コード例 #1
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            Vector3 newVec3 = EditorGUILayout.Vector3Field("Light Object Volume Size", _editorApplication.VolumeSizeForLightObjects);

            if (newVec3 != _editorApplication.VolumeSizeForLightObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorApplication);
                _editorApplication.VolumeSizeForLightObjects = newVec3;
            }

            newVec3 = EditorGUILayout.Vector3Field("Particle System Object Volume Size", _editorApplication.VolumeSizeForParticleSystemObjects);
            if (newVec3 != _editorApplication.VolumeSizeForParticleSystemObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorApplication);
                _editorApplication.VolumeSizeForParticleSystemObjects = newVec3;
            }

            newVec3 = EditorGUILayout.Vector3Field("Empty Object Volume Size", _editorApplication.VolumeSizeForEmptyObjects);
            if (newVec3 != _editorApplication.VolumeSizeForEmptyObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorApplication);
                _editorApplication.VolumeSizeForEmptyObjects = newVec3;
            }

            _xzGridSetingsAreVisible = EditorGUILayout.Foldout(_xzGridSetingsAreVisible, "XZ Grid Settings");
            if (_xzGridSetingsAreVisible)
            {
                EditorGUI.indentLevel += 1;
                _editorApplication.XZGrid.RenderView(_editorApplication);
                EditorGUI.indentLevel -= 1;
            }
        }
コード例 #2
0
ファイル: XZGrid.cs プロジェクト: swipswaps/VoloAirsport
        public void RenderView(MonoBehaviour parentMono)
        {
            bool newBool = EditorGUILayout.ToggleLeft("Is Visible", _isVisible);

            if (newBool != _isVisible)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                _isVisible = newBool;
            }

            Color newColor = EditorGUILayout.ColorField("Line Color", _lineColor);

            if (newColor != _lineColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                _lineColor = newColor;
            }

            float newFloat = EditorGUILayout.FloatField("Cell Size X", CellSizeX);

            if (newFloat != CellSizeX)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                CellSizeX = newFloat;
            }

            newFloat = EditorGUILayout.FloatField("Cell Size Z", CellSizeZ);
            if (newFloat != CellSizeZ)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                CellSizeZ = newFloat;
            }
        }
コード例 #3
0
        public void RenderView(MonoBehaviour parentMono)
        {
            bool newBool = EditorGUILayout.ToggleLeft("Is Visible", IsVisible);

            if (newBool != _isVisible)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                IsVisible = newBool;
            }

            Color newColor = EditorGUILayout.ColorField("Top Color", _topColor);

            if (newColor != _topColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                _topColor = newColor;
            }

            newColor = EditorGUILayout.ColorField("Bottom Color", _bottomColor);
            if (newColor != _bottomColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                _bottomColor = newColor;
            }

            float newFloat = EditorGUILayout.FloatField("Gradient Offset", GradientOffset);

            if (newFloat != GradientOffset)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                GradientOffset = newFloat;
            }
        }
コード例 #4
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            // Let the user specify the maximum number of actions which can be registered with the Undo/redo system
            int newInt = EditorGUILayout.IntField("Action Limit", _editorUndoRedoSystem.ActionLimit);

            if (newInt != _editorUndoRedoSystem.ActionLimit)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorUndoRedoSystem);
                _editorUndoRedoSystem.ActionLimit = newInt;
            }
        }
コード例 #5
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            // Inform the user that some gizmo properties can only be verified during runtime
            EditorGUILayout.Separator();
            EditorGUILayout.LabelField("Note: Properties prefixed by \'" + _runtimeOnlyPropertyPrefix + "\' can only be verified at runtime.", EditorGUIStyles.GetInformativeLabelStyle());

            // Allow the user to specify the gizmo base scale
            float newFloatValue = EditorGUILayout.FloatField("Gizmo Base Scale", _gizmo.GizmoBaseScale);

            if (newFloatValue != _gizmo.GizmoBaseScale)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmo);
                _gizmo.GizmoBaseScale = newFloatValue;
            }

            // Allow the user to specify if whether or not the size of the gizmo must be preserved in screen space
            bool newBoolValue = EditorGUILayout.Toggle(_runtimeOnlyPropertyPrefix + "Preserve Gizmo Screen Size", _gizmo.PreserveGizmoScreenSize);

            if (newBoolValue != _gizmo.PreserveGizmoScreenSize)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmo);
                _gizmo.PreserveGizmoScreenSize = newBoolValue;
            }

            // Loop through each axis and let the user modify their colors
            EditorGUILayout.Separator();
            for (int axisIndex = 0; axisIndex < 3; ++axisIndex)
            {
                // Construct the text used to draw the axis label
                string axisLabelText = ((GizmoAxis)axisIndex).ToString() + " Axis Color";

