public override void OnInspectorGUI()
        {
            serializedObject.Update();
            EditorHelpers.DrawBanner(Banner);

            EditorGUILayout.LabelField(new GUIContent("General"), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_submitCommandKeyProperty, new GUIContent("Submit Command", "The key to submit and invoke the current console input."));
            EditorGUILayout.PropertyField(_showConsoleKeyProperty, new GUIContent("Show Console", "The key used to show and activate the console."));
            EditorGUILayout.PropertyField(_hideConsoleKeyProperty, new GUIContent("Hide Console", "The key used to hide and deactivate the console."));
            EditorGUILayout.PropertyField(_toggleConsoleVisibilityKeyProperty, new GUIContent("Toggle Console", "The key used to toggle the active and visibility state of the console."));
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("Command Suggestions"), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_suggestNextCommandKeyProperty, new GUIContent("Show Suggested Commands", "The key to show and suggest commands based on the current console input."));
            EditorGUILayout.PropertyField(_suggestPreviousCommandKeyProperty, new GUIContent("Show Previous Suggestion", "The key to show the previous suggestion."));
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("Command History"), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_nextCommandKeyProperty, new GUIContent("Select Next Command", "The key to be used to select the next command from the console history."));
            EditorGUILayout.PropertyField(_previousCommandKeyProperty, new GUIContent("Select Previous Command", "The key to be used to select the previous command from the console history."));

            serializedObject.ApplyModifiedProperties();
        }
Exemple #2
0
        public override void OnInspectorGUI()
        {
            CreateStyles();
            serializedObject.Update();
            EditorHelpers.DrawHeader(Banner);

            EditorGUILayout.LabelField(new GUIContent("UI", "Theme customisations for the Quantum Console UI."), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_fontProperty, new GUIContent("Font", "The font to be used throughout the Quantum Console."));

            EditorGUILayout.PropertyField(_panelMaterialProperty, new GUIContent("Panel Material", "The material to use in the UI panels. Leave null for default."));
            EditorGUILayout.PropertyField(_panelColorProperty, new GUIContent("Panel Color", "The color to use in the UI panels."));
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("Colors", "Color customisation for various aspects of the Quantum Console."), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_errorColorProperty, new GUIContent("Error Color", "The color to use when formatting errors in the console log."));
            EditorGUILayout.PropertyField(_warningColorProperty, new GUIContent("Warning Color", "The color to use when formatting warnings in the console log."));
            EditorGUILayout.PropertyField(_successColorProperty, new GUIContent("Success Color", "The color to use when formatting successful void commands."));
            EditorGUILayout.PropertyField(_selectedSuggestionColorProperty, new GUIContent("Selected Suggestion Color", "The color to use for the selected suggestion from the suggestion popup display."));
            EditorGUILayout.PropertyField(_suggestionColorProperty, new GUIContent("Suggestion Signature Color", "The color to use when displaying the paramater signature for suggested commands."));
            EditorGUILayout.PropertyField(_commandLogColorProperty, new GUIContent("Command Log Color", "The color to use when displaying logged commands in the console log."));
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("Formatting", "Control various formatting within Quantum Console."), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_timestampFormatProperty, new GUIContent("Timestamp Format", "The format to use when generating timestamps." +
                                                                                   "\n{0} = Hour" +
                                                                                   "\n{1} = Minute" +
                                                                                   "\n{2} = Second"));
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("Return Value Formatting", "Formatting options for the return serialization"), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_defaultValueColorProperty, new GUIContent("Default Color", "The default color for return values"));
            _typeFormattersListDisplay.DoLayoutList();
            _collectionFormattersListDisplay.DoLayoutList();

            serializedObject.ApplyModifiedProperties();
        }
Exemple #3
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();
            EditorHelpers.DrawHeader(Banner);

            if (QuantumConsoleProcessor.TableGenerated || QuantumConsoleProcessor.TableIsGenerating)
            {
                EditorGUILayout.LabelField("Quantum Console Processor Information", EditorStyles.miniBoldLabel);
                if (QuantumConsoleProcessor.TableIsGenerating)
                {
                    EditorGUILayout.LabelField("Command Table Generating...", EditorStyles.miniLabel);
                }
                EditorGUILayout.LabelField($"Commands Loaded: {QuantumConsoleProcessor.LoadedCommandCount}", EditorStyles.miniLabel);
                EditorGUILayout.Space();
            }

