Beispiel #1
0
 public void OnPreprocessBuild(BuildTarget target, string path)
         #endif
 {
     foreach (var inspector in InspectorManager.Instance().ActiveInstances)
     {
         var window = inspector.InspectorDrawer as PowerInspectorWindow;
         if (window != null)
         {
             window.editors.OnBeforeAssemblyReload();
         }
     }
 }
        public static bool WindowIsOpen()
        {
                        #if UNITY_EDITOR
            if (!InspectorManager.InstanceExists())
            {
                return(false);
            }

            var inspectors = InspectorManager.Instance().ActiveInstances;
            for (int n = inspectors.Count - 1; n >= 0; n--)
            {
                if (inspectors[n] is PowerInspector && IsPowerInspectorWindow(inspectors[n].InspectorDrawer))
                {
                    return(true);
                }
            }
                        #endif
            return(false);
        }
        private static void Setup()
        {
            // This helps fix issue where OdinEditor has not yet been injected into Unity's internal systems before building custom editor types for inspected components.
            if (!ApplicationUtility.IsReady())
            {
                EditorApplication.delayCall += Setup;
                return;
            }

            // Wait until Inspector contents have been rebuilt using deserialized cached drawers
            // until moving on to fully rebuilding drawers from scratch.
            // This is because the process of building all the drawers can take a couple of seconds,
            // and we don't want to keep the user waiting for this duration.
            if (isReady)
            {
                foreach (var inspector in InspectorManager.Instance().ActiveInstances)
                {
                    if (!inspector.SetupDone)
                    {
                                                #if DEV_MODE && DEBUG_SETUP
                        UnityEngine.Debug.Log("DefaultDrawerProviders - waiting until inspector Setup Done...");
                                                #endif
                        EditorApplication.delayCall += Setup;
                        return;
                    }
                }
                                #if DEV_MODE && DEBUG_SETUP
                UnityEngine.Debug.Log("Setup now done for all " + InspectorManager.Instance().ActiveInstances.Count + " inspectors");
                                #endif
            }

            isReady = false;

            // Make sure that Preferences have been fetched via AssetDatabase.LoadAssetAtPath before moving on to threaded code
            var preferences = InspectorUtility.Preferences;
            UnityEngine.Debug.Assert(preferences != null);

            ThreadPool.QueueUserWorkItem(SetupThreaded);
        }
        private static void ShowInSplitView()
        {
            var selected = Selection.objects;

                        #if DEV_MODE && PI_ASSERTATIONS
            Debug.Assert(selected.Length > 0);
                        #endif

            var manager = InspectorUtility.ActiveManager;
            if (manager == null)
            {
                manager = InspectorManager.Instance();

                if (!InspectorUtility.Preferences.SetupDone && Event.current == null)
                {
                    DrawGUI.OnNextBeginOnGUI(ShowInSplitView, true);
                    return;
                }
            }

            var inspector = manager.LastSelectedActiveOrDefaultInspector(selected[0].IsSceneObject() ? InspectorTargetingMode.Hierarchy : InspectorTargetingMode.Project, InspectorSplittability.IsSplittable);

            ISplittableInspectorDrawer splittableDrawer;
            if (inspector == null)
            {
                splittableDrawer = PowerInspectorWindow.CreateNew(selected, true, false);
            }
            else
            {
                splittableDrawer = (ISplittableInspectorDrawer)inspector.InspectorDrawer;
                splittableDrawer.ShowInSplitView(selected);

                                #if DEV_MODE && PI_ASSERTATIONS
                Debug.Assert(splittableDrawer != null);
                Debug.Assert(selected[0].IsSceneObject() ? splittableDrawer.InspectorTargetingMode != InspectorTargetingMode.Hierarchy : splittableDrawer.InspectorTargetingMode != InspectorTargetingMode.Project);
                                #endif
            }
        }
        public static PowerInspector GetExistingWindow()
        {
                        #if UNITY_EDITOR
            if (InspectorManager.InstanceExists())
            {
                var inspector = InspectorManager.Instance().LastSelectedActiveOrDefaultInspector(InspectorSplittability.IsSplittable) as PowerInspector;
                if (inspector != null)
                {
                    return(inspector);
                }

                var inspectors = InspectorManager.Instance().ActiveInstances;
                for (int n = inspectors.Count - 1; n >= 0; n--)
                {
                    inspector = inspectors[n] as PowerInspector;
                    if (inspector != null)
                    {
                        return(inspector);
                    }
                }
            }
                        #endif
            return(null);
        }
        private static void ViewObjectInPowerInspector(MenuCommand command, bool useSplitView)
        {
            var manager = InspectorUtility.ActiveManager;

            if (manager == null)
            {
                manager = InspectorManager.Instance();
            }

            var target     = command.context;
            var gameObject = target.GameObject();

            if (gameObject != null)
            {
                var inspector = manager.LastSelectedActiveOrDefaultInspector(gameObject.scene.IsValid() ? InspectorTargetingMode.Hierarchy : InspectorTargetingMode.Project);
                if (inspector == null)
                {
                    var window = PowerInspectorWindow.CreateNew(false);
                    inspector = window.MainView;
                    manager.ActiveInspector = inspector;
                }

