コード例 #1
0
        private void OnPropertyGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            Rect lower;
            Rect buttonRect = new Rect();
            var  instance   = property.FindPropertyRelative("_instance");
            var  scene      = instance.FindPropertyRelative("_sceneAsset")?.objectReferenceValue;

            if (scene == null)
            {
                // Update values cause the build index could've changed
                instance.FindPropertyRelative("_sceneName").stringValue = "";
                instance.FindPropertyRelative("_scenePath").stringValue = "";
                instance.FindPropertyRelative("_buildIndex").intValue   = -1;
            }

            position = IMGUIUtils.SnipRectV(position, EditorGUIUtility.singleLineHeight, out lower, 2f);
            if (HasValidBuildIndex(instance))
            {
                if (scene != null)
                {
                    // Update values cause the build index could've changed
                    instance.FindPropertyRelative("_sceneName").stringValue = scene.name;
                    instance.FindPropertyRelative("_scenePath").stringValue = AssetDatabase.GetAssetPath(scene);
                    instance.FindPropertyRelative("_buildIndex").intValue   = SceneUtility.GetBuildIndexByScenePath(
                        instance.FindPropertyRelative("_scenePath").stringValue
                        );
                }
            }
            else
            {
                position = IMGUIUtils.SnipRectH(position, position.width - 70, out buttonRect, 6f);
                instance.FindPropertyRelative("_buildIndex").intValue = -1;
            }

            SceneAsset sceneAsset = scene as SceneAsset;

            position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);

            // EditorGUI.BeginChangeCheck();

            bool guiState = GUI.enabled;

            GUI.enabled = false;
            EditorGUI.ObjectField(position, scene, typeof(SceneAsset), false);
            GUI.enabled = guiState;

            // if (EditorGUI.EndChangeCheck())
            // {
            //     property.FindPropertyRelative("_sceneAsset").objectReferenceValue = scene;
            //     sceneAsset = scene as SceneAsset;
            //     if (sceneAsset != null)
            //     {
            //         property.FindPropertyRelative("_sceneName").stringValue = scene.name;
            //         property.FindPropertyRelative("_scenePath").stringValue = AssetDatabase.GetAssetPath(scene);
            //         property.FindPropertyRelative("_buildIndex").intValue = SceneUtility.GetBuildIndexByScenePath(
            //             property.FindPropertyRelative("_scenePath").stringValue
            //         );
            //     }
            // }

            if (instance.FindPropertyRelative("_buildIndex").intValue != -1)
            {
                return;
            }

            if (scene != null && scene is SceneAsset)
            {
                EditorGUI.HelpBox(lower, "Scene is not added in the build settings", MessageType.Warning);
                if (GUI.Button(buttonRect, "Fix Now"))
                {
                    AddSceneToBuildSettings(sceneAsset);
                }
            }
        }
コード例 #2
0
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            _guidProp         = property.FindPropertyRelative("_serializedGuid");
            _nameProp         = property.FindPropertyRelative("_cachedName");
            _sceneProp        = property.FindPropertyRelative("_cachedScene");
            _lockedReference  = property.FindPropertyRelative("_sceneReference");
            _sceneRefInstance = _lockedReference.FindPropertyRelative("_instance");

            // Using BeginProperty / EndProperty on the parent property means that
            // prefab override logic works on the entire property.
            EditorGUI.BeginProperty(position, label, property);

            // Draw prefix label, returning the new rect we can draw in
            var guidCompPosition = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);

            guidCompPosition.height = EditorGUIUtility.singleLineHeight;

            System.Guid currentGuid;
            GameObject  currentGO = null;

            // working with array properties is a bit unwieldy
            // you have to get the property at each index manually
            byte[] byteArray = new byte[16];
            int    arraySize = _guidProp.arraySize;

            for (int i = 0; i < arraySize; ++i)
            {
                var byteProp = _guidProp.GetArrayElementAtIndex(i);
                byteArray[i] = (byte)byteProp.intValue;
            }

            currentGuid = new System.Guid(byteArray);
            currentGO   = GuidManager.ResolveGuid(currentGuid);
            GateBase currentGate = currentGO != null?currentGO.GetComponent <GateBase>() : null;

            GateBase component = null;

            if (currentGuid != System.Guid.Empty && currentGate == null)
            {
                // if our reference is set, but the target isn't loaded, we display the target and the scene it is in, and provide a way to clear the reference
                Rect buttonRect;
                Rect newPosition = IMGUIUtils.SnipRectH(guidCompPosition, guidCompPosition.width - 70, out buttonRect, 6f);

                bool guiEnabled = GUI.enabled;
                GUI.enabled = false;
                EditorGUI.LabelField(newPosition, new GUIContent(_nameProp.stringValue, "Target GameObject is not currently loaded."), EditorStyles.objectField);
                GUI.enabled = guiEnabled;

                if (GUI.Button(buttonRect, _clearButtonGUI, EditorStyles.miniButton))
                {
                    ClearPreviousGuid();
                }
            }
            else
            {
                // if our object is loaded, we can simply use an object field directly
                component = EditorGUI.ObjectField(guidCompPosition, currentGate, typeof(GateBase), true) as GateBase;
            }

            if (currentGate != null && component == null)
            {
                // clear out an old Guid after the user has changed/removed a reference in inspector
                ClearPreviousGuid();
            }

            // if we have a valid reference, draw the scene name of the scene it lives in so users can find it
            if (component != null)
            {
                _nameProp.stringValue = component.name;
                string     scenePath  = component.gameObject.scene.path;
                SceneAsset sceneAsset = AssetDatabase.LoadAssetAtPath <SceneAsset>(scenePath);
                _sceneProp.objectReferenceValue = sceneAsset;

                Scene scene = EditorSceneManager.GetSceneByName(((SceneAsset)_sceneProp.objectReferenceValue).name);

                _sceneRefInstance.FindPropertyRelative("_sceneAsset").objectReferenceValue = sceneAsset;
                _sceneRefInstance.FindPropertyRelative("_sceneName").stringValue           = scene.name;
                _sceneRefInstance.FindPropertyRelative("_scenePath").stringValue           = scene.path;
                _sceneRefInstance.FindPropertyRelative("_buildIndex").intValue             = scene.buildIndex;

                // only update the GUID Prop if something changed. This fixes multi-edit on GUID References
                if (component != currentGate)
                {
                    byteArray = component.GetGuid().ToByteArray();
                    arraySize = _guidProp.arraySize;
                    for (int i = 0; i < arraySize; ++i)
                    {
                        var byteProp = _guidProp.GetArrayElementAtIndex(i);
                        byteProp.intValue = byteArray[i];
                    }
                }
            }

            position.y += EditorGUIUtility.singleLineHeight + 2;
            Rect sceneFieldPosition = new Rect(position);

            sceneFieldPosition.height = EditorGUI.GetPropertyHeight(_lockedReference, true);

            EditorGUI.PropertyField(sceneFieldPosition, _lockedReference, true);

            EditorGUI.EndProperty();
        }