                // Allow the user to change the color
                Color currentAxisColor = _gizmo.GetAxisColor((GizmoAxis)axisIndex);
                Color newAxisColor     = EditorGUILayout.ColorField(axisLabelText, currentAxisColor);
                if (newAxisColor != currentAxisColor)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmo);
                    _gizmo.SetAxisColor((GizmoAxis)axisIndex, newAxisColor);
                }
            }

            // Allow the user to choose the color which must be used to draw the currently selected axis
            Color newColorValue = EditorGUILayout.ColorField(_runtimeOnlyPropertyPrefix + "Selected Axis Color", _gizmo.SelectedAxisColor);

            if (newColorValue != _gizmo.SelectedAxisColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmo);
                _gizmo.SelectedAxisColor = newColorValue;
            }

            // Make sure that if any color properites have been modified, the changes can be seen immediately in the scene view
            SceneView.RepaintAll();
        }
コード例 #6
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            EditorGUILayout.BeginVertical("Box");
            Color newColor = EditorGUILayout.ColorField("Line Color", _volumeScaleGizmo.LineColor);

            if (newColor != _volumeScaleGizmo.LineColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_volumeScaleGizmo);
                _volumeScaleGizmo.LineColor = newColor;
            }

            int newInt = EditorGUILayout.IntField("Drag Handle Size (in pixels)", _volumeScaleGizmo.DragHandleSizeInPixels);

            if (newInt != _volumeScaleGizmo.DragHandleSizeInPixels)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_volumeScaleGizmo);
                _volumeScaleGizmo.DragHandleSizeInPixels = newInt;
            }

            EditorGUILayout.Separator();
            float newFloat = EditorGUILayout.FloatField("Snap Step (In World Units)", _volumeScaleGizmo.SnapStepInWorldUnits);

            if (newFloat != _volumeScaleGizmo.SnapStepInWorldUnits)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_volumeScaleGizmo);
                _volumeScaleGizmo.SnapStepInWorldUnits = newFloat;
            }
            EditorGUILayout.EndVertical();

            _keyMappingsAreVisible = EditorGUILayout.Foldout(_keyMappingsAreVisible, "Key mappings");
            if (_keyMappingsAreVisible)
            {
                _volumeScaleGizmo.EnableScaleFromCenterShortcut.RenderView(_volumeScaleGizmo);
                _volumeScaleGizmo.EnableStepSnappingShortcut.RenderView(_volumeScaleGizmo);
            }
        }
コード例 #7
0
        protected void RenderLayerMaskControls()
        {
            bool newBool;

            // Let the user specify which layers can be transformed by the gizmo
            EditorGUI.indentLevel            += 1;
            _transformableLayersListIsVisible = EditorGUILayout.Foldout(_transformableLayersListIsVisible, "Transformable Layers");
            EditorGUI.indentLevel            -= 1;
            if (_transformableLayersListIsVisible)
            {
                EditorGUILayout.BeginVertical("Box");

                // Show all available layer names and let the user add/remove layers using toggle buttons
                List <string> allLayerNames = LayerHelper.GetAllLayerNames();
                foreach (string layerName in allLayerNames)
                {
                    int  layerNumber     = LayerMask.NameToLayer(layerName);
                    bool isTransformable = !_gizmo.IsObjectLayerMasked(layerNumber);

                    newBool = EditorGUILayout.ToggleLeft(layerName, isTransformable);
                    if (newBool != isTransformable)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmo);
                        if (isTransformable)
                        {
                            _gizmo.MaskObjectLayer(layerNumber);
                        }
                        else
                        {
                            _gizmo.UnmaskObjectkLayer(layerNumber);
                        }
                    }
                }

                EditorGUILayout.EndVertical();
            }
        }
コード例 #8
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            const int indentLevel = 1;
            Color     newColor;
            ObjectSelectionSettings objectSelectionSettings = _editorObjectSelection.ObjectSelectionSettings;

            bool newBool = EditorGUILayout.ToggleLeft("Can Select Terrain Objects", objectSelectionSettings.CanSelectTerrainObjects);

            if (newBool != objectSelectionSettings.CanSelectTerrainObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                objectSelectionSettings.CanSelectTerrainObjects = newBool;
            }

            newBool = EditorGUILayout.ToggleLeft("Can Select Light Objects", objectSelectionSettings.CanSelectLightObjects);
            if (newBool != objectSelectionSettings.CanSelectLightObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                objectSelectionSettings.CanSelectLightObjects = newBool;
            }

