public override void OnInspectorGUI()
    {
        GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector);
        EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MonoBehaviour)target), typeof(MonoScript), false);

        m_serializedObject.Update();
        EditorGUILayout.PropertyField(m_maxPersons, new GUIContent("Max Persons", "The maximum number of person allowed in the system"), true);
        EditorGUILayout.PropertyField(m_useSequence, new GUIContent("Use Sequence", "Should a sequence be used (otherwise a depth camera will be used)"), true);
        if (m_useSequence.boolValue)
        {
            EditorGUILayout.PropertyField(m_sequencePath, new GUIContent("Sequence Path", "the sequence path (folder name, without the actual filename)"), true);
        }
        EditorGUILayout.PropertyField(m_cameraParams, new GUIContent("Camera Params", "configuration parameters for the 3D camera"), true);
        EditorGUILayout.PropertyField(m_gestureList, new GUIContent("Gesture List", "list of gesture Beckon SDK will try to enable and recognize"), true);
        EditorGUILayout.PropertyField(m_alertList, new GUIContent("Alert List", "list of alerts Beckon SDK will report"), true);
        EditorGUILayout.PropertyField(m_useSeparateThread, new GUIContent("Use Separate Thread", "Should processing be started in a separate thread, this may improve performance on a multi core machine. When true, pausing the game, does not pause the background processing"), true);
        EditorGUILayout.PropertyField(m_logSDKDebug, new GUIContent("Log SDK Debugs", "should Beckon debug messages should be displayed, (otherwise only warning and errors would be displayed)"), true);
        EditorGUILayout.PropertyField(m_recordingLength, new GUIContent("Recording Length", "The maximum length of a sequence recorded. Sequence recording may be toggled by pressing F12"), true);

        m_serializedObject.ApplyModifiedProperties();

        if (Application.isPlaying)
        {
            UnityBeckonManager ubm = target as UnityBeckonManager;
            if (BeckonManager.BeckonInstance.IsInRecording)
            {
                recordContent.text = "Stop Recording";
            }
            else
            {
                recordContent.text = "Start Recording";
            }

            EditorGUILayout.Separator();
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.Separator();
            if (GUILayout.Button(recordContent))
            {
                ubm.ToggleRecording();
            }
            EditorGUILayout.Separator();
            EditorGUILayout.EndHorizontal();
        }
    }
Exemple #2
0
    public void GestureEnabledStrategyGUI()
    {
        if ((UnityPlayerManagement.PlayerSelectionStrategies)m_lastPlayerSelectionStrategy.enumValueIndex == UnityPlayerManagement.PlayerSelectionStrategies.GestureEnabled ||
            (UnityPlayerManagement.PlayerSelectionStrategies)m_lastPointerSelectionStrategy.enumValueIndex == UnityPlayerManagement.PlayerSelectionStrategies.GestureEnabled)
        {
            EditorGUI.indentLevel--;
            gestureFoldout = EditorGUILayout.Foldout(gestureFoldout, new GUIContent("Player Select Gestures", "What are the gestures used to (un)select players using GestureEnabled strategy"));
            if (gestureFoldout)
            {
                EditorGUI.indentLevel += 2;
                // if we have UnityBeckonManager with list of gesture use this list, otherwise use free text field
                UnityBeckonManager ubm = GameObject.FindObjectOfType(typeof(UnityBeckonManager)) as UnityBeckonManager;
                if (ubm != null)
                {
                    string[] gestureNames = new string[ubm.GestureList.Count + 1];
                    ubm.GestureList.CopyTo(gestureNames, 0);
                    gestureNames[gestureNames.Length - 1] = "---";

                    Rect       controlRect1 = EditorGUILayout.BeginHorizontal();
                    GUIContent label1       = new GUIContent("Player Select Gesture", "Gesture Used to select a person as a player");
                    label1 = EditorGUI.BeginProperty(controlRect1, label1, m_selectPlayerGesture);
                    EditorGUI.BeginChangeCheck();
                    int index = Array.FindIndex(gestureNames, (s) => { return(s == editedPlayerManagement.PlayerSelectGesture); });
                    if (index == -1)
                    {
                        index = gestureNames.Length - 1;
                    }
                    int selectedIndex = EditorGUILayout.Popup(label1.text, index, gestureNames);
                    editedPlayerManagement.PlayerSelectGesture = gestureNames[selectedIndex];
                    if (EditorGUI.EndChangeCheck() == true)
                    {
                        m_selectPlayerGesture.stringValue = editedPlayerManagement.PlayerSelectGesture;
                    }
                    EditorGUI.EndProperty();
                    EditorGUILayout.EndHorizontal();


                    Rect       controlRect2 = EditorGUILayout.BeginHorizontal();
                    GUIContent label2       = new GUIContent("Player Unselect Gesture", "Gesture Used to unselect a player");
                    label2 = EditorGUI.BeginProperty(controlRect2, label2, m_unselectPlayerGesture);
                    EditorGUI.BeginChangeCheck();
                    index = Array.FindIndex(gestureNames, (s) => { return(s == editedPlayerManagement.PlayerUnselectGesture); });
                    if (index == -1)
                    {
                        index = gestureNames.Length - 1;
                    }
                    selectedIndex = EditorGUILayout.Popup(label2.text, index, gestureNames);
                    editedPlayerManagement.PlayerUnselectGesture = gestureNames[selectedIndex];
                    if (EditorGUI.EndChangeCheck() == true)
                    {
                        m_unselectPlayerGesture.stringValue = editedPlayerManagement.PlayerUnselectGesture;
                    }
                    EditorGUI.EndProperty();
                    EditorGUILayout.EndHorizontal();
                }
                else
                {
                    EditorGUILayout.PropertyField(m_selectPlayerGesture);
                    EditorGUILayout.PropertyField(m_unselectPlayerGesture);
                }
                EditorGUI.indentLevel -= 2;
            }
            EditorGUI.indentLevel++;
        }
    }