Esempio n. 1
0
        public virtual void RenderCustomInspector()
        {
            // TODO: extend the preference array to handle multiple themes open and scroll values!!!
            // TODO: add  messaging!!!
            // TODO: handle dimensions
            // TODO: add profiles
            // TODO: add themes
            // TODO: handle/display properties from themes

            // TODO: !!!!! need to make sure we refresh the shader list when the target changes

            // TODO: !!!!! finish incorporating States
            // TODO: add the default states by default
            // TODO: let flow into rest of themes and events.
            // TODO: events should target the state logic they support.

            // FIX: when deleting a theme property, the value resets or the item that's deleted is wrong

            //base.DrawDefaultInspector();

            serializedObject.Update();

            EditorGUILayout.Space();
            InspectorUIUtility.DrawTitle("Interactable");
            //EditorGUILayout.LabelField(new GUIContent("Interactable Settings"));

            EditorGUILayout.BeginVertical("Box");

            // States
            bool showStates           = false;
            SerializedProperty states = serializedObject.FindProperty("States");
            bool drawerStarted        = false;

            if (states.objectReferenceValue != null)
            {
                string statesPrefKey   = "Settings_States";
                bool   prefsShowStates = EditorPrefs.GetBool(statesPrefKey);
                EditorGUI.indentLevel = indentOnSectionStart + 1;
                showStates            = InspectorUIUtility.DrawSectionStart(states.objectReferenceValue.name + " (Click to edit)", indentOnSectionStart + 2, prefsShowStates, FontStyle.Normal, false);
                drawerStarted         = true;
                if (showStates != prefsShowStates)
                {
                    EditorPrefs.SetBool(statesPrefKey, showStates);
                }
            }
            else
            {
                AssetDatabase.Refresh();
                string[] stateLocations = AssetDatabase.FindAssets("DefaultInteractableStates");
                if (stateLocations.Length > 0)
                {
                    for (int i = 0; i < stateLocations.Length; i++)
                    {
                        string        path          = AssetDatabase.GUIDToAssetPath(stateLocations[i]);
                        States.States defaultStates = (States.States)AssetDatabase.LoadAssetAtPath(path, typeof(States.States));
                        if (defaultStates != null)
                        {
                            states.objectReferenceValue = defaultStates;
                            break;
                        }
                    }
                }
                else
                {
                    showStates = true;
                }
            }

            if (showStates)
            {
                EditorGUILayout.PropertyField(states, new GUIContent("States", "The States this Interactable is based on"));
            }

            if (drawerStarted)
            {
                InspectorUIUtility.DrawSectionEnd(indentOnSectionStart);
            }

            if (states.objectReferenceValue == null)
            {
                InspectorUIUtility.DrawError("Please assign a States object!");
                serializedObject.ApplyModifiedProperties();
                return;
            }

            //standard Interactable Object UI
            SerializedProperty enabled = serializedObject.FindProperty("Enabled");

            enabled.boolValue = EditorGUILayout.Toggle(new GUIContent("Enabled", "Is this Interactable Enabled?"), enabled.boolValue);

            SerializedProperty actionId = serializedObject.FindProperty("InputActionId");

            int newActionId = EditorGUILayout.Popup("Input Actions", actionId.intValue, actionOptions);

            if (newActionId != actionId.intValue)
            {
                actionId.intValue = newActionId;
            }

            //selected.enumValueIndex = (int)(MixedRealityInputAction)EditorGUILayout.EnumPopup(new GUIContent("Input Action", "Input source for this Interactable, Default: Select"), (MixedRealityInputAction)selected.enumValueIndex);

            // TODO: should IsGlobal only show up on specific press types and indent?
            // TODO: should we show handedness on certain press types?
            SerializedProperty isGlobal = serializedObject.FindProperty("IsGlobal");

            isGlobal.boolValue = EditorGUILayout.Toggle(new GUIContent("Is Global", "Like a modal, does not require focus"), isGlobal.boolValue);

            SerializedProperty voiceCommands = serializedObject.FindProperty("VoiceCommand");

            voiceCommands.stringValue = EditorGUILayout.TextField(new GUIContent("Voice Command", "A voice command to trigger the click event"), voiceCommands.stringValue);

            // show requires gaze because voice command has a value
            if (!string.IsNullOrEmpty(voiceCommands.stringValue))
            {
                EditorGUI.indentLevel = indentOnSectionStart + 1;

                SerializedProperty requireGaze = serializedObject.FindProperty("RequiresFocus");
                requireGaze.boolValue = EditorGUILayout.Toggle(new GUIContent("Requires Focus", "Does the voice command require gazing at this interactable?"), requireGaze.boolValue);

