Exemple #1
0
        void CreatePreset(Object target)
        {
            var preset = new Preset(target);
            var path   = CreatePresetDialog(ref preset, target);

            if (!string.IsNullOrEmpty(path))
            {
                // If the asset already exist, we need to make sure we keep the same PPtr valid in memory.
                // To ensure that, we use CopySerialized on the Asset instance instead of erasing the asset with CreateAsset.
                var oldPreset = AssetDatabase.LoadAssetAtPath <Preset>(path);
                if (oldPreset != null)
                {
                    EditorUtility.CopySerialized(preset, oldPreset);

                    // replace name because it was erased by the CopySerialized
                    oldPreset.name = System.IO.Path.GetFileNameWithoutExtension(path);

                    AssetDatabase.SaveAssetIfDirty(oldPreset);

                    // If the preset is opened in any inspectors/property windows, rebuild them since the preset has been overwritten
                    var propertyEditors = Resources.FindObjectsOfTypeAll <PropertyEditor>().Where(pe =>
                    {
                        var editor = InspectorWindowUtils.GetFirstNonImportInspectorEditor(pe.tracker.activeEditors);
                        return(editor != null && editor.targets.Any(o => o == oldPreset));
                    });
                    foreach (var pe in propertyEditors)
                    {
                        pe.tracker.ForceRebuild();
                    }
                }
                else
                {
                    AssetDatabase.CreateAsset(preset, path);
                }
            }
            GUIUtility.ExitGUI();
        }
        private VisualElement CreateIMGUIInspectorFromEditor(SerializedObject serializedObject, Editor editor,
                                                             bool reuseIMGUIContainer)
        {
            if ((mode & (Mode.IMGUICustom | Mode.IMGUIDefault)) == 0)
            {
                return(null);
            }

            if ((mode & Mode.IMGUICustom) > 0 && (mode & Mode.IMGUIDefault) == 0 && editor is GenericInspector)
            {
                return(null);
            }

            if ((mode & Mode.IMGUICustom) == 0 && (mode & Mode.IMGUIDefault) > 0 && !(editor is GenericInspector))
            {
                editor           = ScriptableObject.CreateInstance <GenericInspector>();
                editor.hideFlags = HideFlags.HideAndDontSave;
                editor.InternalSetTargets(new[] { serializedObject.targetObject });
            }

            if (editor is GenericInspector)
            {
                AddToClassList(iMGUIDefaultVariantUssClassName);
                if ((mode & Mode.DebugMod) > 0)
                {
                    AddToClassList(debugVariantUssClassName);
                    editor.inspectorMode = InspectorMode.Debug;
                }
                else if ((mode & Mode.DebugInternalMod) > 0)
                {
                    AddToClassList(debugInternalVariantUssClassName);
                    editor.inspectorMode = InspectorMode.DebugInternal;
                }
            }
            else
            {
                AddToClassList(iMGUICustomVariantUssClassName);
            }

            IMGUIContainer inspector;

            // Reusing the existing IMGUIContainer allows us to re-use the existing gui state, when we are drawing the same inspector this will let us keep the same control ids
            if (reuseIMGUIContainer && m_IMGUIContainer != null)
            {
                inspector = m_IMGUIContainer;
            }
            else
            {
                inspector = new IMGUIContainer();
            }

            m_IgnoreOnInspectorGUIErrors = false;
            inspector.onGUIHandler       = () =>
            {
                // It's possible to run 2-3 frames after the tracker of this inspector window has
                // been recreated, and with it the Editor and its SerializedObject. One example of
                // when this happens is when the Preview window is detached from a *second* instance
                // of an InspectorWindow and re-attached.
                //
                // This is only a problem for the *second* (or third, forth, etc) instance of
                // the InspectorWindow because only the first instance can use the
                // ActiveEditorTracker.sharedTracker in InspectorWindow.CreateTracker(). The
                // other instances have to create a new tracker...each time.
                //
                // Not an ideal solution, but basically we temporarily hold the printing to console
                // for errors for which GUIUtility.ShouldRethrowException(e) returns false.
                // The errors that may occur during this brief "bad state" are SerializedProperty
                // errors. If the custom Editor created and remembered references to some
                // SerializedProperties during its OnEnable(), those references will be invalid
                // when the tracker is refreshed, until this GUIHandler is reassigned. This fix
                // just ignores those errors.
                //
                // We don't simply early return here because that can break some tests that
                // rely heavily on yields and timing of UI redraws. Yes..
                //
                // case 1119612
                if (editor.m_SerializedObject == null)
                {
                    editor.Repaint();
                    m_IgnoreOnInspectorGUIErrors = true;
                }

