Esempio n. 1
0
    private void FindPrefab()
    {
        EditorGUILayout.BeginVertical();

        m_UIName     = EditorGUILayout.TextField("ActiveUI", m_UIName);
        m_UICtrName  = EditorGUILayout.TextField("UICtr", m_UICtrName);
        m_EffectName = EditorGUILayout.TextField("Effect", m_EffectName);

        if (GUILayout.Button("Find") == true)
        {
            string rtn = "";

            foreach (var _data in m_Data.m_SceneData)
            {
                if (false == string.IsNullOrEmpty(m_UIName))
                {
                    foreach (var AUI in _data.m_ActiveUIList)
                    {
                        if (true == m_UIName.Equals(AUI.m_Name))
                        {
                            rtn = string.Format("{0}, {1} {2}", rtn, "[SceneData]", _data.m_KeyName);
                            break;
                        }
                    }
                }
                else if (false == string.IsNullOrEmpty(m_UICtrName))
                {
                    foreach (var UICtr in _data.m_UICtrData)
                    {
                        if (true == m_UICtrName.Equals(UICtr.m_UICtrName))
                        {
                            rtn = string.Format("{0}, {1} {2}", rtn, "[SceneData]", _data.m_KeyName);
                            break;
                        }
                    }
                }
                else if (false == string.IsNullOrEmpty(m_EffectName))
                {
                    foreach (var UIEffect in _data.m_UIEffectData)
                    {
                        if (true == m_EffectName.Equals(UIEffect.m_EffectName))
                        {
                            rtn = string.Format("{0}, {1} {2}", rtn, "[SceneData]", _data.m_KeyName);
                            break;
                        }
                    }
                }
            }

            foreach (var _data in m_Data.m_SceneGroupData)
            {
                if (false == string.IsNullOrEmpty(m_EffectName))
                {
                    foreach (var UIEffect in _data.m_UIEffectData)
                    {
                        if (true == m_EffectName.Equals(UIEffect.m_EffectName))
                        {
                            rtn = string.Format("{0}, {1} {2}", rtn, "[SceneGroupData]", _data.m_ESceneGroupID.ToString());
                            break;
                        }
                    }
                }
            }

            ConsoleProDebug.LogToFilterFormat("세종", "{0}", rtn);
        }

        if (GUILayout.Button("Delete") == true)
        {
            List <DCSceneData> sceneDataList = DCSceneMgr.Instance.m_SceneData;

            for (int i = 0; i < sceneDataList.Count; i++)
            {
                DCSceneData sceneData = sceneDataList[i];

                List <DCAttachUIData> attachUIList = sceneData.m_ActiveUIList;

                for (int j = attachUIList.Count - 1; j > -1; j--)
                {
                    DCAttachUIData data = attachUIList[j];

                    if (true == m_UIName.Equals(data.m_Name))
                    {
                        attachUIList.RemoveAt(j);
                        ConsoleProDebug.LogToFilterFormat("두혁", "[SceneData] attachUI {0}에 있는 {1}를 지웠습니다.", sceneData.m_KeyName, data.m_Name);
                        break;
                    }
                }

                List <DCUICtrData> uICtrList = sceneData.m_UICtrData;

                for (int j = uICtrList.Count - 1; j > -1; j--)
                {
                    DCUICtrData data = uICtrList[j];

                    if (true == m_UICtrName.Equals(data.m_UICtrName))
                    {
                        uICtrList.RemoveAt(j);
                        ConsoleProDebug.LogToFilterFormat("두혁", "[SceneData] UICtr {0}에 있는 {1}를 지웠습니다.", sceneData.m_KeyName, data.m_UICtrName);
                        break;
                    }
                }

                List <DCUIEffecData> effectData = sceneData.m_UIEffectData;

                for (int j = effectData.Count - 1; j > -1; j--)
                {
                    DCUIEffecData data = effectData[j];

                    if (true == m_EffectName.Equals(data.m_EffectName))
                    {
                        effectData.RemoveAt(j);
                        ConsoleProDebug.LogToFilterFormat("두혁", "[SceneData] Effect {0}에 있는 {1}를 지웠습니다.", sceneData.m_KeyName, data.m_EffectName);
                        break;
                    }
                }
            }

