Example #1
0
        // 曲線を描画する
        private void DrawCurve(UITransition tTarget, UITransition.EaseType tEaseType)
        {
            Rect tRect = GUILayoutUtility.GetRect(Screen.width - 160, 102f);

            float x = 0;

            x = (tRect.width - 102f) * 0.5f;
            if (x < 0)
            {
                x = 0;
            }
            tRect.x     = x;
            tRect.width = 102f;

            EditorGUI.DrawRect(new Rect(tRect.x + 0, tRect.y + 0, tRect.width - 0, tRect.height - 0), new Color(1.0f, 1.0f, 1.0f, 1.0f));
            EditorGUI.DrawRect(new Rect(tRect.x + 1, tRect.y + 1, tRect.width - 2, tRect.height - 2), new Color(0.2f, 0.2f, 0.2f, 1.0f));

            DrawLine(0, 25, 99, 25, 0xFF7F7F7F, tRect.x + 1.0f, tRect.y + 1.0f);
            DrawLine(0, 74, 99, 74, 0xFF7F7F7F, tRect.x + 1.0f, tRect.y + 1.0f);
            DrawLine(50, 99, 50, 0, 0xFF4F4F4F, tRect.x + 1.0f, tRect.y + 1.0f);
            DrawLine(0, 49, 99, 49, 0xFF4F4F4F, tRect.x + 1.0f, tRect.y + 1.0f);

/*			int px = 0, py = 0 ;
 *                      int ox = 0, oy = 0 ;
 *                      for( px  =   0 ; px <  25 ; px ++  )
 *                      {
 *                              py = ( int )tTarget.GetValue(   0,  25, ( float )px * 0.04f, tEaseType ) ;
 *
 *                              if( px == 0 )
 *                              {
 *                                      ox = px ;
 *                                      oy = py ;
 *                              }
 *                              else
 *                              {
 *                                      DrawLine( ox, ( ( 37 - oy ) / 1 ) + 0, px, ( ( 37 - py ) / 1 ) + 0, 0xFF00FF00, tRect.x + 1.0f, tRect.y + 1.0f ) ;
 *
 *                                      ox = px ;
 *                                      oy = py ;
 *                              }
 *                      }*/

            int px = 0, py = 0;
            int ox = 0, oy = 0;

            for (px = 0; px < 100; px++)
            {
                py = ( int )tTarget.GetValue(0, 50, ( float )px * 0.01f, tEaseType);

                if (px == 0)
                {
                    ox = px;
                    oy = py;
                }
                else
                {
                    DrawLine(ox, ((74 - oy) / 1) + 0, px, ((74 - py) / 1) + 0, 0xFF00FF00, tRect.x + 1.0f, tRect.y + 1.0f);

                    ox = px;
                    oy = py;
                }
            }
        }
Example #2
0
        // スンスペクター描画
        public override void OnInspectorGUI()
        {
            // とりあえずデフォルト
            //		DrawDefaultInspector() ;

            //--------------------------------------------

            // ターゲットのインスタンス
            UITransition tTarget = target as UITransition;

            EditorGUILayout.Separator();                // 少し区切りスペース

            GUILayout.BeginHorizontal();                // 横並び
            {
                if (tTarget.transitionEnabled == false)
                {
                    GUILayout.Label("Transition Enabled" /*, GUILayout.Width( 116f ) */);
                }
                else
                {
                    tTarget.transitionFoldOut = EditorGUILayout.Foldout(tTarget.transitionFoldOut, "Transition Enabled");
                }

                bool tTransitionEnabled = EditorGUILayout.Toggle(tTarget.transitionEnabled, GUILayout.Width(24f));
                if (tTransitionEnabled != tTarget.transitionEnabled)
                {
                    Undo.RecordObject(tTarget, "UITransition : Transition Enabled Change");                             // アンドウバッファに登録
                    tTarget.transitionEnabled = tTransitionEnabled;
                    EditorUtility.SetDirty(tTarget);
                }
            }
            GUILayout.EndHorizontal();                          // 横並び終了

            if (tTarget.transitionEnabled == true && tTarget.transitionFoldOut == true)
            {
                // ワイドモードを有効にする
                bool tWideMode = EditorGUIUtility.wideMode;
                EditorGUIUtility.wideMode = true;

