199 lines
5.5 KiB
C#
199 lines
5.5 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using UnityEditor;
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namespace Pathfinding {
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/// <summary>Simple GUI utility functions</summary>
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public static class GUIUtilityx {
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static Stack<Color> colors = new Stack<Color>();
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public static void PushTint (Color tint) {
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colors.Push(GUI.color);
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GUI.color *= tint;
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}
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public static void PopTint () {
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GUI.color = colors.Pop();
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}
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public static Rect SliceRow (ref Rect rect, float height) {
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var r = new Rect(rect.x, rect.y, rect.width, height);
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rect.yMin += height + EditorGUIUtility.standardVerticalSpacing;
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return r;
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}
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public static Rect SliceColumn (ref Rect rect, float width, float spacing = 0) {
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var r = new Rect(rect.x, rect.y, width, rect.height);
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rect.xMin += width + spacing;
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return r;
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}
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}
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/// <summary>
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/// Editor helper for hiding and showing a group of GUI elements.
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/// Call order in OnInspectorGUI should be:
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/// - Begin
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/// - Header/HeaderLabel (optional)
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/// - BeginFade
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/// - [your gui elements] (if BeginFade returns true)
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/// - End
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/// </summary>
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public class FadeArea {
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Rect lastRect;
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float value;
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float lastUpdate;
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GUIStyle labelStyle;
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GUIStyle areaStyle;
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bool visible;
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Editor editor;
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/// <summary>
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/// Is this area open.
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/// This is not the same as if any contents are visible, use <see cref="BeginFade"/> for that.
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/// </summary>
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public bool open;
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/// <summary>Animate dropdowns when they open and close</summary>
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public static bool fancyEffects;
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const float animationSpeed = 100f;
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public FadeArea (bool open, Editor editor, GUIStyle areaStyle, GUIStyle labelStyle = null) {
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this.areaStyle = areaStyle;
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this.labelStyle = labelStyle;
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this.editor = editor;
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visible = this.open = open;
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value = open ? 1 : 0;
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}
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void Tick () {
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if (Event.current.type == EventType.Repaint) {
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float deltaTime = Time.realtimeSinceStartup-lastUpdate;
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// Right at the start of a transition the deltaTime will
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// not be reliable, so use a very small value instead
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// until the next repaint
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if (value == 0f || value == 1f) deltaTime = 0.001f;
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deltaTime = Mathf.Clamp(deltaTime, 0.00001F, 0.1F);
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// Larger regions fade slightly slower
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deltaTime /= Mathf.Sqrt(Mathf.Max(lastRect.height, 100));
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lastUpdate = Time.realtimeSinceStartup;
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float targetValue = open ? 1F : 0F;
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if (!Mathf.Approximately(targetValue, value)) {
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value += deltaTime*animationSpeed*Mathf.Sign(targetValue-value);
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value = Mathf.Clamp01(value);
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editor.Repaint();
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if (!fancyEffects) {
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value = targetValue;
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}
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} else {
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value = targetValue;
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}
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}
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}
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public void Begin () {
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if (areaStyle != null) {
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lastRect = EditorGUILayout.BeginVertical(areaStyle);
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} else {
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lastRect = EditorGUILayout.BeginVertical();
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}
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}
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public void HeaderLabel (string label) {
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GUILayout.Label(label, labelStyle);
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}
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public void Header (string label) {
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Header(label, ref open);
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}
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public void Header (string label, ref bool open) {
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if (GUILayout.Button(label, labelStyle)) {
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open = !open;
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editor.Repaint();
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}
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this.open = open;
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}
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/// <summary>Hermite spline interpolation</summary>
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static float Hermite (float start, float end, float value) {
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return Mathf.Lerp(start, end, value * value * (3.0f - 2.0f * value));
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}
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public bool BeginFade () {
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var hermite = Hermite(0, 1, value);
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visible = EditorGUILayout.BeginFadeGroup(hermite);
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GUIUtilityx.PushTint(new Color(1, 1, 1, hermite));
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Tick();
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// Another vertical group is necessary to work around
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// a kink of the BeginFadeGroup implementation which
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// causes the padding to change when value!=0 && value!=1
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EditorGUILayout.BeginVertical();
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return visible;
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}
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public void End () {
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EditorGUILayout.EndVertical();
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if (visible) {
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// Some space that cannot be placed in the GUIStyle unfortunately
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GUILayout.Space(4);
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}
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EditorGUILayout.EndFadeGroup();
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EditorGUILayout.EndVertical();
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GUIUtilityx.PopTint();
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}
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}
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/// <summary>Handles fading effects and also some custom GUI functions such as LayerMaskField</summary>
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public static class EditorGUILayoutx {
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static Dictionary<int, string[]> layerNames = new Dictionary<int, string[]>();
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static long lastUpdateTick;
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static List<string> dummyList = new List<string>();
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/// <summary>Displays a LayerMask field.</summary>
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/// <param name="label">Label to display</param>
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/// <param name="selected">Current LayerMask</param>
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public static LayerMask LayerMaskField (string label, LayerMask selected) {
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if (Event.current.type == EventType.Layout && System.DateTime.UtcNow.Ticks - lastUpdateTick > 10000000L) {
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layerNames.Clear();
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lastUpdateTick = System.DateTime.UtcNow.Ticks;
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}
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string[] currentLayerNames;
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if (!layerNames.TryGetValue(selected.value, out currentLayerNames)) {
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var layers = dummyList;
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layers.Clear();
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int emptyLayers = 0;
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for (int i = 0; i < 32; i++) {
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string layerName = LayerMask.LayerToName(i);
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if (layerName != "") {
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for (; emptyLayers > 0; emptyLayers--) layers.Add("Layer "+(i-emptyLayers));
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layers.Add(layerName);
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} else {
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emptyLayers++;
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if (((selected.value >> i) & 1) != 0 && selected.value != -1) {
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for (; emptyLayers > 0; emptyLayers--) layers.Add("Layer "+(i+1-emptyLayers));
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}
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}
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}
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currentLayerNames = layerNames[selected.value] = layers.ToArray();
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}
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selected.value = EditorGUILayout.MaskField(label, selected.value, currentLayerNames);
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return selected;
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}
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}
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}
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