private ConnectionGUI(ConnectionData data, ConnectionPointData output, ConnectionPointData input) { UnityEngine.Assertions.Assert.IsTrue(output.IsOutput, "Given Output point is not output."); UnityEngine.Assertions.Assert.IsTrue(input.IsInput, "Given Input point is not input."); m_inspector = ScriptableObject.CreateInstance <ConnectionGUIInspectorHelper>(); m_inspector.hideFlags = HideFlags.DontSave; this.m_data = data; this.m_outputPoint = output; this.m_inputPoint = input; connectionButtonStyle = "sv_label_0"; }
private ConnectionGUI(string label, string connectionId, string startNodeId, ConnectionPoint output, string endNodeId, ConnectionPoint input) { conInsp = ScriptableObject.CreateInstance <ConnectionGUIInspectorHelper>(); conInsp.hideFlags = HideFlags.DontSave; this.label = label; this.connectionId = connectionId; this.outputNodeId = startNodeId; this.outputPoint = output; this.inputNodeId = endNodeId; this.inputPoint = input; connectionButtonStyle = "sv_label_0"; }
private ConnectionGUI(string label, string id, ConnectionPointData output, ConnectionPointData input) { UnityEngine.Assertions.Assert.IsTrue(output.IsOutput, "Given Output point is not output."); UnityEngine.Assertions.Assert.IsTrue(input.IsInput, "Given Input point is not input."); conInsp = ScriptableObject.CreateInstance <ConnectionGUIInspectorHelper>(); conInsp.hideFlags = HideFlags.DontSave; this.label = label; this.id = id; this.outputPoint = output; this.inputPoint = input; connectionButtonStyle = "sv_label_0"; }
public override void OnInspectorGUI() { ConnectionGUIInspectorHelper helper = target as ConnectionGUIInspectorHelper; var con = helper.connectionGUI; if (con == null) { return; } var foldouts = helper.foldouts; var count = 0; var assetGroups = helper.assetGroups; if (assetGroups == null) { return; } foreach (var assets in assetGroups.Values) { count += assets.Count; } EditorGUILayout.LabelField("Total", count.ToString()); var redColor = new GUIStyle(EditorStyles.label); redColor.normal.textColor = Color.gray; var index = 0; foreach (var groupKey in assetGroups.Keys) { var assets = assetGroups[groupKey]; var foldout = foldouts[index]; foldout = EditorGUILayout.Foldout(foldout, "Group Key:" + groupKey); if (foldout) { EditorGUI.indentLevel = 1; for (var i = 0; i < assets.Count; i++) { var sourceStr = assets[i].path; var variantName = assets[i].variantName; if (!string.IsNullOrEmpty(variantName)) { EditorGUILayout.LabelField(string.Format("{0}[{1}]", sourceStr, variantName)); } else { EditorGUILayout.LabelField(sourceStr); } } EditorGUI.indentLevel = 0; } foldouts[index] = foldout; index++; } }