                //--------------------------------------------

                GUILayout.BeginHorizontal();                    // 横並び
                {
                    bool tSpriteOverwriteEnabled = EditorGUILayout.Toggle(tTarget.spriteOverwriteEnabled, GUILayout.Width(24f));
                    if (tSpriteOverwriteEnabled != tTarget.spriteOverwriteEnabled)
                    {
                        Undo.RecordObject(tTarget, "UITransition : Sprite Overwrite Enabled Change");                                   // アンドウバッファに登録
                        tTarget.spriteOverwriteEnabled = tSpriteOverwriteEnabled;
                        EditorUtility.SetDirty(tTarget);
                    }
                    GUILayout.Label("Sprite Overwrite Enabled" /*, GUILayout.Width( 116f ) */);
                }
                GUILayout.EndHorizontal();                              // 横並び終了

                // 選択中のトランジションタイプ
                UITransition.State tEditingState = (UITransition.State)EditorGUILayout.EnumPopup(" State", tTarget.editingState);
                if (tEditingState != tTarget.editingState)
                {
                    Undo.RecordObject(tTarget, "UITransition : Editing State Change");                          // アンドウバッファに登録
                    tTarget.editingState = tEditingState;
                    EditorUtility.SetDirty(tTarget);
//					UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty( UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene() ) ;
                }


                // ステートに応じた値を描画する
                int si = ( int )tTarget.editingState;

                if (tTarget.spriteOverwriteEnabled == true)
                {
                    UIImage tImage = tTarget.GetComponent <UIImage>();
                    if (tImage != null)
                    {
                        if (tImage.atlasSprite != null)
                        {
                            string[] tName = tImage.atlasSprite.GetNameList();
                            if (tName != null && tName.Length > 0)
                            {
                                if (tTarget.transition[si].sprite == null && tImage.sprite != null)
                                {
                                    Undo.RecordObject(tTarget, "UITransition : Editing State Change");                                          // アンドウバッファに登録
                                    tTarget.transition[si].sprite = tImage.sprite;
                                    EditorUtility.SetDirty(tTarget);
                                }

                                string tCurrentName = tTarget.transition[si].sprite.name;

                                int tIndexBase = -1;

                                int i, l = tName.Length;
                                for (i = 0; i < l; i++)
                                {
                                    if (tName[i] == tCurrentName)
                                    {
                                        tIndexBase = i;
                                        break;
                                    }
                                }

                                if (tIndexBase < 0)
                                {
                                    List <string> tList = new List <string>();
                                    tList.Add("Unknown");

                                    for (i = 0; i < l; i++)
                                    {
                                        tList.Add(tName[i]);
                                    }

                                    tName = tList.ToArray();

                                    tIndexBase = 0;
                                }

                                // フレーム番号
                                int tIndex = EditorGUILayout.Popup("  Selected Sprite", tIndexBase, tName);
                                if (tIndex != tIndexBase)
                                {
                                    Undo.RecordObject(tTarget, "UIImage Sprite : Change");                                              // アンドウバッファに登録
                                    tTarget.transition[si].sprite = tImage.GetSpriteInAtlas(tName[tIndex]);
                                    EditorUtility.SetDirty(tTarget);
                                    //								UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty( UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene() ) ;
                                }

                                // 確認用
                                Sprite tSprite = EditorGUILayout.ObjectField("", tImage.GetSpriteInAtlas(tName[tIndex]), typeof(Sprite), false, GUILayout.Width(60f), GUILayout.Height(60f)) as Sprite;
                                if (tSprite != tImage.GetSpriteInAtlas(tName[tIndex]))
                                {
                                }
                            }
                        }
                    }
                }

                UITransition.ProcessType tProcessType = (UITransition.ProcessType)EditorGUILayout.EnumPopup("  Process Type", tTarget.transition[si].processType);
                if (tProcessType != tTarget.transition[si].processType)
                {
                    Undo.RecordObject(tTarget, "UIButton : Process Type Change");                               // アンドウバッファに登録
                    tTarget.transition[si].processType = tProcessType;
                    EditorUtility.SetDirty(tTarget);
//					UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty( UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene() ) ;
                }

                /*			Vector3 tFadePosition = EditorGUILayout.Vector3Field( "   Fade Position",  tTarget.transition[ i ].fadePosition ) ;
                 *                      if( tFadePosition != tTarget.transition[ i ].fadePosition )
                 *                      {
                 *                              Undo.RecordObject( tTarget, "UIButton : Fade Position Change" ) ;	// アンドウバッファに登録
                 *                              tTarget.transition[ si ].fadePosition = tFadePosition ;
                 *                              EditorUtility.SetDirty( tTarget ) ;
                 *                      }*/

                Vector3 tFadeRotation = EditorGUILayout.Vector3Field("   Fade Rotation", tTarget.transition[si].fadeRotation);
                if (tFadeRotation != tTarget.transition[si].fadeRotation)
                {
                    Undo.RecordObject(tTarget, "UIButton : Fade Rotation Change");                              // アンドウバッファに登録
                    tTarget.transition[si].fadeRotation = tFadeRotation;
                    EditorUtility.SetDirty(tTarget);
                }