            List <DCSceneGroupData> sceneGroupData = DCSceneMgr.Instance.m_SceneGroupData;

            for (int i = 0; i < sceneGroupData.Count; i++)
            {
                DCSceneGroupData sceneData = sceneGroupData[i];

                List <DCUIEffecData> effectData = sceneData.m_UIEffectData;

                for (int j = effectData.Count - 1; j > -1; j--)
                {
                    DCUIEffecData data = effectData[j];

                    if (true == m_EffectName.Equals(data.m_EffectName))
                    {
                        effectData.RemoveAt(j);
                        ConsoleProDebug.LogToFilterFormat("두혁", "[SceneGroupData] Effect {0}에 있는 {1}를 지웠습니다.", sceneData.m_ESceneGroupID.ToString(), data.m_EffectName);
                        break;
                    }
                }
            }
        }

        if (false == string.IsNullOrEmpty(m_UIName) ||
            false == string.IsNullOrEmpty(m_UICtrName) ||
            false == string.IsNullOrEmpty(m_EffectName))
        {
            if (GUILayout.Button("Add") == true &&
                false == string.IsNullOrEmpty(m_EffectName))
            {
                DCUIEffecData _newEfx = new DCUIEffecData();
                _newEfx.m_EffectName = m_EffectName;

                foreach (var _data in m_Data.m_SceneData)
                {
                    if (false == string.IsNullOrEmpty(m_UIName))
                    {
                        foreach (var AUI in _data.m_ActiveUIList)
                        {
                            if (true == m_UIName.Equals(AUI.m_Name))
                            {
                                if (false == HasSameEfx(_data.m_UIEffectData))
                                {
                                    _data.m_UIEffectData.Add(_newEfx);
                                    ConsoleProDebug.LogToFilterFormat("세종", "Add efx in {0}", m_UIName);
                                }
                                break;
                            }
                        }
                    }
                    else if (false == string.IsNullOrEmpty(m_UICtrName))
                    {
                        foreach (var UICtr in _data.m_UICtrData)
                        {
                            if (true == m_UICtrName.Equals(UICtr.m_UICtrName))
                            {
                                if (false == HasSameEfx(_data.m_UIEffectData))
                                {
                                    _data.m_UIEffectData.Add(_newEfx);
                                    ConsoleProDebug.LogToFilterFormat("세종", "Add efx in {0}", m_UICtrName);
                                }
                                break;
                            }
                        }
                    }
                    else if (false == string.IsNullOrEmpty(m_EffectName))
                    {
                        if (false == HasSameEfx(_data.m_UIEffectData))
                        {
                            _data.m_UIEffectData.Add(_newEfx);
                            ConsoleProDebug.LogToFilterFormat("세종", "Add efx in {0}", m_EffectName);
                        }
                    }
                }

                _newEfx = null;
            }
        }

        EditorGUILayout.EndHorizontal();
    }
Esempio n. 2
0
    private void DrawSceneGroupData()
    {
        #region Header Foldout
        EditorGUILayout.BeginHorizontal();

        EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
        m_SceneGroupDataListFolding = EditorGUILayout.Foldout(m_SceneGroupDataListFolding, "SceneGroupData");

        if (m_SceneGroupDataListFolding == false)
        {
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndHorizontal();
            return;
        }
        // BUTTONS...
        EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(100));
        if (m_Data.m_SceneData.Count > 0)
        {
            //리스트 축소
            GUIContent content;
            var        collapseIcon = '\u2261'.ToString();
            content = new GUIContent(collapseIcon, "Click to collapse all");
            m_SceneGroupDataMasterCollapse = GUILayout.Button(content, EditorStyles.toolbarButton);
            //리스트 확장
            var expandIcon = '\u25A1'.ToString();
            content = new GUIContent(expandIcon, "Click to expand all");
            m_SceneGroupDataMasterExpand = GUILayout.Button(content, EditorStyles.toolbarButton);
        }
        else
        {
            GUILayout.FlexibleSpace();
        }

        EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(50));
        // A little space between button groups
        GUILayout.Space(m_ButtonSpacer);

        // Main Add button
        if (GUILayout.Button(new GUIContent("+", "Click to add"), EditorStyles.toolbarButton))
        {
            m_Data.m_SceneGroupData.Add(new DCSceneGroupData());
        }
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.EndHorizontal();
        #endregion