                EditorGUI.indentLevel = indentOnSectionStart;
            }

            SerializedProperty dimensions = serializedObject.FindProperty("Dimensions");

            dimensions.intValue = EditorGUILayout.IntField(new GUIContent("Dimensions", "Toggle or sequence button levels"), dimensions.intValue);

            if (dimensions.intValue > 1)
            {
                EditorGUI.indentLevel = indentOnSectionStart + 1;

                SerializedProperty canSelect   = serializedObject.FindProperty("CanSelect");
                SerializedProperty canDeselect = serializedObject.FindProperty("CanDeselect");

                canSelect.boolValue   = EditorGUILayout.Toggle(new GUIContent("Can Select", "The user can toggle this button"), canSelect.boolValue);
                canDeselect.boolValue = EditorGUILayout.Toggle(new GUIContent("Can Deselect", "The user can untoggle this button, set false for a radial interaction."), canDeselect.boolValue);

                EditorGUI.indentLevel = indentOnSectionStart;
            }

            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();
            InspectorUIUtility.DrawDivider();

            if (!ProfilesSetup && !showProfiles)
            {
                InspectorUIUtility.DrawWarning("Profiles (Optional) have not been set up or has errors.");
            }

            // profiles section
            string profileTitle = "Profiles";
            bool   isOPen       = InspectorUIUtility.DrawSectionStart(profileTitle, indentOnSectionStart + 1, showProfiles, InspectorUIUtility.LableStyle(InspectorUIUtility.TitleFontSize, InspectorUIUtility.ColorTint50).fontStyle, false, InspectorUIUtility.TitleFontSize);

            if (showProfiles != isOPen)
            {
                showProfiles = isOPen;
                EditorPrefs.SetBool(prefKey, showProfiles);
            }

            if (profileList.arraySize < 1)
            {
                AddProfile(0);
            }

            int validProfileCnt = 0;
            int themeCnt        = 0;

            if (showProfiles)
            {
                for (int i = 0; i < profileList.arraySize; i++)
                {
                    EditorGUILayout.BeginVertical("Box");
                    // get profiles
                    SerializedProperty sItem = profileList.GetArrayElementAtIndex(i);
                    EditorGUI.indentLevel = indentOnSectionStart;

                    SerializedProperty gameObject = sItem.FindPropertyRelative("Target");
                    string             targetName = "Profile " + (i + 1);
                    if (gameObject.objectReferenceValue != null)
                    {
                        targetName = gameObject.objectReferenceValue.name;
                        validProfileCnt++;
                    }

                    EditorGUILayout.BeginHorizontal();
                    InspectorUIUtility.DrawLabel(targetName, 12, InspectorUIUtility.ColorTint100);

                    bool triggered = InspectorUIUtility.SmallButton(new GUIContent(InspectorUIUtility.Minus, "Remove Profile"), i, RemoveProfile);

                    if (triggered)
                    {
                        continue;
                    }

                    EditorGUILayout.EndHorizontal();

                    EditorGUI.indentLevel = indentOnSectionStart + 1;
                    EditorGUILayout.PropertyField(gameObject, new GUIContent("Target", "Target gameObject for this theme properties to manipulate"));

                    // get themes
                    SerializedProperty themes = sItem.FindPropertyRelative("Themes");

                    // make sure there are enough themes as dimensions
                    if (themes.arraySize > dimensions.intValue)
                    {
                        // make sure there are not more themes than dimensions
                        int cnt = themes.arraySize - 1;
                        for (int j = cnt; j > dimensions.intValue - 1; j--)
                        {
                            themes.DeleteArrayElementAtIndex(j);
                        }
                    }

                    // add themes when increasing dimensions
                    if (themes.arraySize < dimensions.intValue)
                    {
                        int cnt = themes.arraySize;
                        for (int j = cnt; j < dimensions.intValue; j++)
                        {
                            themes.InsertArrayElementAtIndex(themes.arraySize);
                            SerializedProperty theme = themes.GetArrayElementAtIndex(themes.arraySize - 1);

                            // TODO: make sure there is only one or make unique
                            string[] themeLocations = AssetDatabase.FindAssets("DefaultTheme");
                            if (themeLocations.Length > 0)
                            {
                                for (int k = 0; k < themeLocations.Length; k++)
                                {
                                    string path         = AssetDatabase.GUIDToAssetPath(themeLocations[k]);
                                    Theme  defaultTheme = (Theme)AssetDatabase.LoadAssetAtPath(path, typeof(Theme));
                                    if (defaultTheme != null)
                                    {
                                        theme.objectReferenceValue = defaultTheme;
                                        break;
                                    }
                                }
                            }
                        }
                    }

                    for (int t = 0; t < themes.arraySize; t++)
                    {
                        SerializedProperty themeItem = themes.GetArrayElementAtIndex(t);
                        EditorGUILayout.PropertyField(themeItem, new GUIContent("Theme", "Theme properties for interaction feedback"));