            newBool = EditorGUILayout.ToggleLeft("Can Select Particle System Objects", objectSelectionSettings.CanSelectParticleSystemObjects);
            if (newBool != objectSelectionSettings.CanSelectParticleSystemObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                objectSelectionSettings.CanSelectParticleSystemObjects = newBool;
            }

            newBool = EditorGUILayout.ToggleLeft("Can Select Sprite Objects", objectSelectionSettings.CanSelectSpriteObjects);
            if (newBool != objectSelectionSettings.CanSelectSpriteObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                objectSelectionSettings.CanSelectSpriteObjects = newBool;
            }

            newBool = EditorGUILayout.ToggleLeft("Can Select Empty Objects", objectSelectionSettings.CanSelectEmptyObjects);
            if (newBool != objectSelectionSettings.CanSelectEmptyObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                objectSelectionSettings.CanSelectEmptyObjects = newBool;
            }

            // Let the user specify the selectable layers
            _selectableLayersListIsVisible = EditorGUILayout.Foldout(_selectableLayersListIsVisible, "Selectable Layers");
            if (_selectableLayersListIsVisible)
            {
                EditorGUI.indentLevel += indentLevel;

                // Show all available layer names and let the user add/remove layers using toggle buttons
                List <string> allLayerNames = LayerHelper.GetAllLayerNames();
                foreach (string layerName in allLayerNames)
                {
                    int  layerNumber  = LayerMask.NameToLayer(layerName);
                    bool isSelectable = LayerHelper.IsLayerBitSet(objectSelectionSettings.SelectableLayers, layerNumber);

                    newBool = EditorGUILayout.ToggleLeft(layerName, isSelectable);
                    if (newBool != isSelectable)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                        if (isSelectable)
                        {
                            objectSelectionSettings.SelectableLayers = LayerHelper.ClearLayerBit(objectSelectionSettings.SelectableLayers, layerNumber);
                        }
                        else
                        {
                            objectSelectionSettings.SelectableLayers = LayerHelper.SetLayerBit(objectSelectionSettings.SelectableLayers, layerNumber);
                        }
                    }
                }

                EditorGUI.indentLevel -= indentLevel;
            }

            // Let the user specify the object selection mode
            EditorGUILayout.Separator();
            ObjectSelectionMode newObjectSelectionMode = (ObjectSelectionMode)EditorGUILayout.EnumPopup("Selection Mode", objectSelectionSettings.ObjectSelectionMode);

            if (newObjectSelectionMode != objectSelectionSettings.ObjectSelectionMode)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                objectSelectionSettings.ObjectSelectionMode = newObjectSelectionMode;
            }

            // Let the user specify if any selected objects must be deselected when the selection mechanism is disabled
            bool newBoolValue = EditorGUILayout.ToggleLeft("Deselect Objects When Disabled", objectSelectionSettings.DeselectObjectsWhenDisabled);

            if (newBoolValue != objectSelectionSettings.DeselectObjectsWhenDisabled)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                objectSelectionSettings.DeselectObjectsWhenDisabled = newBoolValue;
            }

            // Let the user modify the object selection box render settings
            EditorGUILayout.Separator();
            _objectSelectionBoxRenderSettingsAreVisible = EditorGUILayout.Foldout(_objectSelectionBoxRenderSettingsAreVisible, "Selection Box Render Settings");
            if (_objectSelectionBoxRenderSettingsAreVisible)
            {
                EditorGUI.indentLevel += indentLevel;
                ObjectSelectionBoxRenderSettings objectSelectionBoxDrawSettings = objectSelectionSettings.ObjectSelectionBoxRenderSettings;

                newBool = EditorGUILayout.ToggleLeft("Draw Selection Boxes", objectSelectionBoxDrawSettings.DrawBoxes);
                if (newBool != objectSelectionBoxDrawSettings.DrawBoxes)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionBoxDrawSettings.DrawBoxes = newBool;
                }

                // Let the user choose the object selection box style
                ObjectSelectionBoxStyle newObjectSelectionBoxStyle = (ObjectSelectionBoxStyle)EditorGUILayout.EnumPopup("Selection Box Style", objectSelectionBoxDrawSettings.SelectionBoxStyle);
                if (newObjectSelectionBoxStyle != objectSelectionBoxDrawSettings.SelectionBoxStyle)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionBoxDrawSettings.SelectionBoxStyle = newObjectSelectionBoxStyle;
                }