                Vector3 tFadeScale = EditorGUILayout.Vector3Field("   Fade Scale", tTarget.transition[si].fadeScale);
                if (tFadeScale != tTarget.transition[si].fadeScale)
                {
                    Undo.RecordObject(tTarget, "UIButton : Fade Scale    Change");                              // アンドウバッファに登録
                    tTarget.transition[si].fadeScale = tFadeScale;
                    EditorUtility.SetDirty(tTarget);
                }


                if (tTarget.transition[si].processType == UITransition.ProcessType.Ease)
                {
                    // イーズタイプ
                    UITransition.EaseType tFadeEaseType = (UITransition.EaseType)EditorGUILayout.EnumPopup("   Fade Ease Type", tTarget.transition[si].fadeEaseType);
                    if (tFadeEaseType != tTarget.transition[si].fadeEaseType)
                    {
                        Undo.RecordObject(tTarget, "UIButton : Fade Ease Type Change");                                 // アンドウバッファに登録
                        tTarget.transition[si].fadeEaseType = tFadeEaseType;
                        EditorUtility.SetDirty(tTarget);
                    }

                    DrawCurve(tTarget, tTarget.transition[si].fadeEaseType);

                    // デュアレーション
                    float tFadeDuration = EditorGUILayout.FloatField("   Fade Duration", tTarget.transition[si].fadeDuration);
                    if (tFadeDuration != tTarget.transition[si].fadeDuration)
                    {
                        Undo.RecordObject(tTarget, "UIButton : Fade Duration Change");                                  // アンドウバッファに登録
                        tTarget.transition[si].fadeDuration = tFadeDuration;
                    }
                }
                else
                if (tTarget.transition[si].processType == UITransition.ProcessType.AnimationCurve)
                {
                    tTarget.transition[si].fadeAnimationCurve = EditorGUILayout.CurveField("   Animation Curve", tTarget.transition[si].fadeAnimationCurve, GUILayout.Width(170f), GUILayout.Height(52f));

                    int      l             = tTarget.transition[si].fadeAnimationCurve.length;
                    Keyframe tKeyFrame     = tTarget.transition[si].fadeAnimationCurve[l - 1];                          // 最終キー
                    float    tFadeDuration = tKeyFrame.time;
                    EditorGUILayout.FloatField("   Fade Duration", tFadeDuration);
                }

                //--------------------------------------------

                EditorGUILayout.Separator();                    // 少し区切りスペース

                // フィニッシュの後にポーズするかどうか
                GUILayout.BeginHorizontal();                    // 横並び
                {
                    bool tPauseAfterFinished = EditorGUILayout.Toggle(tTarget.pauseAfterFinished, GUILayout.Width(24f));
                    if (tPauseAfterFinished != tTarget.pauseAfterFinished)
                    {
                        Undo.RecordObject(tTarget, "UITransition : Pause After Finished Change");                               // アンドウバッファに登録
                        tTarget.pauseAfterFinished = tPauseAfterFinished;
                        EditorUtility.SetDirty(tTarget);
                    }
                    GUILayout.Label("Pause After Finished");
                }
                GUILayout.EndHorizontal();                              // 横並び終了

                // フィニッシュの後にポーズするかどうか
                GUILayout.BeginHorizontal();                    // 横並び
                {
                    bool tColorTransmission = EditorGUILayout.Toggle(tTarget.colorTransmission, GUILayout.Width(24f));
                    if (tColorTransmission != tTarget.colorTransmission)
                    {
                        Undo.RecordObject(tTarget, "UITransition : Color Transmission Change");                                 // アンドウバッファに登録
                        tTarget.colorTransmission = tColorTransmission;
                        EditorUtility.SetDirty(tTarget);
                    }
                    GUILayout.Label("Color Transmission");
                }
                GUILayout.EndHorizontal();                              // 横並び終了



                // ポーズ状態
                GUILayout.BeginHorizontal();                    // 横並び
                {
                    bool tIsPausing = EditorGUILayout.Toggle(tTarget.isPauseing, GUILayout.Width(24f));
                    if (tIsPausing != tTarget.isPauseing)
                    {
                        Undo.RecordObject(tTarget, "UITransition : IsPausing Change");                                  // アンドウバッファに登録
                        tTarget.isPauseing = tIsPausing;
                        EditorUtility.SetDirty(tTarget);
                    }
                    GUILayout.Label("Is Pausing");
                }
                GUILayout.EndHorizontal();                              // 横並び終了

                //--------------------------------------------

                // ワイドモードを元に戻す
                EditorGUIUtility.wideMode = tWideMode;
            }
        }