            EditorGUILayout.LabelField(new GUIContent("General Settings", "All general and basic settings for the Quantum Console."), EditorStyles.boldLabel);
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PropertyField(_themeProperty, new GUIContent("Theme", "QuantumTheme to use for this Quantum Console."));
            if (_themeProperty.objectReferenceValue)
            {
                GUIContent applyBtnContent = new GUIContent("Apply", "Forces an application of the theme now allowing you to see any GUI changes it would make");
                if (QGUILayout.ButtonAuto(applyBtnContent, EditorStyles.miniButton))
                {
                    Undo.RecordObject(QCInstance, "Applied a theme to the Quantum Console");
                    QCInstance.ApplyTheme((QuantumTheme)_themeProperty.objectReferenceValue, true);
                    PrefabUtil.RecordPrefabInstancePropertyModificationsFullyRecursive(QCInstance.gameObject);
                    EditorUtility.SetDirty(QCInstance);
                }
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.PropertyField(_keyConfigProperty, new GUIContent("Key Configuration", "Key configuration for the various keyboard shortcuts used by Quantum Console."));

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PropertyField(_supportedStateProperty, new GUIContent("Enabled", "On which build/editor states should the console be enabled on"));
            ShowSceneViewToggle();
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.PropertyField(_activateOnStartupProperty, new GUIContent("Activate on Startup", "If the Quantum Console should be shown and activated on startup."));
            if (!_activateOnStartupProperty.boolValue)
            {
                EditorGUILayout.PropertyField(_initialiseOnStartupProperty, new GUIContent("Initialise on Startup", "If the Quantum Console should be initialised on startup in the background."));
            }

            EditorGUILayout.PropertyField(_closeOnSubmitProperty, new GUIContent("Close on Submit", "If the Quantum Console should be hidden and closed when a command is submitted and invoked."));
            EditorGUILayout.PropertyField(_singletonModeProperty, new GUIContent("Singleton", "Forces the console into singleton mode. " +
                                                                                 "This means the console will be made scene persistent and will not be destroyed when new scenes are loaded. " +
                                                                                 "Additionally, only one instance of the console will be allowed to exist, and it will be accessible via QuantumConsole.Instance"));
            EditorGUILayout.PropertyField(_verboseErrorsProperty, new GUIContent("Verbose Errors", "If errors caused by the Quantum Console Processor or commands should be logged in verbose mode."));
            EditorGUILayout.PropertyField(_autoScrollProperty, new GUIContent("Autoscroll", "Determine if and when the console should autoscroll."));
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("Debug Interception", "All settings relating to the interception of Unity's Debug class."), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_interceptDebugProperty, new GUIContent("Intercept Debug Messages", "If the Quantum Console should intercept and display messages from the Unity Debug logging."));
            if (_interceptDebugProperty.boolValue)
            {
                EditorGUILayout.PropertyField(_interceptInactiveProperty, new GUIContent("Intercept Whilst Inactive", "If the Quantum Console should continue to intercept messages whilst inactive."));
                EditorGUILayout.PropertyField(_prependTimestampsProperty, new GUIContent("Enable Timestamps", "If the timestamp of the log message should be prepended."));
                EditorGUILayout.PropertyField(_loggingLevelProperty, new GUIContent("Logging Level", "The minimum log severity required to intercept and display the log."));
                EditorGUILayout.PropertyField(_verboseLoggingProperty, new GUIContent("Verbose Logging", "The minimum log severity required to use verbose logging."));
                EditorGUILayout.PropertyField(_openOnLogLevelProperty, new GUIContent("Open Console", "The minimum log severity required to open the console."));
            }
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("Async Settings", "All settings related to async commands."), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_showCurrentJobsProperty, new GUIContent("Show Current Jobs", "Shows a popup counter with the currently executing async commands."));
            EditorGUILayout.PropertyField(_blockOnAsyncProperty, new GUIContent("Block on Execute", "Blocks the Quantum Console from being used until the current async command has finished."));
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("Command Search", "Settings relating to searching for commands in the console using tab."), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_fuzzyProperty, new GUIContent("Use Fuzzy Search", "If fuzzy search is disabled, then your current search must match the beginning of the command to be suggested (foo*). If fuzzy search is enabled, it can be anywhere within the command name to be suggested (*foo*)."));
            EditorGUILayout.PropertyField(_caseSensitiveProperty, new GUIContent("Case Sensitive", "If the search should be case sensitive or not."));
            EditorGUILayout.PropertyField(_usePopupProperty, new GUIContent("Show Popup Display", "If enabled, a popup display will be shown containing potential command autocompletions as you type."));
            if (_usePopupProperty.boolValue)
            {
                EditorGUILayout.PropertyField(_maxSuggestionProperty, new GUIContent("Max Suggestion Count", "The maximum number of suggestions to display in the popup. Set to -1 for unlimited."));
                EditorGUILayout.PropertyField(_popupOrderProperty, new GUIContent("Suggestion Popup Order", "The sort direction used when displaying suggestions to the popup display."));
            }
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("Command History", "Settings relating to storing previous commands so that they can be easily accessed with the arrow keys."), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_commandHistoryProperty, new GUIContent("Store Previous Commands", "If previous commands should be stored, allowing them to be accessed with the arrow keys."));
            if (_commandHistoryProperty.boolValue)
            {
                EditorGUILayout.PropertyField(_commandHistoryDuplicatesProperty, new GUIContent("Allow Duplicates", "Store commands into the history even if they have already appeared."));
                if (_commandHistoryDuplicatesProperty.boolValue)
                {
                    EditorGUILayout.PropertyField(_commandHistoryAdjacentDuplicatesProperty, new GUIContent("Allow Adjacent Duplicates", "Store commands in the history even if they are adjacent duplicates (i.e same command multiple times in a row)."));
                }
                _commandHistorySizeProperty.intValue = Mathf.Max(-1, EditorGUILayout.IntField(new GUIContent("Max Size", "The maximum size of the command history buffer; exceeding this size will cause the oldest commands to be removed to make space. Set to -1 for unlimited."), _commandHistorySizeProperty.intValue));
            }
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("Advanced Settings", "Advanced settings such as buffer sizes."), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_maxStoredLogsProperty, new GUIContent("Maximum Stored Logs", "Maximum number of logtraces to store before discarding old logs. Set to -1 for unlimited."));
            EditorGUILayout.PropertyField(_showInitLogsProperty, new GUIContent("Show Initialization Logs", "Whether the initialization logs should be shown or not."));
            EditorGUILayout.Space();