        #region List Items
        EditorGUILayout.BeginHorizontal();
        GUILayout.Space(m_Blank);
        EditorGUILayout.BeginVertical();

        for (int i = 0; i < m_Data.m_SceneGroupData.Count; i++)
        {
            #region Section Header

            if (!m_editorSceneGroupDataListItemStates.TryGetValue(m_Data.m_SceneGroupData[i], out m_SceneGroupDataListfoldOutState))
            {
                m_editorSceneGroupDataListItemStates[m_Data.m_SceneGroupData[i]] = true;
                m_SceneGroupDataListfoldOutState = false;
            }

            // Force states if master buttons were pressed
            if (m_SceneGroupDataMasterCollapse)
            {
                m_SceneGroupDataListfoldOutState = false;
            }
            if (m_SceneGroupDataMasterExpand)
            {
                m_SceneGroupDataListfoldOutState = true;
            }

            EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
            m_SceneGroupDataListfoldOutState = EditorGUILayout.Foldout(m_SceneGroupDataListfoldOutState, m_Data.m_SceneGroupData[i].m_ESceneGroupID.ToString());
            m_editorSceneGroupDataListItemStates[m_Data.m_SceneGroupData[i]] = m_SceneGroupDataListfoldOutState;

            if (m_SceneGroupDataListfoldOutState == false)
            {
                EditorGUILayout.EndHorizontal();
                continue;
            }

            ED_Util.EListButtons listButtonPressed = ED_Util.AddFoldOutListItemButtons();

            EditorGUILayout.EndHorizontal();

            #region Process List Changes
            // Don't allow 'up' presses for the first list item
            ED_Util.UpdateFoldOutListOnButtonPressed(m_Data.m_SceneGroupData, i, listButtonPressed);
            if (listButtonPressed != ED_Util.EListButtons.None)
            {
                return;
            }
            #endregion Process List Changes

            #endregion

            #region Data
            EditorGUILayout.BeginHorizontal();
            GUILayout.Space(m_Blank);
            GUILayout.BeginVertical("box");
            m_Data.m_SceneGroupData[i].m_ESceneGroupID = (GlobalEnum.ESceneGroupID)EditorGUILayout.EnumPopup("SceneGroupID", m_Data.m_SceneGroupData[i].m_ESceneGroupID);
            m_Data.m_SceneGroupData[i].m_EMainSceneID  = (GlobalEnum.ESceneID)EditorGUILayout.EnumPopup("MainSceneID", m_Data.m_SceneGroupData[i].m_EMainSceneID);

            if (GUILayout.Button(new GUIContent("해당 내용 추가하기", "Click to insert data"), EditorStyles.toolbarButton) == true)
            {
                m_TempSceneGroupData = new DCSceneGroupData();
                m_TempSceneGroupData.Copy(m_Data.m_SceneGroupData[i]);
                m_Data.m_SceneGroupData.Insert(i, m_TempSceneGroupData);

                m_TempSceneGroupData = null;
            }

            #region ActiveUI List Items
            DrawUIEffectData(m_Data.m_SceneGroupData[i], m_Data.m_SceneGroupData[i].m_UIEffectData);
            #endregion

            GUILayout.EndVertical();
            EditorGUILayout.EndHorizontal();
            #endregion
        }

        EditorGUILayout.EndVertical();
        EditorGUILayout.EndHorizontal();
        #endregion
    }
Esempio n. 3
0
    private void DrawAutoRemove()
    {
        if (GUILayout.Button("불필요한 이펙트 리스트 지우기") == true)
        {
            List <DCSceneData> sceneDataList = DCSceneMgr.Instance.m_SceneData;

            for (int i = 0; i < sceneDataList.Count; i++)
            {
                DCSceneData sceneData = sceneDataList[i];

                List <DCUIEffecData> effectList = sceneData.m_UIEffectData;

                for (int j = effectList.Count - 1; j > -1; j--)
                {
                    DCUIEffecData effect = effectList[j];
                    bool          remove = true;
                    foreach (EEffectName element in Enum.GetValues(typeof(EEffectName)))
                    {
                        if (effect.m_EffectName != element.ToString())
                        {
                            continue;
                        }

                        remove = false;
                        break;
                    }

                    if (remove == true)
                    {
                        effectList.RemoveAt(j);
                    }
                }
            }

            List <DCSceneGroupData> sceneGroupData = DCSceneMgr.Instance.m_SceneGroupData;

            for (int i = 0; i < sceneGroupData.Count; i++)
            {
                DCSceneGroupData sceneData = sceneGroupData[i];

