Example #1
0
        public override void OnInspectorGUI()
        {
            m_KeyboardUI = (KeyboardUI)target;

            var labelWidth = EditorGUIUtility.labelWidth;

            EditorGUIUtility.labelWidth = 100f;
            serializedObject.Update();
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Button");
            EditorGUILayout.LabelField("Vertical Slots");
            EditorGUILayout.LabelField("Horizontal Slots");
            EditorGUILayout.EndHorizontal();
            for (int i = 0; i < m_ButtonsProperty.arraySize; i++)
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.PropertyField(m_ButtonsProperty.GetArrayElementAtIndex(i));
                EditorGUILayout.PropertyField(m_VerticalLayoutTransformsProperty.GetArrayElementAtIndex(i), GUIContent.none);
                EditorGUILayout.PropertyField(m_HorizontalLayoutTransformsProperty.GetArrayElementAtIndex(i), GUIContent.none);
                EditorGUILayout.EndHorizontal();
            }
            EditorGUILayout.PropertyField(m_DirectManipulatorProperty);
            EditorGUILayout.PropertyField(m_SmoothMotionProperty);

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("Vertical layout"))
            {
                m_KeyboardUI.ForceMoveButtonsToVerticalLayout();
            }
            if (GUILayout.Button("Horizontal layout"))
            {
                m_KeyboardUI.ForceMoveButtonsToHorizontalLayout();
            }
            EditorGUILayout.EndHorizontal();

            serializedObject.ApplyModifiedProperties();
            EditorGUIUtility.labelWidth = labelWidth;
        }
Example #2
0
        /// <summary>
        /// Open a keyboard for this input field
        /// </summary>
        public virtual void OpenKeyboard()
        {
            if (m_KeyboardOpen)
            {
                return;
            }

            m_KeyboardOpen = true;

            m_Keyboard = spawnKeyboard();

            m_Keyboard.gameObject.SetActive(true);

            this.StopCoroutine(ref m_MoveKeyboardCoroutine);

            var keyboardOutOfRange = (m_Keyboard.transform.position - transform.position).magnitude > 0.25f;

            m_MoveKeyboardCoroutine = StartCoroutine(MoveKeyboardToInputField(keyboardOutOfRange));

#if UNITY_EDITOR
            Undo.IncrementCurrentGroup(); // Every time we open the keyboard is a new modification
#endif
        }
Example #3
0
 void FinalizeClose()
 {
     m_Keyboard.gameObject.SetActive(false);
     m_Keyboard = null;
 }