                if ((editor.target == null && !GenericInspector.ObjectIsMonoBehaviourOrScriptableObject(editor.target)) ||
                    !editor.serializedObject.isValid)
                {
                    return;
                }

                EditorGUIUtility.ResetGUIState();
                using (new EditorGUI.DisabledScope(!editor.IsEnabled()))
                {
                    var genericEditor = editor as GenericInspector;
                    if (genericEditor != null)
                    {
                        switch (mode)
                        {
                        case Mode.Normal:
                            genericEditor.inspectorMode = InspectorMode.Normal;
                            break;

                        case Mode.Default:
                            genericEditor.inspectorMode = InspectorMode.Debug;
                            break;

                        case Mode.Custom:
                            genericEditor.inspectorMode = InspectorMode.DebugInternal;
                            break;

                        case Mode.IMGUI:
                            break;
                        }
                    }

                    //set the current PropertyHandlerCache to the current editor
                    ScriptAttributeUtility.propertyHandlerCache = editor.propertyHandlerCache;

                    var originalHierarchyMode = EditorGUIUtility.hierarchyMode;
                    EditorGUIUtility.hierarchyMode = true;

                    var originalWideMode = SetWideModeForWidth(inspector);

                    GUIStyle editorWrapper = (editor.UseDefaultMargins()
                        ? EditorStyles.inspectorDefaultMargins
                        : GUIStyle.none);
                    try
                    {
                        GUI.changed = false;

                        using (new InspectorWindowUtils.LayoutGroupChecker())
                        {
                            EditorGUILayout.BeginVertical(editorWrapper);
                            {
                                // we have no guarantees regarding what happens in the try/catch block below,
                                // so we need to save state here and restore it afterwards,
                                // the natural thing to do would be using SavedGUIState,
                                // but it implicitly resets keyboards bindings and it breaks functionality.
                                // We have identified issues with layout so we just save that for the time being.
                                var layoutCache = new GUILayoutUtility.LayoutCache(GUILayoutUtility.current);
                                try
                                {
                                    var rebuildOptimizedGUIBlocks = GetRebuildOptimizedGUIBlocks(editor.target);
                                    rebuildOptimizedGUIBlocks |= editor.isInspectorDirty;
                                    float height;
                                    if (editor.GetOptimizedGUIBlock(rebuildOptimizedGUIBlocks, visible, out height))
                                    {
                                        var contentRect = GUILayoutUtility.GetRect(0, visible ? height : 0);

                                        // Layout events are ignored in the optimized code path
                                        // The exception is when we are drawing a GenericInspector, they always use the optimized path and must therefore run at least one layout calculation in it
                                        if (Event.current.type == EventType.Layout && !(editor is GenericInspector))
                                        {
                                            return;
                                        }

                                        InspectorWindowUtils.DrawAddedComponentBackground(contentRect, editor.targets);

                                        // Draw content
                                        if (visible)
                                        {
                                            GUI.changed = false;
                                            editor.OnOptimizedInspectorGUI(contentRect);
                                        }
                                    }
                                    else
                                    {
                                        InspectorWindowUtils.DrawAddedComponentBackground(contentRect, editor.targets);
                                        editor.OnInspectorGUI();
                                    }
                                }
                                catch (Exception e)
                                {
                                    if (GUIUtility.ShouldRethrowException(e))
                                    {
                                        throw;
                                    }

