Esempio n. 1
0
        void OnGUI()
        {
            if (m_DebugMenu == null)
            {
                return;
            }

            // Contrary to the menu in the player, here we always render the menu wether it's enabled or not. This is a separate window so user can manage it however they want.
            EditorGUI.BeginChangeCheck();
            int debugMenuCount  = m_DebugMenu.menuCount;
            int activeMenuIndex = m_DebugMenu.activeMenuIndex;

            using (new EditorGUILayout.HorizontalScope())
            {
                for (int i = 0; i < debugMenuCount; ++i)
                {
                    GUIStyle style = EditorStyles.miniButtonMid;
                    if (i == 0)
                    {
                        style = EditorStyles.miniButtonLeft;
                    }
                    if (i == debugMenuCount - 1)
                    {
                        style = EditorStyles.miniButtonRight;
                    }
                    if (GUILayout.Toggle(i == activeMenuIndex, new GUIContent(m_DebugMenu.GetDebugMenu(i).name), style))
                    {
                        activeMenuIndex = i;
                    }
                }
            }
            if (EditorGUI.EndChangeCheck())
            {
                m_DebugMenu.activeMenuIndex = activeMenuIndex;
            }

            using (new EditorGUILayout.VerticalScope())
            {
                DebugMenu activeMenu  = m_DebugMenu.GetDebugMenu(m_DebugMenu.activeMenuIndex);
                bool      needRepaint = false;
                for (int i = 0; i < activeMenu.itemCount; ++i)
                {
                    needRepaint = needRepaint || activeMenu.GetDebugMenuItem(i).drawer.OnEditorGUI();
                }

                if (needRepaint)
                {
                    UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
                }
            }
        }
Esempio n. 2
0
        public void BuildGUI()
        {
            if (m_Root != null)
            {
                return;
            }

            float kBorderSize = 5.0f;

            m_Root = new GameObject("DebugMenu Root");
            Canvas canvas = m_Root.AddComponent <Canvas>();

            canvas.renderMode = RenderMode.ScreenSpaceOverlay;
            UI.CanvasScaler canvasScaler = m_Root.AddComponent <UI.CanvasScaler>();
            canvasScaler.uiScaleMode         = UI.CanvasScaler.ScaleMode.ScaleWithScreenSize;
            canvasScaler.referenceResolution = new Vector2(800.0f, 600.0f);

            // TODO: Move background an layout to the menu itself.
            m_MainMenuRoot = new GameObject("Background");
            m_MainMenuRoot.AddComponent <CanvasRenderer>();
            var image = m_MainMenuRoot.AddComponent <UI.Image>();

            m_MainMenuRoot.transform.SetParent(m_Root.transform, false);
            image.rectTransform.pivot            = new Vector2(0.0f, 0.0f);
            image.rectTransform.localPosition    = Vector3.zero;
            image.rectTransform.localScale       = Vector3.one;
            image.rectTransform.anchorMin        = new Vector2(0.0f, 0.0f);
            image.rectTransform.anchorMax        = new Vector2(0.5f, 1.0f);
            image.rectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize);
            image.rectTransform.sizeDelta        = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f));
            image.color = kBackgroundColor;

            GameObject    goVL = DebugMenuUI.CreateVerticalLayoutGroup("DebugMenu VLayout", true, true, true, false, 5.0f, m_MainMenuRoot);
            RectTransform menuVLRectTransform = goVL.GetComponent <RectTransform>();

            menuVLRectTransform.pivot            = new Vector2(0.0f, 0.0f);
            menuVLRectTransform.localPosition    = Vector3.zero;
            menuVLRectTransform.localScale       = Vector3.one;
            menuVLRectTransform.anchorMin        = new Vector2(0.0f, 0.0f);
            menuVLRectTransform.anchorMax        = new Vector2(1.0f, 1.0f);
            menuVLRectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize);
            menuVLRectTransform.sizeDelta        = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f));

            // TODO: Move background an layout to the menu itself.
            m_PersistentMenuRoot = new GameObject("Background_Persistent");
            m_PersistentMenuRoot.AddComponent <CanvasRenderer>();
            image = m_PersistentMenuRoot.AddComponent <UI.Image>();
            m_PersistentMenuRoot.transform.SetParent(m_Root.transform, false);
            image.rectTransform.pivot            = new Vector2(0.0f, 0.0f);
            image.rectTransform.localPosition    = Vector3.zero;
            image.rectTransform.localScale       = Vector3.one;
            image.rectTransform.anchorMin        = new Vector2(0.7f, 0.8f);
            image.rectTransform.anchorMax        = new Vector2(1.0f, 1.0f);
            image.rectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize);
            image.rectTransform.sizeDelta        = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f));
            image.color = kBackgroundColor;

            GameObject goVL2 = DebugMenuUI.CreateVerticalLayoutGroup("DebugMenu VLayout", true, true, true, false, 5.0f, m_PersistentMenuRoot);

            menuVLRectTransform                  = goVL2.GetComponent <RectTransform>();
            menuVLRectTransform.pivot            = new Vector2(0.0f, 0.0f);
            menuVLRectTransform.localPosition    = Vector3.zero;
            menuVLRectTransform.localScale       = Vector3.one;
            menuVLRectTransform.anchorMin        = new Vector2(0.0f, 0.0f);
            menuVLRectTransform.anchorMax        = new Vector2(1.0f, 1.0f);
            menuVLRectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize);
            menuVLRectTransform.sizeDelta        = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f));

            m_PersistentMenuRoot.SetActive(false);

            DebugMenuUI.CreateTextElement("DebugMenuTitle", "Debug Menu", 14, TextAnchor.MiddleCenter, goVL);

            int menuCount = m_DebugMenuManager.menuCount;

            m_MenuRoots = new GameObject[menuCount];
            for (int i = 0; i < menuCount; ++i)
            {
                m_MenuRoots[i] = m_DebugMenuManager.GetDebugMenu(i).BuildGUI(goVL);
            }

            m_DebugMenuManager.GetPersistentDebugMenu().BuildGUI(goVL2);
        }