Example #1
0
    private static string GetObjectType(AkWwiseProjectData.WwiseObjectType item)
    {
        switch (item)
        {
        case AkWwiseProjectData.WwiseObjectType.AUXBUS:
            return("AuxBus");

        case AkWwiseProjectData.WwiseObjectType.EVENT:
            return("Event");

        case AkWwiseProjectData.WwiseObjectType.SOUNDBANK:
            return("Bank");

        case AkWwiseProjectData.WwiseObjectType.STATE:
            return("State");

        case AkWwiseProjectData.WwiseObjectType.SWITCH:
            return("Switch");

        case AkWwiseProjectData.WwiseObjectType.GAMEPARAMETER:
            return("GameParameter");

        case AkWwiseProjectData.WwiseObjectType.ACOUSTICTEXTURE:
            return("AcousticTexture");

        default:
            return("undefined");
        }
    }
Example #2
0
    string GetObjectType(AkWwiseProjectData.WwiseObjectType item)
    {
        string type = "undefined";

        switch (item)
        {
        case AkWwiseProjectData.WwiseObjectType.AUXBUS:
            type = "AuxBus";
            break;

        case AkWwiseProjectData.WwiseObjectType.EVENT:
            type = "Event";
            break;

        case AkWwiseProjectData.WwiseObjectType.SOUNDBANK:
            type = "Bank";
            break;

        case AkWwiseProjectData.WwiseObjectType.STATE:
            type = "State";
            break;

        case AkWwiseProjectData.WwiseObjectType.SWITCH:
            type = "Switch";
            break;
        }

        return(type);
    }
Example #3
0
    public void SetRootItem(string Header, AkWwiseProjectData.WwiseObjectType ObjType)
    {
        RootItem.Items.Clear();
        RootItem.Header      = Header;
        RootItem.DataContext = new AkTreeInfo(0, ObjType);
        AddHandlerEvents(RootItem);

        RootItem.IsExpanded = GetExpansionStatus("/" + RootItem.Header);
    }
    string GetObjectType(AkWwiseProjectData.WwiseObjectType item)
    {
        string type = "undefined";

        switch (item)
        {
        case AkWwiseProjectData.WwiseObjectType.AUXBUS:
            type = "AuxBus";
            break;

        case AkWwiseProjectData.WwiseObjectType.EVENT:
            type = "Event";
            break;

        case AkWwiseProjectData.WwiseObjectType.SOUNDBANK:
            type = "Bank";
            break;

        case AkWwiseProjectData.WwiseObjectType.STATE:
            type = "State";
            break;

        case AkWwiseProjectData.WwiseObjectType.SWITCH:
            type = "Switch";
            break;

        case AkWwiseProjectData.WwiseObjectType.GAMEPARAMETER:
            type = "GameParameter";
            break;

        case AkWwiseProjectData.WwiseObjectType.ACOUSTICTEXTURE:
            type = "AcousticTexture";
            break;
        }

        return(type);
    }
Example #5
0
 public AkTreeInfo(int id, byte[] guid, AkWwiseProjectData.WwiseObjectType objType)
 {
     ID         = id;
     ObjectType = objType;
     Guid       = guid;
 }
Example #6
0
 public AkTreeInfo(int id, AkWwiseProjectData.WwiseObjectType objType)
 {
     ID         = id;
     ObjectType = objType;
 }
    public static void Create(AkWwiseProjectData.WwiseObjectType in_type, UnityEditor.SerializedProperty[] in_guid,
                              UnityEditor.SerializedProperty[] in_ID, UnityEditor.SerializedObject in_serializedObject, UnityEngine.Rect in_pos)
    {
        if (s_componentPicker == null)
        {
            s_componentPicker = CreateInstance <AkWwiseComponentPicker>();

            //position the window below the button
            var pos = new UnityEngine.Rect(in_pos.x, in_pos.yMax, 0, 0);