                List <DCUIEffecData> effectList = sceneData.m_UIEffectData;

                for (int j = effectList.Count - 1; j > -1; j--)
                {
                    DCUIEffecData effect = effectList[j];
                    bool          remove = true;
                    foreach (EEffectName element in Enum.GetValues(typeof(EEffectName)))
                    {
                        if (effect.m_EffectName != element.ToString())
                        {
                            continue;
                        }

                        remove = false;
                        break;
                    }

                    if (remove == true)
                    {
                        effectList.RemoveAt(j);
                    }
                }
            }
        }
    }
Esempio n. 4
0
    private void DrawUIEffectData(DCSceneGroupData _groupData, List <DCUIEffecData> _uiEffectData)
    {
        #region ActiveUI List Header Foldout
        EditorGUILayout.BeginHorizontal();

        EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);

        if (!m_editorUIEffectDataLListItemStates.TryGetValue(_groupData, out m_SceneGroupDataUIEffectListfoldOutState))
        {
            m_editorUIEffectDataLListItemStates[_groupData] = true;
            m_SceneGroupDataUIEffectListfoldOutState        = true;
        }

        // Force states if master buttons were pressed
        if (m_SceneGroupDataMasterCollapse)
        {
            m_SceneGroupDataUIEffectListfoldOutState = false;
        }
        if (m_SceneGroupDataMasterExpand)
        {
            m_SceneGroupDataUIEffectListfoldOutState = true;
        }

        m_SceneGroupDataUIEffectListfoldOutState        = EditorGUILayout.Foldout(m_SceneGroupDataUIEffectListfoldOutState, "UI Effect Data");
        m_editorUIEffectDataLListItemStates[_groupData] = m_SceneGroupDataUIEffectListfoldOutState;

        if (m_SceneGroupDataUIEffectListfoldOutState == false)
        {
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndHorizontal();
            return;
        }

        EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(50));
        // A little space between button groups
        GUILayout.Space(m_ButtonSpacer);

        // Main Add button
        if (GUILayout.Button(new GUIContent("+", "Click to add"), EditorStyles.toolbarButton))
        {
            _uiEffectData.Add(new DCUIEffecData());
        }
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.EndHorizontal();
        #endregion

        for (int j = 0; j < _uiEffectData.Count; j++)
        {
            EditorGUILayout.BeginHorizontal();
            GUILayout.Space(m_Blank);
            GUILayout.BeginVertical("box");
            if (!m_editorUIEffectDataListDataItemStates.TryGetValue(_uiEffectData[j], out m_SceneGroupDataUIEffectListDatafoldOutState))
            {
                m_editorUIEffectDataListDataItemStates[_uiEffectData[j]] = true;
                m_SceneGroupDataUIEffectListDatafoldOutState             = true;
            }

            // Force states if master buttons were pressed
            if (m_SceneDataMasterCollapse)
            {
                m_SceneGroupDataUIEffectListDatafoldOutState = false;
            }
            if (m_SceneDataMasterExpand)
            {
                m_SceneGroupDataUIEffectListDatafoldOutState = true;
            }

            EditorGUILayout.BeginHorizontal();

            EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
            m_SceneGroupDataUIEffectListDatafoldOutState             = EditorGUILayout.Foldout(m_SceneGroupDataUIEffectListDatafoldOutState, _uiEffectData[j].m_EffectName);
            m_editorUIEffectDataListDataItemStates[_uiEffectData[j]] = m_SceneGroupDataUIEffectListDatafoldOutState;
            ED_Util.EListButtons listActiveUIButtonPressed = ED_Util.AddFoldOutListItemButtons();

            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndHorizontal();

            if (m_SceneGroupDataUIEffectListDatafoldOutState == true)
            {
                // Display Fields for the list instance
                ED_Util.SerializedObjectFields <DCUIEffecData>(_uiEffectData[j]);
                GUILayout.Space(2);
            }

            #region Process ActiveUI List Changes
            // Don't allow 'up' presses for the first list item
            ED_Util.UpdateFoldOutListOnButtonPressed(_uiEffectData, j, listActiveUIButtonPressed);
            #endregion Process tActiveUI List Changes

            GUILayout.EndVertical();
            EditorGUILayout.EndHorizontal();
        }
    }