                // If the object selection box style is set to 'CornerLines', let the user choose the length of the corner lines
                float newFloatValue;
                if (objectSelectionBoxDrawSettings.SelectionBoxStyle == ObjectSelectionBoxStyle.CornerLines)
                {
                    newFloatValue = EditorGUILayout.FloatField("Corner Line Percentage", objectSelectionBoxDrawSettings.SelectionBoxCornerLinePercentage);
                    if (newFloatValue != objectSelectionBoxDrawSettings.SelectionBoxCornerLinePercentage)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                        objectSelectionBoxDrawSettings.SelectionBoxCornerLinePercentage = newFloatValue;
                    }
                }

                // Let the user choose the selection box line color
                Color newColorValue = EditorGUILayout.ColorField("Selection Box Line Color", objectSelectionBoxDrawSettings.SelectionBoxLineColor);
                if (newColorValue != objectSelectionBoxDrawSettings.SelectionBoxLineColor)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionBoxDrawSettings.SelectionBoxLineColor = newColorValue;
                }

                // Let the user choose the selection box size add value
                newFloatValue = EditorGUILayout.FloatField("Selection Box Size Add", objectSelectionBoxDrawSettings.BoxSizeAdd);
                if (newFloatValue != objectSelectionBoxDrawSettings.BoxSizeAdd)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionBoxDrawSettings.BoxSizeAdd = newFloatValue;
                }
                EditorGUI.indentLevel -= indentLevel;
            }

            // Let the user modify the object selection rectangle render settings
            EditorGUILayout.Separator();
            _objectSelectionRectangleDrawSettingsAreVisible = EditorGUILayout.Foldout(_objectSelectionRectangleDrawSettingsAreVisible, "Selection Rectangle Render Settings");
            if (_objectSelectionRectangleDrawSettingsAreVisible)
            {
                EditorGUI.indentLevel += indentLevel;

                // Let the user modify the object selection border line color
                ObjectSelectionRectangleRenderSettings objectSelectionRectangleDrawSettings = _editorObjectSelection.ObjectSelectionRectangleRenderSettings;
                newColor = EditorGUILayout.ColorField("Border Line Color", objectSelectionRectangleDrawSettings.BorderLineColor);
                if (newColor != objectSelectionRectangleDrawSettings.BorderLineColor)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionRectangleDrawSettings.BorderLineColor = newColor;
                }

                // Let the user modify the object selection rectangle fill color
                newColor = EditorGUILayout.ColorField("Fill Color", objectSelectionRectangleDrawSettings.FillColor);
                if (newColor != objectSelectionRectangleDrawSettings.FillColor)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionRectangleDrawSettings.FillColor = newColor;
                }

                EditorGUI.indentLevel -= indentLevel;
            }
        }
コード例 #9
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            // Let the user specify the translation gizmo
            EditorGUILayout.BeginVertical("Box");
            TranslationGizmo translationGizmo = EditorGUILayout.ObjectField("Translation Gizmo", _gizmoSystem.TranslationGizmo, typeof(TranslationGizmo), true) as TranslationGizmo;

            if (translationGizmo != _gizmoSystem.TranslationGizmo)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmoSystem);
                _gizmoSystem.TranslationGizmo = translationGizmo;
            }

            // Let the user specify the rotation gizmo
            RotationGizmo rotationGizmo = EditorGUILayout.ObjectField("Rotation Gizmo", _gizmoSystem.RotationGizmo, typeof(RotationGizmo), true) as RotationGizmo;

            if (rotationGizmo != _gizmoSystem.RotationGizmo)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmoSystem);
                _gizmoSystem.RotationGizmo = rotationGizmo;
            }

            // Let the user specify the scale gizmo
            ScaleGizmo scaleGizmo = EditorGUILayout.ObjectField("Scale Gizmo", _gizmoSystem.ScaleGizmo, typeof(ScaleGizmo), true) as ScaleGizmo;

            if (scaleGizmo != _gizmoSystem.ScaleGizmo)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmoSystem);
                _gizmoSystem.ScaleGizmo = scaleGizmo;
            }

            VolumeScaleGizmo volumeScaleGizmo = EditorGUILayout.ObjectField("Volume Scale Gizmo", _gizmoSystem.VolumeScaleGizmo, typeof(VolumeScaleGizmo), true) as VolumeScaleGizmo;

            if (scaleGizmo != _gizmoSystem.VolumeScaleGizmo)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmoSystem);
                _gizmoSystem.VolumeScaleGizmo = volumeScaleGizmo;
            }

            // Let the user specify the active gimo type
            if (_gizmoSystem.IsAnyGizmoTypeAvailable())
            {
                EditorGUILayout.Separator();
                GizmoType newActiveGizmoType = (GizmoType)EditorGUILayout.EnumPopup("Active Gizmo Type", _gizmoSystem.ActiveGizmoType);
                if (newActiveGizmoType != _gizmoSystem.ActiveGizmoType)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmoSystem);
                    _gizmoSystem.ActiveGizmoType = newActiveGizmoType;
                }
            }

