedDirector is safe to use m_AssociatedDirector = TimelineEditor.inspectedDirector; UpdateState(); } internal override bool IsEnabled() { return TimelineUtility.IsCurrentSequenceValid() && !IsCurrentSequenceReadOnly() && base.IsEnabled(); } public override void OnInspectorGUI() { serializedObject.Update(); using (var changeScope = new EditorGUI.ChangeCheckScope()) { var property = serializedObject.GetIterator(); var expanded = true; while (property.NextVisible(expanded)) { expanded = false; if (SkipField(property.propertyPath)) continue; EditorGUILayout.PropertyField(property, true); } DrawSignalFlags(); UpdateState(); DrawNameSelectorAndSignalList(); if (changeScope.changed) { serializedObject.ApplyModifiedProperties(); TimelineEditor.Refresh(RefreshReason.ContentsModified | RefreshReason.WindowNeedsRedraw); } } } internal override void OnHeaderIconGUI(Rect iconRect) { using (new EditorGUI.DisabledScope(!TimelineUtility.IsCurrentSequenceValid() || IsCurrentSequenceReadOnly())) { GUI.Label(iconRect, Styles.SignalEmitterIcon); } } internal override Rect DrawHeaderHelpAndSettingsGUI(Rect r) { using (new EditorGUI.DisabledScope(!TimelineUtility.IsCurrentSequenceValid() || IsCurrentSequenceReadOnly())) { var helpSize = EditorStyles.iconButton.CalcSize(EditorGUI.GUIContents.helpIcon); const int kTopMargin = 5; return EditorGUIUtility.DrawEditorHeaderItems(new Rect(r.xMax - helpSize.x, r.y + kTopMargin, helpSize.x, helpSize.y), targets); } } IEnumerable ISignalAssetProvider.AvailableSignalAssets() { return SignalManager.assets; } void ISignalAssetProvider.CreateNewSignalAsset(string path) { var newSignalAsset = SignalManager.CreateSignalAssetInstance(path); AssignSignalAsset(newSignalAsset); var receivers = m_Receivers.OfType().ToList(); if (signalAsset != null && receivers.Count == 1 && !receivers.Any(r => r.IsSignalAssetHandled(newSignalAsset))) // Only when one receiver is present { receivers[0].AddNewReaction(newSignalAsset); // Add reaction on the first receiver from the list ApplyChangesAndRefreshReceivers(); } } void UpdateState() { m_BoundGameObject = GetBoundGameObject(m_Signal.parent, m_AssociatedDirector); m_Receivers = m_BoundGameObject == null || m_BoundGameObject.Equals(null) ? new List() : m_BoundGameObject.GetComponents().Where(t => t is INotificationReceiver).ToList(); m_TargetsHaveTheSameBinding = targets.Cast() .Select(x => GetBoundGameObject(x.parent, m_AssociatedDirector)) .Distinct().Count() == 1; } Editor GetOrCreateReceiverEditor(Component c) { Editor ret; if (m_Editors.TryGetValue(c, out ret)) { return ret; } ret = CreateEditorWithContext(new Object[] { c }, target); m_Editors[c] = ret; if (!m_Foldouts.ContainsKey(c)) { m_Foldouts[c] = true; } return ret; } void OnDisable() { Undo.undoRedoPerformed -= OnUndoRedo; } void OnDestroy() { foreach (var editor in m_Editors) { DestroyImmediate(editor.Value); } m_Editors.Clear(); } void OnUndoRedo() { ApplyChangesAndRefreshReceivers(); } void ApplyChangesAndRefreshReceivers() { foreach (var receiverInspector in m_Editors.Values.OfType()) { receiverInspector.SetAssetContext(signalAsset); } } void DrawNameSelectorAndSignalList() { using (var change = new EditorGUI.ChangeCheckScope()) { DrawSignal(); DrawReceivers(); if (change.changed) { ApplyChangesAndRefreshReceivers(); } } } void DrawReceivers() { if (!m_TargetsHaveTheSameBinding) { EditorGUILayout.HelpBox(Styles.MultiEditNotSupportedOnDifferentBindings, MessageType.None); return; } if (targets.OfType().Select(x => x.asset).Distinct().Count() > 1) { EditorGUILayout.HelpBox(Styles.MultiEditNotSupportedOnDifferentSignals, MessageType.None); return; } //do not display the receiver if the current timeline is not the same as the emitter's timeline //can happen if the inspector is locked if (m_Signal.parent != null && m_Signal.parent.timelineAsset != TimelineEditor.inspectedAsset) return; if (m_BoundGameObject != null) { if (!m_Receivers.Any(x => x is SignalReceiver)) { EditorGUILayout.Separator(); var message = string.Format(Styles.NoSignalReceiverComponent, m_BoundGameObject.name); SignalUtility.DrawCenteredMessage(message); if (SignalUtility.DrawCenteredButton(Styles.AddSignalReceiverComponent)) AddReceiverComponent(); } foreach (var receiver in m_Receivers) { var editor = GetOrCreateReceiverEditor(receiver); if (DrawReceiverHeader(receiver)) { editor.OnInspectorGUI(); } } } else if (m_AssociatedDirector != null) //not in asset mode { EditorGUILayout.HelpBox(Styles.NoBoundGO, MessageType.None); } } void DrawSignalFlags() { EditorGUILayout.PropertyField(m_RetroactiveProperty, Styles.RetroactiveLabel); EditorGUILayout.PropertyField(m_EmitOnceProperty, Styles.EmitOnceLabel); } void DrawSignal() { //should show button to create new signal if there are no signals asset in the project if (!SignalManager.assets.Any()) { using (new EditorGUI.DisabledScope(true)) { DrawNameSelector(); } EditorGUILayout.Separator(); SignalUtility.DrawCenteredMessage(Styles.ProjectHasNoSignalAsset); if (SignalUtility.DrawCenteredButton(Styles.CreateNewSignal)) CreateNewSignalAsset(SignalUtility.GetNewSignalPath()); EditorGUILayout.Separator(); } else { DrawNameSelector(); } } internal void CreateNewSignalAsset(string path) { if (!string.IsNullOrEmpty(path)) ((ISignalAssetProvider)this).CreateNewSignalAsset(path); GUIUtility.ExitGUI(); } void AssignSignalAsset(SignalAsset newAsset) { foreach (var o in targets) { var signalEmitter = (SignalEmitter)o; UndoExtensions.RegisterMarker(signalEmitter, Styles.UndoCreateSignalAsset); signalEmitter.asset = newAsset; } } void DrawNameSelector() { SignalUtility.DrawSignalNames(this, EditorGUILayout.GetControlRect(), Styles.EmitSignalLabel, !signalAssetSameValue); } bool DrawReceiverHeader(Component receiver) { EditorGUILayout.Space(); var lineRect = GUILayoutUtility.GetRect(10, 4, EditorStyles.inspectorTitlebar); DrawSplitLine(lineRect.y); var style = EditorGUIUtility.TrTextContentWithIcon( ObjectNames.NicifyVariableName(receiver.GetType().Name), AssetPreview.GetMiniThumbnail(receiver)); m_Foldouts[receiver] = EditorGUILayout.Foldout(m_Foldouts[receiver], style, true, foldoutStyle); if (m_Foldouts[receiver]) { DrawReceiverObjectField(); } return m_Foldouts[receiver]; } void DrawReceiverObjectField() { EditorGUI.BeginDisabledGroup(true); EditorGUILayout.ObjectField(Styles.ObjectLabel, m_BoundGameObject, typeof(GameObject), false); EditorGUI.EndDisabledGroup(); } void AddReceiverComponent() { var receiver = Undo.AddComponent(m_BoundGameObject); receiver.AddNewReaction(signalAsset); } static bool SkipField(string fieldName) { return fieldName == "m_Script" || fieldName == "m_Asset" || fieldName == "m_Retroactive" || fieldName == "m_EmitOnce"; } static void DrawSplitLine(float y) { if (Event.current.type != EventType.Repaint) return; var width = EditorGUIUtility.currentViewWidth; var position = new Rect(0, y, width + 1, 1); if (EditorStyles.inspectorTitlebar != null) EditorStyles.inspectorTitlebar.Draw(position, false, false, false, false); } static GameObject GetBoundGameObject(TrackAsset track, PlayableDirector associatedDirector) { if (associatedDirector == null || track == null) //if in asset mode, no bound object for you return null; var boundObj = TimelineUtility.GetSceneGameObject(associatedDirector, track); //if the signal is on the timeline marker track and user did not set a binding, assume it's bound to PlayableDirector if (boundObj == null && track.timelineAsset.markerTrack == track) boundObj = associatedDirector.gameObject; return boundObj; } static bool IsCurrentSequenceReadOnly() { return TimelineWindow.instance.state.editSequence.isReadOnly; } } }