            //If the window gets out of the screen, we place it on top of the button instead
            if (in_pos.yMax > UnityEngine.Screen.currentResolution.height / 2)
            {
                pos.y = in_pos.y - UnityEngine.Screen.currentResolution.height / 2;
            }

            //We show a drop down window which is automatically destroyed when focus is lost
            s_componentPicker.ShowAsDropDown(pos,
                                             new UnityEngine.Vector2(in_pos.width >= 250 ? in_pos.width : 250, UnityEngine.Screen.currentResolution.height / 2));

            s_componentPicker.m_selectedItemGuid = in_guid;
            s_componentPicker.m_selectedItemID   = in_ID;
            s_componentPicker.m_serializedObject = in_serializedObject;
            s_componentPicker.m_type             = in_type;

            //Make a backup of the tree's expansion status and replace it with an empty list to make sure nothing will get expanded
            //when we populate the tree
            var expandedItemsBackUp = AkWwiseProjectInfo.GetData().ExpandedItems;
            AkWwiseProjectInfo.GetData().ExpandedItems = new System.Collections.Generic.List <string>();

            s_componentPicker.m_treeView.AssignDefaults();
            s_componentPicker.m_treeView.SetRootItem(
                System.IO.Path.GetFileNameWithoutExtension(WwiseSetupWizard.Settings.WwiseProjectPath),
                AkWwiseProjectData.WwiseObjectType.PROJECT);

            //Populate the tree with the correct type
            if (in_type == AkWwiseProjectData.WwiseObjectType.EVENT)
            {
                s_componentPicker.m_treeView.PopulateItem(s_componentPicker.m_treeView.RootItem, "Events",
                                                          AkWwiseProjectInfo.GetData().EventWwu);
            }
            else if (in_type == AkWwiseProjectData.WwiseObjectType.SWITCH)
            {
                s_componentPicker.m_treeView.PopulateItem(s_componentPicker.m_treeView.RootItem, "Switches",
                                                          AkWwiseProjectInfo.GetData().SwitchWwu);
            }
            else if (in_type == AkWwiseProjectData.WwiseObjectType.STATE)
            {
                s_componentPicker.m_treeView.PopulateItem(s_componentPicker.m_treeView.RootItem, "States",
                                                          AkWwiseProjectInfo.GetData().StateWwu);
            }
            else if (in_type == AkWwiseProjectData.WwiseObjectType.SOUNDBANK)
            {
                s_componentPicker.m_treeView.PopulateItem(s_componentPicker.m_treeView.RootItem, "Banks",
                                                          AkWwiseProjectInfo.GetData().BankWwu);
            }
            else if (in_type == AkWwiseProjectData.WwiseObjectType.AUXBUS)
            {
                s_componentPicker.m_treeView.PopulateItem(s_componentPicker.m_treeView.RootItem, "Auxiliary Busses",
                                                          AkWwiseProjectInfo.GetData().AuxBusWwu);
            }
            else if (in_type == AkWwiseProjectData.WwiseObjectType.GAMEPARAMETER)
            {
                s_componentPicker.m_treeView.PopulateItem(s_componentPicker.m_treeView.RootItem, "Game Parameters",
                                                          AkWwiseProjectInfo.GetData().RtpcWwu);
            }
            else if (in_type == AkWwiseProjectData.WwiseObjectType.TRIGGER)
            {
                s_componentPicker.m_treeView.PopulateItem(s_componentPicker.m_treeView.RootItem, "Triggers",
                                                          AkWwiseProjectInfo.GetData().TriggerWwu);
            }
            else if (in_type == AkWwiseProjectData.WwiseObjectType.ACOUSTICTEXTURE)
            {
                s_componentPicker.m_treeView.PopulateItem(s_componentPicker.m_treeView.RootItem, "Virtual Acoustics",
                                                          AkWwiseProjectInfo.GetData().AcousticTextureWwu);
            }

