public static bool OnGUI(ProBuilderMesh[] selection, float width)
        {
            UpdateDiffDictionary(selection);

            s_ScrollPosition = EditorGUILayout.BeginScrollView(s_ScrollPosition);
            float tempFloat = 0f;

            EditorGUI.BeginChangeCheck();

            /**
             * Set Tile mode
             */
            GUILayout.Label("Tiling & Alignment", EditorStyles.boldLabel);

            GUILayout.BeginHorizontal();
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["fill"];
            GUILayout.Label("Fill Mode", GUILayout.MaxWidth(80), GUILayout.MinWidth(80));
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.fill = (AutoUnwrapSettings.Fill)EditorGUILayout.EnumPopup(s_AutoUVSettings.fill);
            if (EditorGUI.EndChangeCheck())
            {
                SetFill(s_AutoUVSettings.fill, selection);
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            bool enabled = GUI.enabled;

            GUI.enabled = !s_AutoUVSettings.useWorldSpace;
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["anchor"];
            EditorGUI.BeginChangeCheck();
            GUILayout.Label("Anchor", GUILayout.MaxWidth(80), GUILayout.MinWidth(80));
            s_AutoUVSettings.anchor = (AutoUnwrapSettings.Anchor)EditorGUILayout.EnumPopup(s_AutoUVSettings.anchor);
            if (EditorGUI.EndChangeCheck())
            {
                SetAnchor(s_AutoUVSettings.anchor, selection);
            }
            GUI.enabled = enabled;
            GUILayout.EndHorizontal();

            GUI.backgroundColor = PreferenceKeys.proBuilderLightGray;
            UI.EditorGUIUtility.DrawSeparator(1);
            GUI.backgroundColor = Color.white;

            GUILayout.Label("Transform", EditorStyles.boldLabel);

            /**
             * Offset
             */
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["offsetx"] || s_AutoUVSettingsDiff["offsety"];
            var tempVec2 = s_AutoUVSettings.offset;

            UnityEngine.GUI.SetNextControlName("offset");
            s_AutoUVSettings.offset = EditorGUILayout.Vector2Field("Offset", s_AutoUVSettings.offset, GUILayout.MaxWidth(width));
            if (tempVec2.x != s_AutoUVSettings.offset.x)
            {
                SetOffset(s_AutoUVSettings.offset, Axis2D.X, selection);
            }
            if (tempVec2.y != s_AutoUVSettings.offset.y)
            {
                SetOffset(s_AutoUVSettings.offset, Axis2D.Y, selection);
            }

            /**
             * Rotation
             */
            tempFloat = s_AutoUVSettings.rotation;
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["rotation"];
            GUILayout.Label(new GUIContent("Rotation", "Rotation around the center of face UV bounds."), GUILayout.MaxWidth(width - 64));
            UnityEngine.GUI.SetNextControlName("rotation");
            EditorGUI.BeginChangeCheck();
            tempFloat = EditorGUILayout.Slider(tempFloat, 0f, 360f, GUILayout.MaxWidth(width));
            if (EditorGUI.EndChangeCheck())
            {
                SetRotation(tempFloat, selection);
            }

            /**
             * Scale
             */
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["scalex"] || s_AutoUVSettingsDiff["scaley"];
            tempVec2 = s_AutoUVSettings.scale;
            GUI.SetNextControlName("scale");
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.scale = EditorGUILayout.Vector2Field("Tiling", s_AutoUVSettings.scale, GUILayout.MaxWidth(width));

            if (EditorGUI.EndChangeCheck())
            {
                if (tempVec2.x != s_AutoUVSettings.scale.x)
                {
                    SetScale(s_AutoUVSettings.scale, Axis2D.X, selection);
                }
                if (tempVec2.y != s_AutoUVSettings.scale.y)
                {
                    SetScale(s_AutoUVSettings.scale, Axis2D.Y, selection);
                }
            }

            // Draw tiling shortcuts
            GUILayout.BeginHorizontal();
            if (GUILayout.Button(".5", EditorStyles.miniButtonLeft))
            {
                SetScale(Vector2.one * 2f, Axis2D.XY, selection);
            }
            if (GUILayout.Button("1", EditorStyles.miniButtonMid))
            {
                SetScale(Vector2.one, Axis2D.XY, selection);
            }
            if (GUILayout.Button("2", EditorStyles.miniButtonMid))
            {
                SetScale(Vector2.one * .5f, Axis2D.XY, selection);
            }
            if (GUILayout.Button("4", EditorStyles.miniButtonMid))
            {
                SetScale(Vector2.one * .25f, Axis2D.XY, selection);
            }
            if (GUILayout.Button("8", EditorStyles.miniButtonMid))
            {
                SetScale(Vector2.one * .125f, Axis2D.XY, selection);
            }
            if (GUILayout.Button("16", EditorStyles.miniButtonRight))
            {
                SetScale(Vector2.one * .0625f, Axis2D.XY, selection);
            }
            GUILayout.EndHorizontal();