            EditorGUILayout.Separator();
            List <GizmoType> allGizmoTypes = Enum.GetValues(typeof(GizmoType)).Cast <GizmoType>().ToList();

            foreach (var gizmoType in allGizmoTypes)
            {
                bool isGizmoTypeAvailable = _gizmoSystem.IsGizmoTypeAvailable(gizmoType);
                bool newBool = EditorGUILayout.ToggleLeft(gizmoType.ToString(), isGizmoTypeAvailable);
                if (isGizmoTypeAvailable != newBool)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmoSystem);
                    if (newBool)
                    {
                        _gizmoSystem.SetGizmoTypeAvailable(gizmoType, true);
                    }
                    else
                    {
                        _gizmoSystem.SetGizmoTypeAvailable(gizmoType, false);
                    }
                }
            }
            EditorGUILayout.EndVertical();

            _keyMappingsAreVisible = EditorGUILayout.Foldout(_keyMappingsAreVisible, "Key mappings");
            if (_keyMappingsAreVisible)
            {
                _gizmoSystem.ActivateTranslationGizmoShortcut.RenderView(_gizmoSystem);
                _gizmoSystem.ActivateRotationGizmoShortcut.RenderView(_gizmoSystem);
                _gizmoSystem.ActivateScaleGizmoShortcut.RenderView(_gizmoSystem);
                _gizmoSystem.ActivateVolumeScaleGizmoShortcut.RenderView(_gizmoSystem);
                _gizmoSystem.ActivateGlobalTransformShortcut.RenderView(_gizmoSystem);
                _gizmoSystem.ActivateLocalTransformShortcut.RenderView(_gizmoSystem);
                _gizmoSystem.TurnOffGizmosShortcut.RenderView(_gizmoSystem);
                _gizmoSystem.TogglePivotShortcut.RenderView(_gizmoSystem);
            }
        }
コード例 #10
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            float newFloatValue;
            bool  newBoolValue;

            EditorGUILayout.BeginVertical("Box");

            // Allow the user to specify the gizmo base scale
            if (_gizmo.GetGizmoType() != GizmoType.VolumeScale)
            {
                newFloatValue = EditorGUILayout.FloatField("Gizmo Base Scale", _gizmo.GizmoBaseScale);
                if (newFloatValue != _gizmo.GizmoBaseScale)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmo);
                    _gizmo.GizmoBaseScale = newFloatValue;
                }

                // Allow the user to specify if whether or not the size of the gizmo must be preserved in screen space
                newBoolValue = EditorGUILayout.ToggleLeft("Preserve Gizmo Screen Size", _gizmo.PreserveGizmoScreenSize);
                if (newBoolValue != _gizmo.PreserveGizmoScreenSize)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmo);
                    _gizmo.PreserveGizmoScreenSize = newBoolValue;
                }
                EditorGUILayout.Separator();
            }

            // Loop through each axis and let the user modify their colors
            for (int axisIndex = 0; axisIndex < 3; ++axisIndex)
            {
                // Construct the text used to draw the axis label
                string axisLabelText = ((GizmoAxis)axisIndex).ToString() + " Axis Color";

                // Allow the user to change the color
                Color currentAxisColor = _gizmo.GetAxisColor((GizmoAxis)axisIndex);
                Color newAxisColor     = EditorGUILayout.ColorField(axisLabelText, currentAxisColor);
                if (newAxisColor != currentAxisColor)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmo);
                    _gizmo.SetAxisColor((GizmoAxis)axisIndex, newAxisColor);
                }
            }

            // Allow the user to choose the color which must be used to draw the currently selected axis
            Color newColorValue = EditorGUILayout.ColorField("Selected Axis Color", _gizmo.SelectedAxisColor);

            if (newColorValue != _gizmo.SelectedAxisColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmo);
                _gizmo.SelectedAxisColor = newColorValue;
            }

            EditorGUILayout.BeginHorizontal();
            string[] axesLabels = new string[] { "X", "Y", "Z" };
            for (int axisIndex = 0; axisIndex < 3; ++axisIndex)
            {
                bool isAxisVisible = _gizmo.GetAxisVisibility(axisIndex);
                newBoolValue = EditorGUILayout.ToggleLeft("Show " + axesLabels[axisIndex] + " Axis", isAxisVisible, GUILayout.Width(90.0f));
                if (newBoolValue != isAxisVisible)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_gizmo);
                    _gizmo.SetAxisVisibility(newBoolValue, axisIndex);
                }
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.EndVertical();

