private void PhysicsFieldsGUI(ref VerticalGUIRect guiRect, BlockData block) { block.Hardness = EditorGUI.IntField(guiRect.Next, s_HardnessContent, block.Hardness); block.LightValue = EditorGUI.IntSlider(guiRect.Next, s_LightValueContent, block.LightValue, 0, LightingUtility.MaxLight); block.LightOpacity = EditorGUI.IntSlider(guiRect.Next, s_LightOpacityContent, block.LightOpacity, 0, LightingUtility.MaxLight); block.PhysicState = (PhysicState)EditorGUI.EnumPopup(guiRect.Next, s_PhysicStateContent, block.PhysicState); guiRect.Space(10); EditorGUI.LabelField(guiRect.Next, s_PhysicMaterialContent, EditorStyles.boldLabel); block.PhysicMaterial.CoefficientOfRestitution = EditorGUI.Slider(guiRect.Next, s_CoefficientOfRestitutionContent, block.PhysicMaterial.CoefficientOfRestitution, 0, 1); block.PhysicMaterial.CoefficientOfStaticFriction = EditorGUI.FloatField(guiRect.Next, s_CoefficientOfStaticFrictionContent, block.PhysicMaterial.CoefficientOfStaticFriction); block.PhysicMaterial.CoefficientOfDynamicFriction = EditorGUI.FloatField(guiRect.Next, s_CoefficientOfDynamicFrictionContent, block.PhysicMaterial.CoefficientOfDynamicFriction); }
private void CommonFieldsGUI(ref VerticalGUIRect guiRect, BlockData block) { using (new EditorGUI.DisabledGroupScope(true)) { EditorGUI.IntField(guiRect.Next, s_IDContent, block.ID); } block.InternalName = EditorGUI.TextField(guiRect.Next, s_InternalNameContent, block.InternalName); block.RewardItem = EditorGUI.TextField(guiRect.Next, s_RewardItemContent, block.RewardItem); block.Flags = (BlockFlags)EditorGUI.EnumFlagsField(guiRect.Next, s_FlagsContent, block.Flags); block.RotationAxes = (BlockRotationAxes)EditorGUI.EnumFlagsField(guiRect.Next, s_RotationAxesContent, block.RotationAxes); block.EntityConversion = (BlockEntityConversion)EditorGUI.EnumPopup(guiRect.Next, s_EntityConversionContent, block.EntityConversion); }
protected override void OnScrollableGUI(ref VerticalGUIRect rect, int index) { BlockData block = MainWnd.Blocks[index]; switch (m_SelectedCategoryIndex) { case 0: CommonFieldsGUI(ref rect, block); break; case 1: PhysicsFieldsGUI(ref rect, block); break; case 2: RenderingFieldsGUI(ref rect, block); break; case 3: AudioFieldsGUI(ref rect, block); break; } }
public bool OnGUI(Rect rect, int index) { Rect initialRect = rect; VerticalGUIRect guiRect = GetGUIRectWithMargin(ref rect); OnBeforeScrollableGUI(ref guiRect, index); Rect scrollViewRect = new Rect(initialRect.x, initialRect.y + guiRect.UsedHeight, initialRect.width, initialRect.height - guiRect.UsedHeight); m_ScrollPos = GUI.BeginScrollView(scrollViewRect, m_ScrollPos, m_LastRect); EditorGUI.BeginChangeCheck(); OnScrollableGUI(ref guiRect, index); guiRect.Space(10); bool changed = EditorGUI.EndChangeCheck(); GUI.EndScrollView(); m_LastRect = new Rect(scrollViewRect.x, scrollViewRect.y, rect.xMax - scrollViewRect.x, guiRect.UsedHeight + scrollViewRect.height - initialRect.height); return(changed); }