            GUILayout.Space(4);

            UnityEngine.GUI.backgroundColor = PreferenceKeys.proBuilderLightGray;
            UI.EditorGUIUtility.DrawSeparator(1);
            UnityEngine.GUI.backgroundColor = Color.white;

            /**
             * Special
             */
            GUILayout.Label("Special", EditorStyles.boldLabel);

            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["useWorldSpace"];
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.useWorldSpace = EditorGUILayout.Toggle("World Space", s_AutoUVSettings.useWorldSpace);
            if (EditorGUI.EndChangeCheck())
            {
                SetUseWorldSpace(s_AutoUVSettings.useWorldSpace, selection);
            }

            GUI.backgroundColor = PreferenceKeys.proBuilderLightGray;
            UI.EditorGUIUtility.DrawSeparator(1);
            GUI.backgroundColor = Color.white;


            // Flip U
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["flipU"];
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.flipU = EditorGUILayout.Toggle("Flip U", s_AutoUVSettings.flipU);
            if (EditorGUI.EndChangeCheck())
            {
                SetFlipU(s_AutoUVSettings.flipU, selection);
            }

            // Flip V
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["flipV"];
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.flipV = EditorGUILayout.Toggle("Flip V", s_AutoUVSettings.flipV);
            if (EditorGUI.EndChangeCheck())
            {
                SetFlipV(s_AutoUVSettings.flipV, selection);
            }

            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["swapUV"];
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.swapUV = EditorGUILayout.Toggle("Swap U/V", s_AutoUVSettings.swapUV);
            if (EditorGUI.EndChangeCheck())
            {
                SetSwapUV(s_AutoUVSettings.swapUV, selection);
            }

            /**
             * Texture Groups
             */
            GUILayout.Label("Texture Groups", EditorStyles.boldLabel);

            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["textureGroup"];

            GUI.SetNextControlName("textureGroup");
            textureGroup = UI.EditorGUIUtility.IntFieldConstrained(new GUIContent("Texture Group", "Faces in a texture group will be UV mapped as a group, just as though you had selected these faces and used the \"Planar Project\" action"), textureGroup, (int)width);

            if (EditorGUI.EndChangeCheck())
            {
                SetTextureGroup(selection, textureGroup);

                foreach (var kvp in MeshSelection.selectedFacesInEditZone)
                {
                    kvp.Key.RefreshUV(kvp.Value);
                }

                SceneView.RepaintAll();

                s_AutoUVSettingsDiff["textureGroup"] = false;
            }

            if (GUILayout.Button(new GUIContent("Group Selected Faces", "This sets all selected faces to share a texture group.  What that means is that the UVs on these faces will all be projected as though they are a single plane.  Ideal candidates for texture groups are floors with multiple faces, walls with edge loops, flat surfaces, etc.")))
            {
                for (int i = 0; i < selection.Length; i++)
                {
                    TextureGroupSelectedFaces(selection[i]);
                }

                ProBuilderEditor.Refresh();
            }

            if (GUILayout.Button(new GUIContent("Break Selected Groups", "This resets all the selected face Texture Groups.")))
            {
                SetTextureGroup(selection, -1);

                foreach (var kvp in MeshSelection.selectedFacesInEditZone)
                {
                    kvp.Key.ToMesh();
                    kvp.Key.Refresh();
                    kvp.Key.Optimize();
                }

                SceneView.RepaintAll();

                s_AutoUVSettingsDiff["textureGroup"] = false;

                ProBuilderEditor.Refresh();
            }

            /* Select all in current texture group */
            if (GUILayout.Button(new GUIContent("Select Texture Group", "Selects all faces contained in this texture group.")))
            {
                for (int i = 0; i < selection.Length; i++)
                {
                    selection[i].SetSelectedFaces(System.Array.FindAll(selection[i].facesInternal, x => x.textureGroup == textureGroup));
                }

                ProBuilderEditor.Refresh();
            }

            if (GUILayout.Button(new GUIContent("Reset UVs", "Reset UV projection parameters.")))
            {
                UndoUtility.RecordSelection(selection, "Reset UVs");

                for (int i = 0; i < selection.Length; i++)
                {
                    foreach (Face face in selection[i].GetSelectedFaces())
                    {
                        face.uv           = AutoUnwrapSettings.tile;
                        face.textureGroup = -1;
                        face.elementGroup = -1;
                    }

                    UVEditing.SplitUVs(selection[i], selection[i].GetSelectedFaces());
                }

                ProBuilderEditor.Refresh();
            }

            GUI.backgroundColor = PreferenceKeys.proBuilderLightGray;
            UI.EditorGUIUtility.DrawSeparator(1);
            GUI.backgroundColor = Color.white;