            // Make sure that if any color properites have been modified, the changes can be seen immediately in the scene view
            SceneView.RepaintAll();
        }
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            EditorGUILayout.BeginVertical("Box");
            bool newBool = EditorGUILayout.ToggleLeft("Enable Undo/Redo", _editorApplication.EnableUndoRedo);

            if (newBool != _editorApplication.EnableUndoRedo)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorApplication);
                _editorApplication.EnableUndoRedo = newBool;
            }

            newBool = EditorGUILayout.ToggleLeft("Use Custom Camera", _editorApplication.UseCustomCamera);
            if (newBool != _editorApplication.UseCustomCamera)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorApplication);
                _editorApplication.UseCustomCamera = newBool;
            }
            if (_editorApplication.UseCustomCamera)
            {
                Camera newCam = EditorGUILayout.ObjectField("Custom Camera", _editorApplication.CustomCamera, typeof(Camera), true) as Camera;
                if (newCam != _editorApplication.CustomCamera)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorApplication);
                    _editorApplication.CustomCamera = newCam;
                }
            }

            if (_editorApplication.UseUnityColliders)
            {
                EditorGUILayout.HelpBox("Interacting with 2D sprites is not possible when this option is checked. " +
                                        "Uncheck this if you need to select and manipulate 2D sprites. You should only use Unity Colliders when you are experiencing low frame rates which " +
                                        "can happen when working with really high res meshes.", UnityEditor.MessageType.Info);
            }
            newBool = EditorGUILayout.ToggleLeft("Use Unity Colliders", _editorApplication.UseUnityColliders);
            if (newBool != _editorApplication.UseUnityColliders)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorApplication);
                _editorApplication.UseUnityColliders = newBool;
            }

            if (!_editorApplication.UseUnityColliders)
            {
                Vector3 newVec3 = EditorGUILayout.Vector3Field("Light Object Volume Size", _editorApplication.VolumeSizeForLightObjects);
                if (newVec3 != _editorApplication.VolumeSizeForLightObjects)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorApplication);
                    _editorApplication.VolumeSizeForLightObjects = newVec3;
                }

                newVec3 = EditorGUILayout.Vector3Field("Particle System Object Volume Size", _editorApplication.VolumeSizeForParticleSystemObjects);
                if (newVec3 != _editorApplication.VolumeSizeForParticleSystemObjects)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorApplication);
                    _editorApplication.VolumeSizeForParticleSystemObjects = newVec3;
                }

                newVec3 = EditorGUILayout.Vector3Field("Empty Object Volume Size", _editorApplication.VolumeSizeForEmptyObjects);
                if (newVec3 != _editorApplication.VolumeSizeForEmptyObjects)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorApplication);
                    _editorApplication.VolumeSizeForEmptyObjects = newVec3;
                }
            }
            EditorGUILayout.EndVertical();

            EditorGUI.indentLevel += 1;
            EditorGUILayout.BeginVertical("Box");
            _xzGridSetingsAreVisible = EditorGUILayout.Foldout(_xzGridSetingsAreVisible, "XZ Grid Settings");
            if (_xzGridSetingsAreVisible)
            {
                EditorGUI.indentLevel += 1;
                _editorApplication.XZGrid.RenderView(_editorApplication);
                EditorGUI.indentLevel -= 1;
            }
            EditorGUILayout.EndVertical();
            EditorGUI.indentLevel -= 1;

            _keyMappingsAreVisible = EditorGUILayout.Foldout(_keyMappingsAreVisible, "Key mappings");
            if (_keyMappingsAreVisible)
            {
                _editorApplication.ScrollGridUpDownShortcut.RenderView(_editorApplication);
                _editorApplication.ScrollGridUpDownStepShortcut.RenderView(_editorApplication);
            }
        }
コード例 #12
0
        public override void OnInspectorGUI()
        {
            EditorGUILayout.BeginVertical("Box");
            SceneGizmoCorner newCorner = (SceneGizmoCorner)EditorGUILayout.EnumPopup("Corner", _sceneGizmo.Corner);

            if (newCorner != _sceneGizmo.Corner)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_sceneGizmo);
                _sceneGizmo.Corner = newCorner;
            }

