コード例 #1
0
        private void TierSettingsGUI()
        {
            if (tierSettingsAnimator == null)
            {
                tierSettingsAnimator = new UnityEditor.AnimatedValues.AnimBool(showTierSettingsUI, Repaint);
            }

            bool enabled = GUI.enabled;

            GUI.enabled = true; // we don't want to disable the expand behavior
            EditorGUILayout.BeginVertical(GUI.skin.box);

            EditorGUILayout.BeginHorizontal();
            Rect r = GUILayoutUtility.GetRect(20, 18); r.x += 3; r.width += 6;

            showTierSettingsUI = GUI.Toggle(r, showTierSettingsUI, Styles.tierSettings, EditorStyles.inspectorTitlebarText);
            HandleEditorWindowButton();
            EditorGUILayout.EndHorizontal();

            tierSettingsAnimator.target = showTierSettingsUI;
            GUI.enabled = enabled;

            if (EditorGUILayout.BeginFadeGroup(tierSettingsAnimator.faded) && TierSettingsWindow.GetInstance() == null)
            {
                tierSettingsEditor.OnInspectorGUI();
            }
            EditorGUILayout.EndFadeGroup();
            EditorGUILayout.EndVertical();
        }
コード例 #2
0
        public virtual void OnOpenGUI(Material material, MaterialEditor materialEditor)
        {
            // Foldout states
            m_SurfaceOptionsFoldout = new UnityEditor.AnimatedValues.AnimBool(true);
            m_SurfaceInputsFoldout  = new UnityEditor.AnimatedValues.AnimBool(true);
            m_AdvancedFoldout       = new UnityEditor.AnimatedValues.AnimBool(true);
            m_OtherFoldout          = new UnityEditor.AnimatedValues.AnimBool(true);

            foreach (var obj in  materialEditor.targets)
            {
                MaterialChanged((Material)obj);
            }
        }
 public AnimCollapseSection(GUIContent label, bool showOnlyInEditMode, bool isDefaultExpanded, System.Action action, UnityEditor.Editor editor, Color backgroundColor, List <AnimCollapseSection> groupItems = null)
 {
     Label              = label;
     _name              = Label.text;
     Label.text         = " " + Label.text;              // Add a space for aesthetics
     ShowOnlyInEditMode = showOnlyInEditMode;
     _action            = action;
     isDefaultExpanded  = EditorPrefs.GetBool(PrefName, isDefaultExpanded);
     BackgroundColor    = backgroundColor;
     _groupItems        = groupItems;
     _anim              = new UnityEditor.AnimatedValues.AnimBool(isDefaultExpanded);
     _anim.speed        = CollapseSpeed;
     _anim.valueChanged.AddListener(editor.Repaint);
 }
コード例 #4
0
        void OnEnable()
        {
            validateData();

            // setup the reorderable list
            deselectAnimation();
            _reorderableAnimationList = new ReorderableList(serializedObject, serializedObject.FindProperty("animations"), true, true, true, true);
            _reorderableAnimationList.drawElementCallback = drawAnimationListElement;
            _reorderableAnimationList.drawHeaderCallback  = ( Rect rect ) =>
            {
                EditorGUI.LabelField(rect, "Animations");
            };
            _reorderableAnimationList.onAddCallback = ( ReorderableList list ) =>
            {
                list.serializedProperty.InsertArrayElementAtIndex(list.count);

                var prop = list.serializedProperty.GetArrayElementAtIndex(list.count - 1);
                prop.FindPropertyRelative("name").stringValue = "new-animation";
                prop.FindPropertyRelative("frames").ClearArray();
                prop.FindPropertyRelative("triggers").ClearArray();

                selectAnimationAtIndex(list.count - 1);
            };
            _reorderableAnimationList.onMouseUpCallback = ( ReorderableList list ) =>
            {
                selectAnimationAtIndex(_selectedIndex);
            };
            _reorderableAnimationList.onRemoveCallback = ( ReorderableList list ) =>
            {
                list.serializedProperty.DeleteArrayElementAtIndex(list.index);
                deselectAnimation();
            };

            // hide/show helper
            _triggerListAnimBool = new UnityEditor.AnimatedValues.AnimBool(false);
            _triggerListAnimBool.valueChanged.AddListener(Repaint);

            _framesListAnimBool = new UnityEditor.AnimatedValues.AnimBool(true);
            _framesListAnimBool.valueChanged.AddListener(Repaint);

            // setup our PreviewGUI goodies
            _playButton  = EditorGUIUtility.Load("icons/Animation.Play.png") as Texture;
            _pauseButton = EditorGUIUtility.Load("icons/PauseButton Anim.png") as Texture;
            _isPlaying   = false;
        }
コード例 #5
0
 public FoldoutSet(EditorWindow editor, bool defaultIsShown)
 {
     animation = new UnityEditor.AnimatedValues.AnimBool(defaultIsShown, editor.Repaint);
 }
コード例 #6
0
		void OnEnable()
		{
			validateData();

			// setup the reorderable list
			deselectAnimation();
			_reorderableAnimationList = new ReorderableList( serializedObject, serializedObject.FindProperty( "animations" ), true, true, true, true );
			_reorderableAnimationList.drawElementCallback = drawAnimationListElement;
			_reorderableAnimationList.drawHeaderCallback = ( Rect rect ) =>
			{
				EditorGUI.LabelField( rect, "Animations" );
			};
			_reorderableAnimationList.onAddCallback = ( ReorderableList list ) =>
			{
				list.serializedProperty.InsertArrayElementAtIndex( list.count );

				var prop = list.serializedProperty.GetArrayElementAtIndex( list.count - 1 );
				prop.FindPropertyRelative( "name" ).stringValue = "new-animation";
				prop.FindPropertyRelative( "frames" ).ClearArray();
				prop.FindPropertyRelative( "triggers" ).ClearArray();

				selectAnimationAtIndex( list.count - 1 );
			};
			_reorderableAnimationList.onMouseUpCallback = ( ReorderableList list ) =>
			{
				selectAnimationAtIndex( _selectedIndex );
			};
			_reorderableAnimationList.onRemoveCallback = ( ReorderableList list ) =>
			{
				list.serializedProperty.DeleteArrayElementAtIndex( list.index );
				deselectAnimation();
			};

			// hide/show helper
			_triggerListAnimBool = new UnityEditor.AnimatedValues.AnimBool( false );
			_triggerListAnimBool.valueChanged.AddListener( Repaint );

			_framesListAnimBool = new UnityEditor.AnimatedValues.AnimBool( true );
			_framesListAnimBool.valueChanged.AddListener( Repaint );

			// setup our PreviewGUI goodies
			_playButton = EditorGUIUtility.Load( "icons/Animation.Play.png" ) as Texture;
			_pauseButton = EditorGUIUtility.Load( "icons/PauseButton Anim.png" ) as Texture;
			_isPlaying = false;
		}