Example #1
0
        /************************************************************************************************************************/

        /// <summary>Draws a slider for controlling the current <see cref="AnimancerState.Time"/>.</summary>
        private void DoTimeSliderGUI()
        {
            if (Target.Length <= 0)
            {
                return;
            }

            float length;
            var   time = GetWrappedTime(out length);

            if (length == 0)
            {
                return;
            }

            var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before);

            var normalized = DoNormalizedTimeToggle(ref area);

            string label;
            float  max;

            if (normalized)
            {
                label = "Normalized Time";
                time /= length;
                max   = 1;
            }
            else
            {
                label = "Time";
                max   = length;
            }

            DoLoopCounterGUI(ref area, length);

            EditorGUI.BeginChangeCheck();
            label = AnimancerGUI.BeginTightLabel(label);
            time  = EditorGUI.Slider(area, label, time, 0, max);
            AnimancerGUI.EndTightLabel();
            if (AnimancerGUI.TryUseClickEvent(area, 2))
            {
                time = 0;
            }
            if (EditorGUI.EndChangeCheck())
            {
                if (normalized)
                {
                    Target.NormalizedTime = time;
                }
                else
                {
                    Target.Time = time;
                }
            }
        }
Example #2
0
        /************************************************************************************************************************/

        /// <summary>
        /// Draws controls for <see cref="AnimancerState.IsPlaying"/>, <see cref="AnimancerNode.Speed"/>, and
        /// <see cref="AnimancerNode.Weight"/>.
        /// </summary>
        protected void DoNodeDetailsGUI()
        {
            var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before);

            area.xMin += EditorGUI.indentLevel * AnimancerGUI.IndentSize;
            var xMin = area.xMin;
            var xMax = area.xMax;

            var labelWidth  = EditorGUIUtility.labelWidth;
            var indentLevel = EditorGUI.indentLevel;

            EditorGUI.indentLevel = 0;

            // Is Playing.
            var state = Target as AnimancerState;

            if (state != null)
            {
                var label = AnimancerGUI.BeginTightLabel("Is Playing");
                area.width      = EditorGUIUtility.labelWidth + 16;
                state.IsPlaying = EditorGUI.Toggle(area, label, state.IsPlaying);
                AnimancerGUI.EndTightLabel();

                area.x   += area.width;
                area.xMax = xMax;
            }

            AnimancerGUI.SplitHorizontally(area, "Speed", "Weight",
                                           out var speedWidth, out var weightWidth, out var speedRect, out var weightRect);

            // Speed.
            EditorGUIUtility.labelWidth = speedWidth;
            EditorGUI.BeginChangeCheck();
            var speed = EditorGUI.FloatField(speedRect, "Speed", Target.Speed);

            if (EditorGUI.EndChangeCheck())
            {
                Target.Speed = speed;
            }
            if (AnimancerGUI.TryUseClickEvent(speedRect, 2))
            {
                Target.Speed = Target.Speed != 1 ? 1 : 0;
            }

            // Weight.
            EditorGUIUtility.labelWidth = weightWidth;
            EditorGUI.BeginChangeCheck();
            var weight = EditorGUI.FloatField(weightRect, "Weight", Target.Weight);

            if (EditorGUI.EndChangeCheck())
            {
                SetWeight(Mathf.Max(weight, 0));
            }
            if (AnimancerGUI.TryUseClickEvent(weightRect, 2))
            {
                SetWeight(Target.Weight != 1 ? 1 : 0);
            }

            // Not really sure why this is necessary.
            // It allows the dummy ID added when the Real Speed is hidden to work properly.
            GUIUtility.GetControlID(FocusType.Passive);

            // Real Speed (Mixer Synchronization changes the internal Playable Speed without setting the State Speed).
            speed = (float)Target._Playable.GetSpeed();
            if (Target.Speed != speed)
            {
                using (new EditorGUI.DisabledScope(true))
                {
                    area      = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before);
                    area.xMin = xMin;

                    var label = AnimancerGUI.BeginTightLabel("Real Speed");
                    EditorGUIUtility.labelWidth = AnimancerGUI.CalculateLabelWidth(label);
                    EditorGUI.FloatField(area, label, speed);
                    AnimancerGUI.EndTightLabel();
                }
            }
            else// Add a dummy ID so that subsequent IDs don't change when the Real Speed appears or disappears.
            {
                GUIUtility.GetControlID(FocusType.Passive);
            }

            EditorGUI.indentLevel       = indentLevel;
            EditorGUIUtility.labelWidth = labelWidth;

            DoFadeDetailsGUI();
        }
Example #3
0
        /************************************************************************************************************************/

        /// <summary>
        /// Draws controls for <see cref="AnimancerState.IsPlaying"/>, <see cref="AnimancerNode.Speed"/>, and
        /// <see cref="AnimancerNode.Weight"/>.
        /// </summary>
        protected void DoNodeDetailsGUI()
        {
            var labelWidth = EditorGUIUtility.labelWidth;

            var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before);

            area.xMin += EditorGUI.indentLevel * AnimancerGUI.IndentSize;

            var indentLevel = EditorGUI.indentLevel;

            EditorGUI.indentLevel = 0;

            var right = area.xMax;

            // Is Playing.
            var state = Target as AnimancerState;

            if (state != null)
            {
                var label = AnimancerGUI.BeginTightLabel("Is Playing");
                area.width      = EditorGUIUtility.labelWidth + 16;
                state.IsPlaying = EditorGUI.Toggle(area, label, state.IsPlaying);
                AnimancerGUI.EndTightLabel();

                area.x   += area.width;
                area.xMax = right;
            }

            AnimancerGUI.SplitHorizontally(area, "Speed", "Weight",
                                           out var speedWidth, out var weightWidth, out var speedRect, out var weightRect);

            // Speed.
            EditorGUIUtility.labelWidth = speedWidth;
            EditorGUI.BeginChangeCheck();
            var speed = EditorGUI.FloatField(speedRect, "Speed", Target.Speed);

            if (EditorGUI.EndChangeCheck())
            {
                Target.Speed = speed;
            }
            if (AnimancerGUI.TryUseClickEvent(speedRect, 2))
            {
                Target.Speed = Target.Speed != 1 ? 1 : 0;
            }

            // Weight.
            EditorGUIUtility.labelWidth = weightWidth;
            EditorGUI.BeginChangeCheck();
            var weight = EditorGUI.FloatField(weightRect, "Weight", Target.Weight);

            if (EditorGUI.EndChangeCheck())
            {
                Target.Weight = Mathf.Max(weight, 0);
            }
            if (AnimancerGUI.TryUseClickEvent(weightRect, 2))
            {
                Target.Weight = Target.Weight != 1 ? 1 : 0;
            }

            EditorGUI.indentLevel       = indentLevel;
            EditorGUIUtility.labelWidth = labelWidth;

            DoFadeDetailsGUI();
        }