            Color newColor = EditorGUILayout.ColorField("X Axis Clolor", _sceneGizmo.XAxisColor);

            if (newColor != _sceneGizmo.XAxisColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_sceneGizmo);
                _sceneGizmo.XAxisColor = newColor;
            }

            newColor = EditorGUILayout.ColorField("Y Axis Clolor", _sceneGizmo.YAxisColor);
            if (newColor != _sceneGizmo.YAxisColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_sceneGizmo);
                _sceneGizmo.YAxisColor = newColor;
            }

            newColor = EditorGUILayout.ColorField("Z Axis Clolor", _sceneGizmo.ZAxisColor);
            if (newColor != _sceneGizmo.ZAxisColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_sceneGizmo);
                _sceneGizmo.ZAxisColor = newColor;
            }

            newColor = EditorGUILayout.ColorField("Negative Axis Color", _sceneGizmo.NegativeAxisColor);
            if (newColor != _sceneGizmo.NegativeAxisColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_sceneGizmo);
                _sceneGizmo.NegativeAxisColor = newColor;
            }

            newColor = EditorGUILayout.ColorField("Cube Color", _sceneGizmo.CubeColor);
            if (newColor != _sceneGizmo.CubeColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_sceneGizmo);
                _sceneGizmo.CubeColor = newColor;
            }

            newColor = EditorGUILayout.ColorField("Hovered Component Color", _sceneGizmo.HoveredComponentColor);
            if (newColor != _sceneGizmo.HoveredComponentColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_sceneGizmo);
                _sceneGizmo.HoveredComponentColor = newColor;
            }

            float newFloat = EditorGUILayout.FloatField("Camera Look Align Duration (seconds)", _sceneGizmo.CameraAlignDuration);

            if (newFloat != _sceneGizmo.CameraAlignDuration)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_sceneGizmo);
                _sceneGizmo.CameraAlignDuration = newFloat;
            }
            EditorGUILayout.EndVertical();
        }
コード例 #13
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            // Draw the common gizmo properties
            base.OnInspectorGUI();

            EditorGUILayout.BeginVertical("Box");

            EditorGUILayout.BeginHorizontal();
            bool newBoolValue = EditorGUILayout.ToggleLeft("Full Circle X", _rotationGizmo.ShowFullRotationCircleX, GUILayout.Width(90.0f));

            if (newBoolValue != _rotationGizmo.ShowFullRotationCircleX)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.ShowFullRotationCircleX = newBoolValue;
            }
            newBoolValue = EditorGUILayout.ToggleLeft("Full Circle Y", _rotationGizmo.ShowFullRotationCircleY, GUILayout.Width(90.0f));
            if (newBoolValue != _rotationGizmo.ShowFullRotationCircleY)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.ShowFullRotationCircleY = newBoolValue;
            }
            newBoolValue = EditorGUILayout.ToggleLeft("Full Circle Z", _rotationGizmo.ShowFullRotationCircleZ, GUILayout.Width(90.0f));
            if (newBoolValue != _rotationGizmo.ShowFullRotationCircleZ)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.ShowFullRotationCircleZ = newBoolValue;
            }
            EditorGUILayout.EndHorizontal();

            // Let the user change the rotation sphere radius
            EditorGUILayout.Separator();
            float newFloatValue = EditorGUILayout.FloatField("Rotation Sphere Radius", _rotationGizmo.RotationSphereRadius);

            if (newFloatValue != _rotationGizmo.RotationSphereRadius)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.RotationSphereRadius = newFloatValue;
            }

            // Let the user change the rotation sphere color
            Color newColorValue = EditorGUILayout.ColorField("Rotation Sphere Color", _rotationGizmo.RotationSphereColor);

            if (newColorValue != _rotationGizmo.RotationSphereColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.RotationSphereColor = newColorValue;
            }

            // Let the user specify whether or not the rotation sphere must be lit
            newBoolValue = EditorGUILayout.ToggleLeft("Is Rotation Sphere Lit", _rotationGizmo.IsRotationSphereLit);
            if (newBoolValue != _rotationGizmo.IsRotationSphereLit)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.IsRotationSphereLit = newBoolValue;
            }

            // Let the user control the visibility of the rotation guide
            EditorGUILayout.Separator();
            newBoolValue = EditorGUILayout.ToggleLeft("Show Rotation Guide", _rotationGizmo.ShowRotationGuide);
            if (newBoolValue != _rotationGizmo.ShowRotationGuide)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.ShowRotationGuide = newBoolValue;
            }

            // Let the user control the rotation guide line color
            newColorValue = EditorGUILayout.ColorField("Rotation Guide Line Color", _rotationGizmo.RotationGuieLineColor);
            if (newColorValue != _rotationGizmo.RotationGuieLineColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.RotationGuieLineColor = newColorValue;
            }

            // Let the user control the color of the rotation guide disc
            newColorValue = EditorGUILayout.ColorField("Rotation Guide Disc Color", _rotationGizmo.RotationGuideDiscColor);
            if (newColorValue != _rotationGizmo.RotationGuideDiscColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.RotationGuideDiscColor = newColorValue;
            }

