Exemple #1
0
        /// <summary>
        /// Get the layotu field associated with the provided PlayerPrefReference
        /// </summary>
        /// <param name="reference">The PlayerPrefReference to create a field for</param>
        private void GetLayoutField(PlayerPrefReference reference)
        {
            // If this is the field we have selected create an editable field
            if (editKey == reference.key)
            {
                string value = reference.GetPlayerPrefValue();
                switch (reference.DefinePlayerPref())
                {
                case PlayerPrefTypes.STRING:
                    reference.SetPlayerPref(EditorGUILayout.TextField(value, GUILayout.Height(labelHeight)));
                    break;

                case PlayerPrefTypes.INT:
                    reference.SetPlayerPref(EditorGUILayout.IntField(int.Parse(value), GUILayout.Height(labelHeight)).ToString());
                    break;

                case PlayerPrefTypes.BOOL:
                    reference.SetPlayerPref((string)EditorGUILayout.Toggle(bool.Parse(value), GUILayout.Height(labelHeight)).ToString());
                    break;

                default:
                    reference.SetPlayerPref(EditorGUILayout.TextField(value, GUILayout.Height(labelHeight)));
                    break;
                }
            }
            else
            {
                EditorGUILayout.SelectableLabel(reference.GetPlayerPrefValue(), GUILayout.Height(labelHeight));
            }
        }
Exemple #2
0
        /// <summary>
        /// Add a new PlayerPrefKey manually
        /// </summary>
        /// <param name="keyName">The name of the key to add</param>
        private void AddPlayerPrefKey(string keyName)
        {
            PlayerPrefReference newPlayerPref = new PlayerPrefReference("<-MANUAL->", keyName);

            newPlayerPref.IsManual = true;

            if (toolbarSelection == 1)
            {
                newPlayerPref.IsWatched = true;
            }

            playerPrefs.Add(newPlayerPref);
        }
Exemple #3
0
        /// <summary>
        /// Create a PlayerPrefView in the scrollview
        /// </summary>
        /// <param name="pref">The PlayerPrefReference to create the view for</param>
        /// <param name="watchedButtonStyle">The style to use for the watch style</param>
        private void CreatePlayerPrefView(ref PlayerPrefReference pref, GUIStyle watchedButtonStyle)
        {
            EditorGUILayout.BeginHorizontal();

            // Create the watch button based on IsWatched state
            Color current = GUI.color;

            if (pref.IsWatched)
            {
                GUI.color = Color.red;
            }
            else
            {
                GUI.color = Color.green;
            }
            if (GUILayout.Button(pref.IsWatched ? "+" : "-", watchedButtonStyle, GUILayout.Width(20)))
            {
                pref.IsWatched = !pref.IsWatched;
            }
            GUI.color = current;

            // Create visual elements for Key & Constant value
            EditorGUILayout.SelectableLabel(showConst ? pref.constant : string.Empty, GUILayout.Height(labelHeight));
            EditorGUILayout.SelectableLabel(showKeys ? pref.key : string.Empty, GUILayout.Height(labelHeight));

            // Create the field for the PlayerPrefReference.value
            pref.GetPlayerPrefValue();
            GetLayoutField(pref);

            // Allow the changing of the type of variable the playerpref is
            PlayerPrefTypes selectedType = pref.overrideType != PlayerPrefTypes.AUTO ? pref.overrideType : pref.type;

            selectedType = (PlayerPrefReference.PlayerPrefTypes)EditorGUILayout.EnumPopup(selectedType, GUILayout.Width(55));
            if ((pref.type != selectedType && pref.overrideType == PlayerPrefTypes.AUTO) ||
                (pref.overrideType != selectedType && pref.overrideType != PlayerPrefTypes.AUTO))
            {
                pref.overrideType = selectedType;
            }

            // If the key is manually added we add the option to remove it from the view
            if (pref.IsManual)
            {
                if (GUILayout.Button("X", GUILayout.Width(25)))
                {
                    playerPrefs.Remove(pref);
                    return;
                }
            }

            // Add the option to edit the key, making it an interactable field
            if (GUILayout.Button("Edit", GUILayout.Width(35)))
            {
                GUI.FocusControl("");
                if (editKey == pref.key)
                {
                    editKey = string.Empty;
                }
                else
                {
                    editKey = pref.key;
                }
            }

