コード例 #1
0
        private bool DrawTableStructure()
        {
            bool changed = false;

            if (NGUIEditorTools.DrawHeader("Table Structure"))
            {
                NGUIEditorTools.BeginContents();
                EditorGUILayout.HelpBox("Modifying structure values may occur unintented result", MessageType.Warning);
                changed = EditorGUILayoutUtil.PopupEnum <UITableLayout.Arrangement>("Orientation", ref grid.arrangement, GUILayout.ExpandWidth(false));
                string rowCol = grid.isHorizontal? "Column Size": "Row Size";
                if (EditorGUILayoutUtil.IntField(rowCol, ref grid.maxPerLine, GUILayout.ExpandWidth(false)))
                {
                    if (grid.maxPerLine <= 0)
                    {
                        grid.maxPerLine = 1;
                    }
                    changed = true;
                }
                changed |= EditorGUILayoutUtil.IntField("Row Header", ref grid.rowHeader, GUILayout.ExpandWidth(false));
                changed |= EditorGUILayoutUtil.IntField("Column Header", ref grid.columnHeader, GUILayout.ExpandWidth(false));
                changed |= EditorGUILayoutUtil.Toggle("Reuse Cell", ref grid.reuseCell, GUILayout.ExpandWidth(false));
                NGUIEditorTools.EndContents();
            }
            if (changed)
            {
                grid.InitArray();
            }
            return(changed);
        }
コード例 #2
0
ファイル: DiMenu.cs プロジェクト: mulova/di
        public static void PreferenceMenu()
        {
            bool di = DiService.enableDi;

            if (EditorGUILayoutUtil.Toggle("enable DI", ref di))
            {
                DiService.enableDi = di;
                Save();
            }
        }
コード例 #3
0
 public override void OnHeaderGUI(List <Object> found)
 {
     EditorGUILayoutUtil.TextArea("Exclude", ref exclude);
     EditorGUILayoutUtil.Toggle("Exclude TexLoader", ref excludeTexLoader);
     EditorGUILayout.BeginHorizontal();
     EditorGUILayoutUtil.TextField(null, ref filter);
     if (GUILayout.Button("Search"))
     {
         SetExclude(exclude);
         Search();
     }
     EditorGUILayout.EndHorizontal();
 }
コード例 #4
0
 public override void OnHeaderGUI()
 {
     EditorGUILayoutUtil.ObjectField <GameObject>("Scene Root", ref sceneRoot, true);
     GUI.enabled = sceneRoot != null;
     ComponentSelector.Draw("Select", NGUISettings.atlas, OnSelectAtlas, true);
     EditorGUILayoutUtil.TextField("Filter", ref filter);
     if (EditorGUILayoutUtil.Toggle("Expand", ref expand))
     {
         foreach (string s in spriteMap.Keys)
         {
             foldMap[s] = expand;
         }
     }
     GUI.enabled = true;
     NGUIEditorTools.DrawSeparator();
 }
コード例 #5
0
        private bool DrawSize()
        {
            bool changed = false;

            if (NGUIEditorTools.DrawHeader("Size"))
            {
                NGUIEditorTools.BeginContents();
                if (EditorGUILayoutUtil.PopupEnum <UITableLayout.HAlign>("Horizontal Align", ref grid.halign, GUILayout.ExpandWidth(false)))
                {
                    for (int i = 0; i < grid.haligns.Length; ++i)
                    {
                        grid.haligns[i] = grid.halign;
                    }
                    changed = true;
                }
                if (EditorGUILayoutUtil.PopupEnum <UITableLayout.VAlign>("Vertical Align", ref grid.valign, GUILayout.ExpandWidth(false)))
                {
                    for (int i = 0; i < grid.valigns.Length; ++i)
                    {
                        grid.valigns[i] = grid.valign;
                    }
                    changed = true;
                }
                changed |= EditorGUILayoutUtil.Vector2Field("Padding", ref grid.padding);
                if (grid.cellMinSize.x == 0 && grid.cellMinSize.y == 0)
                {
                    changed |= EditorGUILayoutUtil.Vector2Field("Cell Size", ref grid.cellSize);
                }
                if (grid.cellSize.x == 0 && grid.cellSize.y == 0)
                {
                    changed |= EditorGUILayoutUtil.Vector2Field("Cell Min Size", ref grid.cellMinSize);
                }
                changed |= EditorGUILayoutUtil.IntField("Total Width", ref grid.totalWidth);
                changed |= EditorGUILayoutUtil.Toggle("Resize Collider", ref grid.resizeCollider, GUILayout.ExpandWidth(false));
                if (grid.resizeCollider && grid.padding != Vector2.zero)
                {
                    EditorGUI.indentLevel += 1;
                    changed |= EditorGUILayoutUtil.Toggle("Expand Collider To Padding", ref grid.expandColliderToPadding, GUILayout.ExpandWidth(false));
                    EditorGUI.indentLevel -= 1;
                }
                NGUIEditorTools.EndContents();
            }
            return(changed);
        }
コード例 #6
0
 public override void OnHeaderGUI()
 {
     EditorGUILayoutUtil.ObjectField <LexiconRegistry>("Lexicon Registry", ref lexReg, false);
     if (lexReg == null)
     {
         return;
     }
     EditorGUILayoutUtil.PopupEnum <SystemLanguage>("Mother language", ref motherLang);
     EditorGUILayoutUtil.PopupEnum <SystemLanguage>("Language", ref lang);
     fold = EditorGUILayout.Foldout(fold, "Translate All");
     if (fold)
     {
         if (GUILayout.Button("Convert all Scene and prefab") && EditorUtility.DisplayDialog("Confirm", "Convert All?", "OK", "Cancel"))
         {
             Lexicon.SetMotherLanguage(motherLang);
             Lexicon.SetLanguage(lang);
             TranslateLanguage();
         }
     }
     EditorGUILayoutUtil.Toggle("Lock", ref locked);
     if (EditorGUILayoutUtil.Toggle("Visible Only", ref visibleOnly))
     {
         roots = null;
     }
     EditorGUILayout.BeginHorizontal();
     if (GUILayout.Button("Reload Table", GUILayout.Height(30)))
     {
         ReloadTable();
         ApplyTableToText();
     }
     if (GUILayout.Button("Apply table to text", GUILayout.Height(30)))
     {
         ApplyTableToText();
     }
     if (GUILayout.Button("Revert", GUILayout.Height(30)))
     {
         Clear();
     }
     EditorGUILayout.EndHorizontal();
     DrawFindLexiconGUI();
 }
コード例 #7
0
        protected override bool OnInspectorGUI(UITab tab, int i)
        {
            bool changed = base.OnInspectorGUI(tab, i);