                                    if (!m_IgnoreOnInspectorGUIErrors)
                                    {
                                        Debug.LogException(e);
                                    }
                                }
                                finally
                                {
                                    GUILayoutUtility.current = layoutCache;
                                }
                            }
                            EditorGUILayout.EndVertical();
                        }
                    }
                    finally
                    {
                        if (GUI.changed)
                        {
                            // This forces a relayout of all imguicontainers in this inspector window.
                            // fixes part of case 1148706
                            var element = inspector.GetFirstAncestorOfType <EditorElement>();
                            if (element != null)
                            {
                                EditorElement.InvalidateIMGUILayouts(element.parent);
                            }
                        }
                        EditorGUIUtility.wideMode      = originalWideMode;
                        EditorGUIUtility.hierarchyMode = originalHierarchyMode;
                    }
                }
            };

            inspector.style.overflow = Overflow.Visible;
            m_IMGUIContainer         = inspector;

            if (!(editor is GenericInspector))
            {
                inspector.AddToClassList(customInspectorUssClassName);
            }

            inspector.AddToClassList(iMGUIContainerUssClassName);

            AddToClassList(iMGUIInspectorVariantUssClassName);

            return(inspector);
        }
        void HeaderOnGUI()
        {
            var editors = PopulateCache();

            if (!IsEditorValid())
            {
                SetElementVisible(m_InspectorElement, false);
                return;
            }

            var target = editor.target;

            if ((target.hideFlags & HideFlags.HideInInspector) == HideFlags.HideInInspector)
            {
                return;
            }

            // Avoid drawing editor if native target object is not alive, unless it's a MonoBehaviour/ScriptableObject
            // We want to draw the generic editor with a warning about missing/invalid script
            // Case 891450:
            // - ActiveEditorTracker will automatically create editors for materials of components on tracked game objects
            // - UnityEngine.UI.Mask will destroy this material in OnDisable (e.g. disabling it with the checkbox) causing problems when drawing the material editor
            if (target == null && !NativeClassExtensionUtilities.ExtendsANativeType(target))
            {
                SetElementVisible(m_InspectorElement, false);
                return;
            }

            m_WasVisible = inspectorWindow.WasEditorVisible(editors, m_EditorIndex, target);

            GUIUtility.GetControlID(target.GetInstanceID(), FocusType.Passive);
            EditorGUIUtility.ResetGUIState();

            if (editor.target is AssetImporter)
            {
                inspectorWindow.editorsWithImportedObjectLabel.Add(m_EditorIndex + 1);
            }

            //set the current PropertyHandlerCache to the current editor
            ScriptAttributeUtility.propertyHandlerCache = editor.propertyHandlerCache;
            using (new InspectorWindowUtils.LayoutGroupChecker())
            {
                m_DragRect = DrawEditorHeader(editors, target, ref m_WasVisible);
            }

            if (GUI.changed)
            {
                // If the header changed something, we must trigger a layout calculating on imgui children
                // Fixes Material editor toggling layout issues (case 1148706)
                InvalidateIMGUILayouts(this);
            }

            if (m_WasVisible != IsElementVisible(m_InspectorElement))
            {
                SetElementVisible(m_InspectorElement, m_WasVisible);
            }

            UpdateInspectorVisibility();

            var multiEditingSupported = inspectorWindow.IsMultiEditingSupported(editor, target);

            if (!multiEditingSupported && m_WasVisible)
            {
                GUILayout.Label("Multi-object editing not supported.", EditorStyles.helpBox);
                return;
            }

            InspectorWindowUtils.DisplayDeprecationMessageIfNecessary(editor);

            // Reset dirtiness when repainting
            if (Event.current.type == EventType.Repaint)
            {
                editor.isInspectorDirty = false;
            }

            bool excludedClass = InspectorWindowUtils.IsExcludedClass(target);

            if (excludedClass)
            {
                EditorGUILayout.HelpBox(
                    "The module which implements this component type has been force excluded in player settings. This object will be removed in play mode and from any builds you make.",
                    MessageType.Warning);
            }

            if (IsElementVisible(m_InspectorElement))
            {
                m_ContentRect = m_InspectorElement.layout;
            }
            else
            {
                Rect r = m_Header.layout;
                r.y           = r.y + r.height - 1;
                r.height      = kFooterDefaultHeight;
                m_ContentRect = r;
            }
        }