Exemple #1
0
 public override void OnInspectorGUI()
 {
     if (DEBUG_MODE)
     {
         DrawDefaultInspector();
     }
     else
     {
         if (!AudioManagerSettingsEditor.IsOpen)
         {
             if (GUILayout.Button("Open Audio Manager Settings"))
             {
                 AudioManagerSettingsEditor.Init();
             }
         }
     }
 }
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            List <string> excludedProperties = new List <string> {
                "m_Script"
            };

            GUIContent blontent;

            //if (!showAdvancedSettings)
            //{
            //    excludedProperties.AddRange(new List<string>
            //    {
            //
            //    });
            //
            //    blontent = new GUIContent("↓ Show Advanced Settings ↓", "Toggle this if you're an experienced Unity user");
            //}
            //else
            //{
            //    blontent = new GUIContent("↑ Hide Advanced Settings ↑", "Toggle this if you're an experienced Unity user");
            //}
            excludedProperties.AddRange(new List <string> {
                "listener", "sourcePrefab"
            });

            //if (GUILayout.Button(blontent))
            //{
            //    showAdvancedSettings = !showAdvancedSettings;
            //}

            //EditorGUILayout.Space();

            blontent           = new GUIContent("Volume Controls", "Change the volume levels of all AudioManager-controlled audio channels here");
            showVolumeSettings = EditorCompatability.SpecialFoldouts(showVolumeSettings, blontent);
            if (showVolumeSettings)
            {
                DrawAdvancedVolumeControls(myScript);
            }
            EditorCompatability.EndSpecialFoldoutGroup();

            EditorGUILayout.Space();

            EditorGUILayout.BeginHorizontal();
            blontent = new GUIContent("Library");
            EditorGUI.BeginChangeCheck();
            libraryIndex = EditorGUILayout.Popup(blontent, libraryIndex, AudioLibraryEditor.projectLibrariesNames.ToArray());
            if (EditorGUI.EndChangeCheck())
            {
                library.objectReferenceValue = AudioLibraryEditor.projectLibraries[libraryIndex];
            }
            blontent = new GUIContent(" Open ");
            if (GUILayout.Button(blontent, new GUILayoutOption[] { GUILayout.ExpandWidth(false) }))
            {
                AudioLibraryEditor.Init();
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            blontent = new GUIContent("Settings");
            EditorGUILayout.PropertyField(settings);
            blontent = new GUIContent(" Open ");
            if (GUILayout.Button(blontent, new GUILayoutOption[] { GUILayout.ExpandWidth(false) }))
            {
                AudioManagerSettingsEditor.Init();
            }
            EditorGUILayout.EndHorizontal();

            DrawPropertiesExcluding(serializedObject, excludedProperties.ToArray());

            //if (myScript.GetListenerInternal() == null || showAdvancedSettings)
            {
                EditorGUILayout.PropertyField(listener);
            }

            #region Source Prefab Helper
            if (!myScript.SourcePrefabExists())
            {
                EditorGUILayout.PropertyField(sourcePrefab);

                EditorGUILayout.HelpBox("Reference to Source Prefab is missing! This prefab is required to make " +
                                        "AudioManager function. Click the button below to have AudioManager reapply the default reference.", MessageType.Warning);
                GUILayout.BeginHorizontal();
                GUILayout.FlexibleSpace();
                if (GUILayout.Button("Reapply Default AudioSource Prefab"))
                {
                    string[] GUIDs = AssetDatabase.FindAssets("Audio Channel t:GameObject");

                    GameObject fallback = null;

                    foreach (string s in GUIDs)
                    {
                        GameObject theObject = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(s), typeof(GameObject)) as GameObject;
                        if (theObject.GetComponent <AudioSource>())
                        {
                            fallback = theObject;
                            break;
                        }
                    }
                    if (fallback != null) // Check has succeeded in finding the default reference
                    {
                        sourcePrefab.objectReferenceValue = fallback;
                    }
                    else // Check has failed to turn up results
                    {
                        GameObject  newPrefab = new GameObject("Audio Channel");
                        AudioSource theSource = newPrefab.AddComponent <AudioSource>();
                        theSource.rolloffMode = AudioRolloffMode.Logarithmic;
                        theSource.minDistance = 0.5f;
                        theSource.maxDistance = 7;
                        newPrefab.AddComponent <AudioChannelHelper>();