            EditorGUILayout.LabelField(new GUIContent("References", "All the references needed by the Quantum Console"), EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(_containerProperty, new GUIContent("Container Rect", "The top level container rect-transform containing all of the Quantum Console UI elements."));
            EditorGUILayout.PropertyField(_scrollRectProperty, new GUIContent("Scroll Rect", "(Optional) The scroll rect of the console text, required for autoscrolling."));
            EditorGUILayout.PropertyField(_popupProperty, new GUIContent("Suggestion Popup Display", "Top level transform for the suggestion popup display."));
            EditorGUILayout.PropertyField(_jobCounterRectProperty, new GUIContent("Job Counter Display", "Top level transform for the job counter display."));

            EditorGUILayout.PropertyField(_inputProperty, new GUIContent("Console Input Field", "The input field used for interfacing with the Quantum Console."));
            EditorGUILayout.PropertyField(_inputPlaceholderProperty, new GUIContent("Console Input Placeholder", "The placeholder text component for when the input field is not in use."));
            EditorGUILayout.PropertyField(_popupTextProperty, new GUIContent("Suggestion Popup Text", "Text display for the suggestion popup display."));
            EditorGUILayout.PropertyField(_logProperty, new GUIContent("Console Log Display", "The text display used as the log output by the Quantum Console."));
            EditorGUILayout.PropertyField(_suggestionProperty, new GUIContent("Command Suggestion Display", "(optional) If assigned, the Quantum Console will show the paramater signature for suggested commands here."));
            EditorGUILayout.PropertyField(_jobCounterTextProperty, new GUIContent("Job Counter Text", "Text display for the job counter display."));

            EditorGUILayout.PropertyField(_panelsProperty, new GUIContent("UI Panels", "All panels in the UI to control with the Quantum Theme."), true);

            serializedObject.ApplyModifiedProperties();
        }
Exemple #4
0
 public override void OnInspectorGUI()
 {
     EditorHelpers.DrawBanner(Banner);
     base.OnInspectorGUI();
 }