            /**
             * Clean up
             */
            GUILayout.EndScrollView();
            EditorGUI.showMixedValue = false;

            return(EditorGUI.EndChangeCheck());
        }
Beispiel #2
0
        public static bool OnGUI(ProBuilderMesh[] selection, float width)
        {
            UpdateDiffDictionary(selection);

            s_ScrollPosition = EditorGUILayout.BeginScrollView(s_ScrollPosition);
            float tempFloat = 0f;

            EditorGUI.BeginChangeCheck();

            // Set Tile mode
            GUILayout.Label("Tiling & Alignment", EditorStyles.boldLabel);

            GUILayout.BeginHorizontal();
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["fill"];
            GUILayout.Label(gc_FillMode, GUILayout.MaxWidth(80), GUILayout.MinWidth(80));
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.fill = (AutoUnwrapSettings.Fill)EditorGUILayout.EnumPopup(s_AutoUVSettings.fill);
            if (EditorGUI.EndChangeCheck())
            {
                SetFill(s_AutoUVSettings.fill, selection);
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            bool enabled = GUI.enabled;

            GUI.enabled = !s_AutoUVSettings.useWorldSpace;
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["anchor"];
            EditorGUI.BeginChangeCheck();
            GUILayout.Label(gc_Anchor, GUILayout.MaxWidth(80), GUILayout.MinWidth(80));
            s_AutoUVSettings.anchor = (AutoUnwrapSettings.Anchor)EditorGUILayout.EnumPopup(s_AutoUVSettings.anchor);
            if (EditorGUI.EndChangeCheck())
            {
                SetAnchor(s_AutoUVSettings.anchor, selection);
            }
            GUI.enabled = enabled;
            GUILayout.EndHorizontal();

            GUI.backgroundColor = PreferenceKeys.proBuilderLightGray;
            UI.EditorGUIUtility.DrawSeparator(1);
            GUI.backgroundColor = Color.white;

            GUILayout.Label("Transform", EditorStyles.boldLabel);

            //Offset
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["offsetx"] || s_AutoUVSettingsDiff["offsety"];
            var tempVec2 = s_AutoUVSettings.offset;

            UnityEngine.GUI.SetNextControlName("offset");
            s_AutoUVSettings.offset = EditorGUILayout.Vector2Field(gc_Offset, s_AutoUVSettings.offset, GUILayout.MaxWidth(width));
            if (tempVec2.x != s_AutoUVSettings.offset.x)
            {
                SetOffset(s_AutoUVSettings.offset, Axis2D.X, selection);
            }
            if (tempVec2.y != s_AutoUVSettings.offset.y)
            {
                SetOffset(s_AutoUVSettings.offset, Axis2D.Y, selection);
            }

            // Rotation
            tempFloat = s_AutoUVSettings.rotation;
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["rotation"];
            GUILayout.Label(gc_Rotation, GUILayout.MaxWidth(width - 64));
            UnityEngine.GUI.SetNextControlName("rotation");
            EditorGUI.BeginChangeCheck();
            tempFloat = EditorGUILayout.Slider(tempFloat, 0f, 360f, GUILayout.MaxWidth(width));
            if (EditorGUI.EndChangeCheck())
            {
                SetRotation(tempFloat, selection);
            }

            // Scale
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["scalex"] || s_AutoUVSettingsDiff["scaley"];
            tempVec2 = s_AutoUVSettings.scale;
            GUI.SetNextControlName("scale");
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.scale = EditorGUILayout.Vector2Field(gc_Tiling, s_AutoUVSettings.scale, GUILayout.MaxWidth(width));

            if (EditorGUI.EndChangeCheck())
            {
                if (tempVec2.x != s_AutoUVSettings.scale.x)
                {
                    SetScale(s_AutoUVSettings.scale, Axis2D.X, selection);
                }
                if (tempVec2.y != s_AutoUVSettings.scale.y)
                {
                    SetScale(s_AutoUVSettings.scale, Axis2D.Y, selection);
                }
            }

            // Draw tiling shortcuts
            GUILayout.BeginHorizontal();
            if (GUILayout.Button(".5", EditorStyles.miniButtonLeft))
            {
                SetScale(Vector2.one * 2f, Axis2D.XY, selection);
            }
            if (GUILayout.Button("1", EditorStyles.miniButtonMid))
            {
                SetScale(Vector2.one, Axis2D.XY, selection);
            }
            if (GUILayout.Button("2", EditorStyles.miniButtonMid))
            {
                SetScale(Vector2.one * .5f, Axis2D.XY, selection);
            }
            if (GUILayout.Button("4", EditorStyles.miniButtonMid))
            {
                SetScale(Vector2.one * .25f, Axis2D.XY, selection);
            }
            if (GUILayout.Button("8", EditorStyles.miniButtonMid))
            {
                SetScale(Vector2.one * .125f, Axis2D.XY, selection);
            }
            if (GUILayout.Button("16", EditorStyles.miniButtonRight))
            {
                SetScale(Vector2.one * .0625f, Axis2D.XY, selection);
            }
            GUILayout.EndHorizontal();