            AK.Wwise.TreeView.TreeViewItem item = null;

            var byteArray = AkUtilities.GetByteArrayProperty(in_guid[0]);
            if (byteArray != null)
            {
                item = s_componentPicker.m_treeView.GetItemByGuid(new System.Guid(byteArray));
            }

            if (item != null)
            {
                item.ParentControl.SelectedItem = item;

                var itemIndexFromRoot = 0;

                //Expand all the parents of the selected item.
                //Count the number of items that are displayed before the selected item
                while (true)
                {
                    item.IsExpanded = true;

                    if (item.Parent != null)
                    {
                        itemIndexFromRoot += item.Parent.Items.IndexOf(item) + 1;
                        item = item.Parent;
                    }
                    else
                    {
                        break;
                    }
                }

                //Scroll down the window to make sure that the selected item is always visible when the window opens
                var itemHeight = item.ParentControl.m_skinSelected.button.CalcSize(new UnityEngine.GUIContent(item.Header)).y +
                                 2.0f;                 //there seems to be 1 pixel between each item so we add 2 pixels(top and bottom)
                s_componentPicker.m_treeView.SetScrollViewPosition(new UnityEngine.Vector2(0.0f,
                                                                                           itemHeight * itemIndexFromRoot - UnityEngine.Screen.currentResolution.height / 4));
            }

            //Restore the tree's expansion status
            AkWwiseProjectInfo.GetData().ExpandedItems = expandedItemsBackUp;
        }
    }
 public AkTreeInfo(int id, byte[] guid, AkWwiseProjectData.WwiseObjectType objType)
 {
     ID = id;
     ObjectType = objType;
     Guid = guid;
 }
 public AkTreeInfo(int id, AkWwiseProjectData.WwiseObjectType objType)
 {
     ID = id;
     ObjectType = objType;
 }
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            // Using BeginProperty / EndProperty on the parent property means that
            // prefab override logic works on the entire property.
            EditorGUI.BeginProperty(position, label, property);

            SetupSerializedProperties(property);
            ID = property.FindPropertyRelative("ID");

            // Draw label
            position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);

            /************************************************Update Properties**************************************************/
            Guid[] componentGuid = new Guid[m_guidProperty.Length];
            for (int i = 0; i < componentGuid.Length; i++)
            {
                byte[] guidBytes = AkUtilities.GetByteArrayProperty(m_guidProperty[i]);
                componentGuid[i] = guidBytes == null ? Guid.Empty : new Guid(guidBytes);
            }

            string componentName = UpdateIds(componentGuid);
            /*******************************************************************************************************************/


            /********************************************Draw GUI***************************************************************/
            var style = new GUIStyle(GUI.skin.button);

            style.alignment = TextAnchor.MiddleLeft;
            style.fontStyle = FontStyle.Normal;

            if (componentName.Equals(String.Empty))
            {
                componentName          = "No " + m_typeName + " is currently selected";
                style.normal.textColor = Color.red;
            }

            if (GUI.Button(position, componentName, style))
            {
                s_pressedPosition  = position;
                s_buttonWasPressed = true;

                // We don't want to set object as dirty only because we clicked the button.
                // It will be set as dirty if the wwise object has been changed by the tree view.
                GUI.changed = false;
            }

            var currentEvent = UnityEngine.Event.current;

            if (currentEvent.type == EventType.Repaint)
            {
                if (s_buttonWasPressed && s_pressedPosition.Equals(position))
                {
                    s_serializedObject = property.serializedObject;
                    s_pickerPos        = GetLastRectAbsolute();
                    s_guidProperty     = m_guidProperty;
                    s_objectType       = m_objectType;

                    EditorApplication.delayCall += DelayCreateCall;
                    s_buttonWasPressed           = false;
                }
            }

            HandleDragAndDrop(currentEvent, position);

            EditorGUI.EndProperty();
        }