                        // Look for AudioManager so we can put the new prefab next to it
                        string assetPath = AssetDatabase.GUIDToAssetPath(AssetDatabase.FindAssets("Audio Manager t:GameObject")[0]);
                        assetPath  = assetPath.Substring(0, assetPath.LastIndexOf("/") + 1);
                        assetPath += "Audio Channel.prefab";
                        bool success = false;
                        PrefabUtility.SaveAsPrefabAsset(newPrefab, assetPath, out success);
                        if (success)
                        {
                            sourcePrefab.objectReferenceValue = newPrefab;
                            EditorUtility.DisplayDialog("Success", "AudioManager's default source prefab was missing. So a new one was recreated in it's place. " +
                                                        "If AudioManager doesn't immediately update with the Audio Source prefab in place, click the button again or recompile your code.", "OK");
                        }
                        DestroyImmediate(newPrefab);
                    }
                }
                GUILayout.FlexibleSpace();
                GUILayout.EndHorizontal();
            }
            else if (myScript.SourcePrefabExists() /* && showAdvancedSettings*/)
            {
                EditorGUILayout.PropertyField(sourcePrefab);
            }
            #endregion

            EditorGUILayout.Space();

            if (serializedObject.hasModifiedProperties)
            {
                serializedObject.ApplyModifiedProperties();
            }

            if (myScript.GetMasterVolumeInternal() == 0)
            {
                EditorGUILayout.HelpBox("Note: Master Volume is set to 0!", MessageType.Info);
            }
            if (myScript.GetSoundVolumeInternal() == 0)
            {
                EditorGUILayout.HelpBox("Note: Sound is set to 0!", MessageType.Info);
            }
            if (myScript.GetMusicVolumeInternal() == 0)
            {
                EditorGUILayout.HelpBox("Note: Music is set to 0!", MessageType.Info);
            }

            #region Quick Reference Guide
            showHowTo = EditorCompatability.SpecialFoldouts(showHowTo, "Quick Reference Guide");
            if (showHowTo)
            {
                JSAMEditorHelper.RenderHelpbox("Overview");
                JSAMEditorHelper.RenderHelpbox("This component is the backbone of the entire JSAM Audio Manager system and ideally should occupy it's own gameobject.");
                JSAMEditorHelper.RenderHelpbox("Remember to mouse over the various menu options in this and other JSAM windows to learn more about them!");
                JSAMEditorHelper.RenderHelpbox("Please ensure that you don't have multiple AudioManagers in one scene.");
                JSAMEditorHelper.RenderHelpbox(
                    "If you have any questions, suggestions or bug reports, feel free to open a new issue " +
                    "on Github repository's Issues page or send me an email directly!"
                    );

                EditorGUILayout.Space();

                JSAMEditorHelper.RenderHelpbox("Tips");
                JSAMEditorHelper.RenderHelpbox(
                    "The Github Repository is usually more up to date with bug fixes " +
                    "than what's shown on the Unity Asset Store, so give it a look just in case!"
                    );
                JSAMEditorHelper.RenderHelpbox(
                    "Here are some helpful links, more of which can be found under\nWindows -> JSAM -> JSAM Startup"
                    );
                EditorGUILayout.BeginHorizontal();
                GUILayout.FlexibleSpace();
                if (GUILayout.Button(new GUIContent("Report a Bug", "Click on me to go to the bug report page in a new browser window"), new GUILayoutOption[] { GUILayout.MinWidth(100) }))
                {
                    Application.OpenURL("https://github.com/jackyyang09/Simple-Unity-Audio-Manager/issues");
                }
                GUILayout.FlexibleSpace();
                if (GUILayout.Button(new GUIContent("Github Releases", "Click on me to check out the latest releases in a new browser window"), new GUILayoutOption[] { GUILayout.MinWidth(100) }))
                {
                    Application.OpenURL("https://github.com/jackyyang09/Simple-Unity-Audio-Manager/releases");
                }
                GUILayout.FlexibleSpace();
                if (GUILayout.Button(new GUIContent("Email", "You can find me at [email protected]"), new GUILayoutOption[] { GUILayout.MinWidth(100) }))
                {
                    Application.OpenURL("mailto:[email protected]");
                }
                GUILayout.FlexibleSpace();
                EditorGUILayout.EndHorizontal();
            }
            EditorCompatability.EndSpecialFoldoutGroup();
            #endregion
        }