                if (useSplitView)
                {
                    var splittableDrawer = inspector.InspectorDrawer as ISplittableInspectorDrawer;
                    if (splittableDrawer != null)
                    {
                        splittableDrawer.ShowInSplitView(ArrayPool <Object> .CreateWithContent(gameObject));
                        inspector.ScrollToShow(target);
                        return;
                    }
                }
                else
                {
                    inspector = inspector.InspectorDrawer.MainView;
                }

                inspector.RebuildDrawers(ArrayPool <Object> .CreateWithContent(gameObject), true);
                inspector.ScrollToShow(target);
            }
            else
            {
                var inspector = manager.LastSelectedActiveOrDefaultInspector(target.IsSceneObject() ? InspectorTargetingMode.Hierarchy : InspectorTargetingMode.Project);
                if (inspector == null)
                {
                    var window = PowerInspectorWindow.CreateNew(false);
                    inspector = window.MainView;
                    manager.ActiveInspector = inspector;
                }

                if (useSplitView)
                {
                    var splittableDrawer = inspector.InspectorDrawer as ISplittableInspectorDrawer;
                    if (splittableDrawer != null)
                    {
                        splittableDrawer.ShowInSplitView(ArrayPool <Object> .CreateWithContent(target));
                        inspector.ScrollToShow(target);
                        return;
                    }
                }

                inspector.RebuildDrawers(ArrayPool <Object> .CreateWithContent(target), true);
                inspector.ScrollToShow(target);
            }
        }
Beispiel #7
0
        /// <returns> True if should stop receiving OnGUIEvents. </returns>
        private static bool OnGUIStatic()
        {
            if (preferences == null)
            {
                                #if UNITY_EDITOR
                if (EditorApplication.isCompiling)
                {
                                        #if DEV_MODE
                    Debug.Log("OnGUIEventHelper - waiting before fetching preferences asset because still compiling scripts...");
                                        #endif
                    return(false);
                }

                if (EditorApplication.isUpdating)
                {
                                        #if DEV_MODE
                    Debug.Log("OnGUIEventHelper - waiting before fetching preferences asset because still updating asset database...");
                                        #endif
                    return(false);
                }
                                #endif

                try
                {
                    preferences = InspectorUtility.Preferences;
                }
                                #if DEV_MODE
                catch (NullReferenceException e)
                {
                    Debug.LogWarning("OnGUIEventHelper.OnGUI failed to fetch preferences asset. " + e);
                                #else
                catch (NullReferenceException)
                {
                                #endif
                    return(false);
                }

                if (preferences == null)
                {
                                        #if DEV_MODE
                    Debug.LogWarning("OnGUIEventHelper.OnGUI failed to find preferences asset.");
                                        #endif
                    return(false);
                }
            }

            preferences.Setup();

                        #if DEV_MODE && DEBUG_IS_STILL_NEEDED
            Debug.Log(StringUtils.ToColorizedString("EnsureOnGUICallbacks calling BeginOnGUI with isStillNeeded: " + isStillNeeded.Count + ", Event: ", Event.current));
                        #endif

            DrawGUI.BeginOnGUI(preferences, true);

            if (Event.current.type == EventType.Layout)
            {
                InspectorManager.Instance().OnLayout();

                for (int n = isStillNeeded.Count - 1; n >= 0; n--)
                {
                    if (isStillNeeded[n]())
                    {
                        return(false);
                    }
                }
                                #if DEV_MODE && DEBUG_ENABLED
                Debug.Log("EnsureOnGUICallbacks closing because all " + isStillNeeded.Count + " isStillNeeded returned false");
                                #endif

                return(true);
            }

            return(false);
        }
Beispiel #8
0
        public UnityEditor.EditorWindow GetLastSelectedEditorWindow()
        {
            if (UnityEditor.EditorWindow.focusedWindow != null)
            {
                return(UnityEditor.EditorWindow.focusedWindow);
            }

            if (lastSelectedEditorWindow != null)
            {
                return(lastSelectedEditorWindow as UnityEditor.EditorWindow);
            }

            // Since last selection data is lost every time the assembly is reloaded as fallback just return some instance.
            var inspectorManager = InspectorUtility.ActiveManager != null ? InspectorUtility.ActiveManager : InspectorManager.Instance();
            var inspectors       = inspectorManager.ActiveInstances;

            for (int n = inspectors.Count - 1; n >= 0; n--)
            {
                var editorWindow = inspectors[n].InspectorDrawer as UnityEditor.EditorWindow;
                if (editorWindow != null)
                {
                    return(editorWindow);
                }
            }

            return(null);
        }
Beispiel #9
0
        public IInspectorDrawer GetLastSelectedInspectorDrawer([NotNull] Type inspectorDrawerType)
        {
            IInspectorDrawer result;

            if (lastSelectedInspectorDrawers.TryGetValue(inspectorDrawerType, out result))
            {
                return(result);
            }

            // Since last selection data is lost every time the assembly is reloaded as fallback just return some instance.
            var inspectorManager = InspectorUtility.ActiveManager != null ? InspectorUtility.ActiveManager : InspectorManager.Instance();
            var inspectors       = inspectorManager.ActiveInstances;

            for (int n = inspectors.Count - 1; n >= 0; n--)
            {
                var inspectorDrawer = inspectors[n].InspectorDrawer;
                if (inspectorDrawer.GetType() == inspectorDrawerType)
                {
                    return(inspectorDrawer);
                }
            }

            return(null);
        }