            EditorGUILayout.EndHorizontal();
        }
Exemple #4
0
        /// <summary>
        /// OnGUI method, draws the editor window field
        /// </summary>
        public void OnGUI()
        {
            // The Script input field
            EditorGUI.BeginChangeCheck();
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("PlayerPref Keys Script");
            playerPrefsScript = EditorGUILayout.ObjectField(playerPrefsScript, typeof(MonoScript), false) as MonoScript;
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();
            EditorGUILayout.Space();

            // The tab selection (view tabs)
            GUIContent[] content = new GUIContent[]
            {
                new GUIContent("ALL"),
                new GUIContent("WATCH")
            };
            toolbarSelection = GUILayout.Toolbar(toolbarSelection, content);

            // The row names & options to enable/disable them
            EditorGUILayout.BeginHorizontal();
            showConst = EditorGUILayout.Toggle(showConst, GUILayout.Width(20));
            EditorGUILayout.LabelField("CONST", GUILayout.Height(labelHeight));
            showKeys = EditorGUILayout.Toggle(showKeys, GUILayout.Width(20));
            EditorGUILayout.LabelField("KEY", GUILayout.Height(labelHeight));
            EditorGUILayout.LabelField("VALUE", GUILayout.Height(labelHeight));
            EditorGUILayout.EndHorizontal();

            if (toolbarSelection != 0)
            {
                GUI.enabled = false;
            }
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Filter Keys By:", GUILayout.Width(90));
            filterTextInput = EditorGUILayout.TextField(filterTextInput);
            EditorGUILayout.EndHorizontal();
            GUI.enabled = true;

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Sort By:");
            selectedSort = GUILayout.Toolbar(selectedSort, sortingTypes, "Button");
            EditorGUILayout.EndHorizontal();

            // Create the elements
            GUIStyle watchedButtonStyle = new GUIStyle(EditorStyles.miniButtonRight);

            scrollView = EditorGUILayout.BeginScrollView(scrollView, EditorStyles.helpBox, GUILayout.Height(position.height * 0.65f));
            List <PlayerPrefReference> currentPrefs = toolbarSelection == 0 ? playerPrefs : playerPrefs.Where(x => x.IsWatched).ToList();

            switch ((SortingTypes)selectedSort)
            {
            default:
            case SortingTypes.NONE:
                break;

            case SortingTypes.CONST_AZ:
                currentPrefs = currentPrefs.OrderBy(x => x.constant).ToList();
                break;

            case SortingTypes.CONST_ZA:
                currentPrefs = currentPrefs.OrderByDescending(x => x.constant).ToList();
                break;

            case SortingTypes.KEY_AZ:
                currentPrefs = currentPrefs.OrderBy(x => x.key).ToList();
                break;

            case SortingTypes.KEY_ZA:
                currentPrefs = currentPrefs.OrderByDescending(x => x.key).ToList();
                break;
            }

            for (int i = 0; i < currentPrefs.Count; i++)
            {
                PlayerPrefReference pref = currentPrefs[i];
                if (!string.IsNullOrWhiteSpace(filterTextInput) && toolbarSelection == 0)
                {
                    if (!pref.key.ToLower().Contains(filterTextInput.ToLower()) &&
                        !pref.constant.ToLower().Contains(filterTextInput.ToLower()))
                    {
                        continue;
                    }
                }

                CreatePlayerPrefView(ref pref, watchedButtonStyle);
                currentPrefs[i] = pref;
            }
            EditorGUILayout.EndScrollView();

            // THe menu for addign a new Manual Key
            EditorGUILayout.HelpBox(new GUIContent("Enter the 'key' name here to track it manually, this is case sensitive"));
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Track key", GUILayout.Width(75));
            addKeyField = EditorGUILayout.TextField(addKeyField);
            if (GUILayout.Button("Add", GUILayout.Width(75)) && !string.IsNullOrWhiteSpace(addKeyField))
            {
                manualKeys.Add(addKeyField);
                AddPlayerPrefKey(addKeyField);
                addKeyField = string.Empty;
            }
            EditorGUILayout.EndHorizontal();

            // The button to refresh the current PlayerPref list
            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("Refresh"))
            {
                GetPlayerPrefsFromFile();
            }

            // The button to delete all added Manual Keys
            if (GUILayout.Button("Delete Manual Keys"))
            {
                foreach (string key in manualKeys)
                {
                    PlayerPrefReference pref = playerPrefs.FirstOrDefault(x => x.key == key && x.IsManual);
                    if (pref == null)
                    {
                        continue;
                    }

                    playerPrefs.Remove(pref);
                }
                manualKeys.Clear();
            }

            EditorGUILayout.EndHorizontal();

            if (EditorGUI.EndChangeCheck())
            {
                Repaint();
            }
        }