private void RenderingFieldsGUI(ref VerticalGUIRect guiRect, BlockData block) { MainWnd.BlockMeshes.ElementGUI(guiRect.Next, s_MeshContent, ref block.Mesh); AssetPtr meshPtr = MainWnd.BlockMeshes[block.Mesh]; BlockMesh mesh = EditorAssetUtility.LoadAssetByGUID <BlockMesh>(meshPtr.AssetGUID); if (!mesh) { EditorGUI.HelpBox(guiRect.GetNext(40, true, true), "You should assign an empty mesh if you do not want this block to be rendered.", MessageType.Error); } else if (mesh.Faces.Length == 0) { EditorGUI.HelpBox(guiRect.GetNext(40, true, true), "This block will never be rendered.", MessageType.Warning); } else { MainWnd.BlockMaterials.ElementGUI(guiRect.Next, s_MaterialContent, ref block.Material); BlockMesh.FaceData[] faces = mesh.Faces; ArrayUtility.EnsureArrayReferenceAndSize(ref block.Textures, faces.Length, true); for (int i = 0; i < faces.Length; i++) { BlockFace face = faces[i].Face; EditorGUI.LabelField(guiRect.Next, face.ToString(), EditorStyles.boldLabel); ArrayUtility.EnsureArrayReferenceAndSize(ref block.Textures[i], 3, true); EditorGUI.indentLevel++; for (int j = 0; j < 3; j++) { MainWnd.BlockTextures.ElementGUI(guiRect.Next, s_TextureContents[j], ref block.Textures[i][j]); } EditorGUI.indentLevel--; } } }
protected override void OnScrollableGUI(ref VerticalGUIRect rect, int index) { BiomeData biome = MainWnd.Biomes[index]; rect.Space(10); using (new EditorGUI.DisabledGroupScope(true)) { EditorGUI.IntField(rect.Next, s_IDContent, biome.ID); EditorGUI.TextField(rect.Next, s_InternalNameContent, biome.InternalName); } biome.BaseHeight = EditorGUI.FloatField(rect.Next, s_BaseHeightContent, biome.BaseHeight); biome.HeightVariation = EditorGUI.FloatField(rect.Next, s_HeightVariationContent, biome.HeightVariation); biome.Temperature = EditorGUI.FloatField(rect.Next, s_TemperatureContent, biome.Temperature); biome.Rainfall = EditorGUI.FloatField(rect.Next, s_RainfallContent, biome.Rainfall); biome.EnableSnow = EditorGUI.Toggle(rect.Next, s_EnableSnowContent, biome.EnableSnow); biome.EnableRain = EditorGUI.Toggle(rect.Next, s_EnableRainContent, biome.EnableRain); biome.TopBlock = EditorGUI.TextField(rect.Next, s_TopBlockContent, biome.TopBlock); biome.FillerBlock = EditorGUI.TextField(rect.Next, s_FillerBlockContent, biome.FillerBlock); biome.TreesPerChunk = EditorGUI.IntField(rect.Next, s_TreesPerChunkContent, biome.TreesPerChunk); biome.ExtraTreeChance = EditorGUI.FloatField(rect.Next, s_ExtraTreeChanceContent, biome.ExtraTreeChance); biome.GrassPerChunk = EditorGUI.IntField(rect.Next, s_GrassPerChunkContent, biome.GrassPerChunk); biome.FlowersPerChunk = EditorGUI.IntField(rect.Next, s_FlowersPerChunkContent, biome.FlowersPerChunk); biome.MushroomsPerChunk = EditorGUI.IntField(rect.Next, s_MushroomsPerChunkContent, biome.MushroomsPerChunk); biome.DeadBushPerChunk = EditorGUI.IntField(rect.Next, s_DeadBushPerChunkContent, biome.DeadBushPerChunk); biome.ReedsPerChunk = EditorGUI.IntField(rect.Next, s_ReedsPerChunkContent, biome.ReedsPerChunk); biome.CactiPerChunk = EditorGUI.IntField(rect.Next, s_CactiPerChunkContent, biome.CactiPerChunk); biome.ClayPerChunk = EditorGUI.IntField(rect.Next, s_ClayPerChunkContent, biome.ClayPerChunk); biome.WaterlilyPerChunk = EditorGUI.IntField(rect.Next, s_WaterlilyPerChunkContent, biome.WaterlilyPerChunk); biome.SandPatchesPerChunk = EditorGUI.IntField(rect.Next, s_SandPatchesPerChunkContent, biome.SandPatchesPerChunk); biome.GravelPatchesPerChunk = EditorGUI.IntField(rect.Next, s_GravelPatchesPerChunkContent, biome.GravelPatchesPerChunk); }
protected abstract void OnScrollableGUI(ref VerticalGUIRect rect, int index);
protected virtual void OnBeforeScrollableGUI(ref VerticalGUIRect rect, int index) { }