            if (tab != null && selectTab)
            {
                bool visible = tab.IsVisible();
                if (EditorGUILayoutUtil.Toggle(null, ref visible, GUILayout.Width(30)))
                {
                    changed = true;
                    for (int j = 0; j < Length; ++j)
                    {
                        UITab t = this[j] as UITab;
                        if (tab != t)
                        {
                            t.uiRoot.SetActive(false);
                        }
                        EditorUtil.SetDirty(t.gameObject);
                    }
                    tab.uiRoot.SetActive(true);
                }
            }
            return(changed);
        }
コード例 #8
0
ファイル: UIDepthTab.cs プロジェクト: mulova/ngui_extensions
        public override void OnHeaderGUI()
        {
            Validate();
            EditorGUILayout.BeginHorizontal();
            if (EditorGUILayoutUtil.ObjectField <GameObject>("Root", ref root, true))
            {
                Refresh();
            }
            GUI.enabled = root != null;
            if (GUILayout.Button("Refresh", GUILayout.ExpandWidth(false)))
            {
                Refresh();
            }
            GUI.enabled = true;
            EditorGUILayout.EndHorizontal();
            UIPanel[] panels = root != null?root.GetComponentsInChildren <UIPanel>(true) : new UIPanel[0];

            EditorGUILayout.BeginHorizontal();
            if (EditorGUILayoutUtil.PopupNullable("Panel", ref panelSel, panels, ObjToString.DefaultToString))
            {
                Refresh();
                if (panelSel != null)
                {
                    EditorGUIUtility.PingObject(panelSel);
                    Selection.activeGameObject = panelSel.gameObject;
                }
            }
            EditorGUILayoutUtil.Toggle("Show Active Only", ref showActiveOnly);
            EditorGUILayout.EndHorizontal();
            INGUIAtlas[] atlases = GetAtlases(widgets);
            INGUIFont[]  fonts   = GetFonts(widgets);
            if (EditorGUILayoutUtil.PopupNullable("Select Atlas", ref atlasSel, atlases, ObjToString.DefaultToString))
            {
                if (atlasSel != null)
                {
                    fontSel = null;
                }
            }
            if (EditorGUILayoutUtil.PopupNullable("Select Font", ref fontSel, fonts, ObjToString.DefaultToString))
            {
                if (fontSel != null)
                {
                    atlasSel = null;
                }
            }
            EditorGUILayout.BeginHorizontal();
            int index = Array.FindIndex(widgets, w => w.gameObject == Selection.activeGameObject);

            GUI.enabled = index >= 0;
            if (GUI.enabled)
            {
                if (GUILayout.Button("+1 over selection"))
                {
                    for (int i = 0; i <= index; ++i)
                    {
                        widgets[i].depth = widgets[i].depth + 1;
                        EditorUtil.SetDirty(widgets[i]);
                    }
                }
                if (GUILayout.Button("-1 under selection"))
                {
                    for (int i = index; i < widgets.Length; ++i)
                    {
                        widgets[i].depth = widgets[i].depth - 1;
                        EditorUtil.SetDirty(widgets[i]);
                    }
                }
                // TODOM key handling
                var e = Event.current;
                if (e.type == EventType.KeyUp)
                {
                    if (e.keyCode == KeyCode.UpArrow)
                    {
                        index--;
                        if (index >= 0)
                        {
                            Select(widgets[index]);
                        }
                    }
                    else if (e.keyCode == KeyCode.DownArrow)
                    {
                        index++;
                        if (index < widgets.Length)
                        {
                            Select(widgets[index]);
                        }
                    }
                }
            }
            GUI.enabled = true;
            EditorGUILayout.EndHorizontal();
        }