                        // TODO: we need the theme and target in order to figure out what properties to expose in the list
                        // TODO: or do we show them all and show alerts when a theme property is not compatible
                        if (themeItem.objectReferenceValue != null && gameObject.objectReferenceValue)
                        {
                            if (themeItem.objectReferenceValue.name == "DefaultTheme")
                            {
                                EditorGUILayout.BeginHorizontal();
                                InspectorUIUtility.DrawWarning("DefaultTheme should not be edited.  ");
                                bool newTheme = InspectorUIUtility.FlexButton(new GUIContent("Create Theme", "Create a new theme"), new int[] { i, t, 0 }, CreateTheme);
                                if (newTheme)
                                {
                                    continue;
                                }
                                EditorGUILayout.EndHorizontal();
                            }

                            SerializedProperty hadDefault = sItem.FindPropertyRelative("HadDefaultTheme");
                            hadDefault.boolValue  = true;
                            EditorGUI.indentLevel = indentOnSectionStart + 2;

                            string prefKey      = themeItem.objectReferenceValue.name + "Profiles" + i + "_Theme" + t + "_Edit";
                            bool   showSettings = EditorPrefs.GetBool(prefKey);

                            InspectorUIUtility.ListSettings settings = listSettings[i];
                            bool show = InspectorUIUtility.DrawSectionStart(themeItem.objectReferenceValue.name + " (Click to edit)", indentOnSectionStart + 3, showSettings, FontStyle.Normal, false);

                            if (show != showSettings)
                            {
                                EditorPrefs.SetBool(prefKey, show);
                                settings.Show = show;
                            }

                            if (show)
                            {
                                SerializedObject   themeObj         = new SerializedObject(themeItem.objectReferenceValue);
                                SerializedProperty themeObjSettings = themeObj.FindProperty("Settings");
                                themeObj.Update();

                                GUILayout.Space(5);

                                if (themeObjSettings.arraySize < 1)
                                {
                                    AddThemeProperty(new int[] { i, t, 0 });
                                }

                                int[] location = new int[] { i, t, 0 };

                                States.State[] iStates = GetStates();

                                ThemeInspector.RenderThemeSettings(themeObjSettings, themeObj, themeOptions, gameObject, location, iStates);

                                InspectorUIUtility.FlexButton(new GUIContent("+", "Add Theme Property"), location, AddThemeProperty);

                                ThemeInspector.RenderThemeStates(themeObjSettings, iStates, 30);

                                themeObj.ApplyModifiedProperties();
                            }

                            InspectorUIUtility.DrawSectionEnd(indentOnSectionStart + 2);
                            listSettings[i] = settings;

                            validProfileCnt++;
                        }
                        else
                        {
                            // show message about profile setup
                            string themeMsg = "Assign a ";
                            if (gameObject.objectReferenceValue == null)
                            {
                                themeMsg += "Target ";
                            }

                            if (themeItem.objectReferenceValue == null)
                            {
                                if (gameObject.objectReferenceValue == null)
                                {
                                    themeMsg += "and ";
                                }
                                themeMsg += "Theme ";
                            }

                            themeMsg += "above to add visual effects";

                            SerializedProperty hadDefault = sItem.FindPropertyRelative("HadDefaultTheme");

                            if (!hadDefault.boolValue && t == 0)
                            {
                                string[] themeLocations = AssetDatabase.FindAssets("DefaultTheme");

                                if (themeLocations.Length > 0)
                                {
                                    for (int j = 0; j < themeLocations.Length; j++)
                                    {
                                        string path         = AssetDatabase.GUIDToAssetPath(themeLocations[0]);
                                        Theme  defaultTheme = (Theme)AssetDatabase.LoadAssetAtPath(path, typeof(Theme));
                                        if (defaultTheme != null)
                                        {
                                            themeItem.objectReferenceValue = defaultTheme;
                                            break;
                                        }
                                    }

                                    if (themeItem.objectReferenceValue != null)
                                    {
                                        hadDefault.boolValue = true;
                                    }
                                }
                                else
                                {
                                    InspectorUIUtility.DrawError("DefaultTheme missing from project!");
                                }
                            }

                            InspectorUIUtility.DrawError(themeMsg);
                        }
                    }

                    EditorGUI.indentLevel = indentOnSectionStart;