            GUILayout.Space(4);

            UnityEngine.GUI.backgroundColor = PreferenceKeys.proBuilderLightGray;
            UI.EditorGUIUtility.DrawSeparator(1);
            UnityEngine.GUI.backgroundColor = Color.white;

            // Special
            GUILayout.Label("Special", EditorStyles.boldLabel);

            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["useWorldSpace"];
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.useWorldSpace = EditorGUILayout.Toggle(gc_WorldSpace, s_AutoUVSettings.useWorldSpace);
            if (EditorGUI.EndChangeCheck())
            {
                SetUseWorldSpace(s_AutoUVSettings.useWorldSpace, selection);
            }

            GUI.backgroundColor = PreferenceKeys.proBuilderLightGray;
            UI.EditorGUIUtility.DrawSeparator(1);
            GUI.backgroundColor = Color.white;


            // Flip U
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["flipU"];
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.flipU = EditorGUILayout.Toggle(gc_FlipU, s_AutoUVSettings.flipU);
            if (EditorGUI.EndChangeCheck())
            {
                SetFlipU(s_AutoUVSettings.flipU, selection);
            }

            // Flip V
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["flipV"];
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.flipV = EditorGUILayout.Toggle(gc_FlipV, s_AutoUVSettings.flipV);
            if (EditorGUI.EndChangeCheck())
            {
                SetFlipV(s_AutoUVSettings.flipV, selection);
            }

            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["swapUV"];
            EditorGUI.BeginChangeCheck();
            s_AutoUVSettings.swapUV = EditorGUILayout.Toggle(gc_SwapUV, s_AutoUVSettings.swapUV);
            if (EditorGUI.EndChangeCheck())
            {
                SetSwapUV(s_AutoUVSettings.swapUV, selection);
            }

            // Texture Groups
            GUILayout.Label("Texture Groups", EditorStyles.boldLabel);

            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = s_AutoUVSettingsDiff["textureGroup"];

            GUI.SetNextControlName("textureGroup");
            textureGroup = UI.EditorGUIUtility.IntFieldConstrained(gc_TextureGroup, textureGroup, (int)width);

            if (EditorGUI.EndChangeCheck())
            {
                SetTextureGroup(selection, textureGroup);

                foreach (var kvp in MeshSelection.selectedFacesInEditZone)
                {
                    kvp.Key.RefreshUV(kvp.Value);
                }

                SceneView.RepaintAll();

                s_AutoUVSettingsDiff["textureGroup"] = false;
            }

            if (GUILayout.Button(gc_GroupSelected))
            {
                for (int i = 0; i < selection.Length; i++)
                {
                    TextureGroupSelectedFaces(selection[i]);
                }

                ProBuilderEditor.Refresh();
            }

            if (GUILayout.Button(gc_BreakSelected))
            {
                SetTextureGroup(selection, -1);

                foreach (var kvp in MeshSelection.selectedFacesInEditZone)
                {
                    kvp.Key.ToMesh();
                    kvp.Key.Refresh();
                    kvp.Key.Optimize();
                }

                SceneView.RepaintAll();

                s_AutoUVSettingsDiff["textureGroup"] = false;

                ProBuilderEditor.Refresh();
            }

            /* Select all in current texture group */
            if (GUILayout.Button(gc_SelectGroup))
            {
                for (int i = 0; i < selection.Length; i++)
                {
                    selection[i].SetSelectedFaces(System.Array.FindAll(selection[i].facesInternal, x => x.textureGroup == textureGroup));
                }

                ProBuilderEditor.Refresh();
            }

            if (GUILayout.Button(gc_Reset))
            {
                UndoUtility.RecordSelection(selection, "Reset UVs");

                for (int i = 0; i < selection.Length; i++)
                {
                    foreach (Face face in selection[i].GetSelectedFaces())
                    {
                        face.uv           = AutoUnwrapSettings.tile;
                        face.textureGroup = -1;
                        face.elementGroup = -1;
                    }

                    UVEditing.SplitUVs(selection[i], selection[i].GetSelectedFaces());
                }

                ProBuilderEditor.Refresh();
            }

            GUI.backgroundColor = PreferenceKeys.proBuilderLightGray;
            UI.EditorGUIUtility.DrawSeparator(1);
            GUI.backgroundColor = Color.white;

            GUILayout.EndScrollView();
            EditorGUI.showMixedValue = false;

            return(EditorGUI.EndChangeCheck());
        }