Esempio n. 1
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();
        }
    }
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 DrawActiveUIList(DCSceneData _data)
    {
        EditorGUILayout.BeginHorizontal();

        EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);

        if (!m_editorActiveUILListItemStates.TryGetValue(_data, out m_ActiveUIListfoldOutState))
        {
            m_editorActiveUILListItemStates[_data] = true;
            m_ActiveUIListfoldOutState             = false;
        }

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

        m_ActiveUIListfoldOutState             = EditorGUILayout.Foldout(m_ActiveUIListfoldOutState, "ActiveUIList");
        m_editorActiveUILListItemStates[_data] = m_ActiveUIListfoldOutState;

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

        EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(100));
        if (_data.m_ActiveUIList.Count > 0)
        {
            //리스트 축소
            GUIContent content;
            var        collapseIcon = '\u2261'.ToString();
            content = new GUIContent(collapseIcon, "Click to collapse all");
            m_SceneDataMasterCollapse = GUILayout.Button(content, EditorStyles.toolbarButton);
            //리스트 확장
            var expandIcon = '\u25A1'.ToString();
            content = new GUIContent(expandIcon, "Click to expand all");
            m_SceneDataMasterExpand = 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))
        {
            _data.m_ActiveUIList.Add(new DCAttachUIData());
        }
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.EndHorizontal();


        for (int j = 0; j < _data.m_ActiveUIList.Count; j++)
        {
            EditorGUILayout.BeginHorizontal();
            GUILayout.Space(m_Blank);
            GUILayout.BeginVertical("box");
            if (!m_editorActiveUILListDataItemStates.TryGetValue(_data.m_ActiveUIList[j], out m_ActiveUIListDatafoldOutState))
            {
                m_editorActiveUILListDataItemStates[_data.m_ActiveUIList[j]] = true;
                m_ActiveUIListDatafoldOutState = false;
            }

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

            EditorGUILayout.BeginHorizontal();

            EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
            m_ActiveUIListDatafoldOutState = EditorGUILayout.Foldout(m_ActiveUIListDatafoldOutState, _data.m_ActiveUIList[j].m_Name);
            m_editorActiveUILListDataItemStates[_data.m_ActiveUIList[j]] = m_ActiveUIListDatafoldOutState;
            ED_Util.EListButtons listActiveUIButtonPressed = ED_Util.AddFoldOutListItemButtons();

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

            if (m_ActiveUIListDatafoldOutState == true)
            {
                // Display Fields for the list instance
                ED_Util.SerializedObjectFields <DCAttachUIData>(_data.m_ActiveUIList[j]);
                GUILayout.Space(2);
            }

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

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