                    EditorGUILayout.EndVertical();

                    themeCnt += themes.arraySize;
                }

                if (GUILayout.Button(new GUIContent("Add Profile")))
                {
                    AddProfile(profileList.arraySize);
                }
            }
            else
            {
                // make sure profiles are setup if closed by default
                for (int i = 0; i < profileList.arraySize; i++)
                {
                    SerializedProperty sItem      = profileList.GetArrayElementAtIndex(i);
                    SerializedProperty gameObject = sItem.FindPropertyRelative("Target");
                    SerializedProperty themes     = sItem.FindPropertyRelative("Themes");

                    if (gameObject.objectReferenceValue != null)
                    {
                        validProfileCnt++;
                    }

                    for (int t = 0; t < themes.arraySize; t++)
                    {
                        SerializedProperty themeItem = themes.GetArrayElementAtIndex(themes.arraySize - 1);
                        if (themeItem.objectReferenceValue != null && gameObject.objectReferenceValue)
                        {
                            validProfileCnt++;
                            SerializedProperty hadDefault = sItem.FindPropertyRelative("HadDefaultTheme");
                            hadDefault.boolValue = true;
                        }
                    }

                    themeCnt += themes.arraySize;
                }
            }

            ProfilesSetup = validProfileCnt == profileList.arraySize + themeCnt;

            InspectorUIUtility.DrawSectionEnd(indentOnSectionStart);
            EditorGUILayout.Space();
            InspectorUIUtility.DrawDivider();

            // Events section
            InspectorUIUtility.DrawTitle("Events");
            //EditorGUILayout.LabelField(new GUIContent("Events"));

            SerializedProperty onClick = serializedObject.FindProperty("OnClick");

            EditorGUILayout.PropertyField(onClick, new GUIContent("OnClick"));

            SerializedProperty events = serializedObject.FindProperty("Events");

            for (int i = 0; i < events.arraySize; i++)
            {
                SerializedProperty eventItem = events.GetArrayElementAtIndex(i);
                InteractableReceiverListInspector.RenderEventSettings(eventItem, i, eventOptions, ChangeEvent, RemoveEvent);
            }

            if (eventOptions.Length > 1)
            {
                if (GUILayout.Button(new GUIContent("Add Event")))
                {
                    AddEvent(events.arraySize);
                }
            }

            serializedObject.ApplyModifiedProperties();
        }
Esempio n. 2
0
        public override void OnInspectorGUI()
        {
            //base.OnInspectorGUI();
            serializedObject.Update();

            InspectorUIUtility.DrawTitle("States");
            InspectorUIUtility.DrawNotice("Manage state configurations to drive Interactables or Tansitions");

            // get the list of options and InteractableStates
            stateOptions = instance.StateOptions;
            stateTypes   = instance.StateTypes;

            SerializedProperty stateLogicName = serializedObject.FindProperty("StateLogicName");
            int option = States.ReverseLookup(stateLogicName.stringValue, stateOptions);

            int newLogic = EditorGUILayout.Popup("State Model", option, stateOptions);

            if (option != newLogic)
            {
                stateLogicName.stringValue = stateOptions[newLogic];
            }

            int bitCount = 0;

            for (int i = 0; i < stateList.arraySize; i++)
            {
                if (i == 0)
                {
                    bitCount += 1;
                }
                else
                {
                    bitCount += bitCount;
                }

                EditorGUILayout.BeginVertical("Box");
                SerializedProperty stateItem = stateList.GetArrayElementAtIndex(i);

                SerializedProperty name  = stateItem.FindPropertyRelative("Name");
                SerializedProperty index = stateItem.FindPropertyRelative("ActiveIndex");
                SerializedProperty bit   = stateItem.FindPropertyRelative("Bit");

                index.intValue = i;

                EditorGUILayout.BeginHorizontal();
                string[] stateEnums = GetStateOptions();
                int      enumIndex  = States.ReverseLookup(name.stringValue, stateEnums);

                int newEnumIndex = EditorGUILayout.Popup(name.stringValue + " (" + bitCount + ")", enumIndex, stateEnums);
                if (enumIndex != newEnumIndex)
                {
                    name.stringValue = stateEnums[newEnumIndex];
                }

                InspectorUIUtility.SmallButton(new GUIContent(InspectorUIUtility.Minus, "Remove State"), i, RemoveState);

                EditorGUILayout.EndHorizontal();

                // assign the bitcount based on location in the list
                bit.intValue = bitCount;

                EditorGUILayout.EndVertical();
            }

            InspectorUIUtility.FlexButton(new GUIContent("+", "Add Theme Property"), 0, AddState);

            serializedObject.ApplyModifiedProperties();
        }