            // Let the user control the visibility of the rotation sphere boundary
            EditorGUILayout.Separator();
            newBoolValue = EditorGUILayout.ToggleLeft("Show Rotation Sphere", _rotationGizmo.ShowRotationSphere);
            if (newBoolValue != _rotationGizmo.ShowRotationSphere)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.ShowRotationSphere = newBoolValue;
            }

            newBoolValue = EditorGUILayout.ToggleLeft("Show Rotation Sphere Boundary", _rotationGizmo.ShowSphereBoundary);
            if (newBoolValue != _rotationGizmo.ShowSphereBoundary)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.ShowSphereBoundary = newBoolValue;
            }

            // Let the user control the rotation sphere boundary line color
            newColorValue = EditorGUILayout.ColorField("Rotation Sphere Boundary Line Color", _rotationGizmo.SphereBoundaryLineColor);
            if (newColorValue != _rotationGizmo.SphereBoundaryLineColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.SphereBoundaryLineColor = newColorValue;
            }

            // Let the user control the visibility of the camera look rotation circle
            EditorGUILayout.Separator();
            newBoolValue = EditorGUILayout.ToggleLeft("Show Camera Look Rotation Circle", _rotationGizmo.ShowCameraLookRotationCircle);
            if (newBoolValue != _rotationGizmo.ShowCameraLookRotationCircle)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.ShowCameraLookRotationCircle = newBoolValue;
            }

            // Let the user control the camera look rotation circle scale
            newFloatValue = EditorGUILayout.FloatField("Camera Look Rotation Circle Radius Scale", _rotationGizmo.CameraLookRotationCircleRadiusScale);
            if (newFloatValue != _rotationGizmo.CameraLookRotationCircleRadiusScale)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.CameraLookRotationCircleRadiusScale = newFloatValue;
            }

            // Let the user control the camera look rotation circle line color
            newColorValue = EditorGUILayout.ColorField("Camera Look Rotation Circle Line Color", _rotationGizmo.CameraLookRotationCircleLineColor);
            if (newColorValue != _rotationGizmo.SphereBoundaryLineColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.CameraLookRotationCircleLineColor = newColorValue;
            }

            // Let the user control the color of the camera look rotation circle when it is selected
            newColorValue = EditorGUILayout.ColorField("Camera Look Rotation Circle Color (Selected)", _rotationGizmo.CameraLookRotationCircleColorWhenSelected);
            if (newColorValue != _rotationGizmo.CameraLookRotationCircleColorWhenSelected)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.CameraLookRotationCircleColorWhenSelected = newColorValue;
            }

            // Let the user specify the snap step value
            EditorGUILayout.Separator();
            newFloatValue = EditorGUILayout.FloatField("Snap Step Value (In Degrees)", _rotationGizmo.SnapSettings.StepValueInDegrees);
            if (newFloatValue != _rotationGizmo.SnapSettings.StepValueInDegrees)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.SnapSettings.StepValueInDegrees = newFloatValue;
            }

            EditorGUILayout.EndVertical();

            RenderLayerMaskControls();

            _keyMappingsAreVisible = EditorGUILayout.Foldout(_keyMappingsAreVisible, "Key mappings");
            if (_keyMappingsAreVisible)
            {
                _rotationGizmo.EnableStepSnappingShortcut.RenderView(_rotationGizmo);
            }

            // Make sure that if any color properites have been modified, the changes can be seen immediately in the scene view
            SceneView.RepaintAll();
        }
コード例 #14
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            // Draw the common gizmo properties
            base.OnInspectorGUI();

            // Let the user change the rotation sphere radius
            EditorGUILayout.Separator();
            float newFloatValue = EditorGUILayout.FloatField("Rotation Sphere Radius", _rotationGizmo.RotationSphereRadius);

            if (newFloatValue != _rotationGizmo.RotationSphereRadius)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.RotationSphereRadius = newFloatValue;
            }

            // Let the user change the rotation sphere color
            Color newColorValue = EditorGUILayout.ColorField("Rotation Sphere Color", _rotationGizmo.RotationSphereColor);

            if (newColorValue != _rotationGizmo.RotationSphereColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.RotationSphereColor = newColorValue;
            }

            // Let the user specify whether or not the rotation sphere must be lit
            bool newBoolValue = EditorGUILayout.Toggle(_runtimeOnlyPropertyPrefix + "Is Rotation Sphere Lit", _rotationGizmo.IsRotationSphereLit);

            if (newBoolValue != _rotationGizmo.IsRotationSphereLit)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.IsRotationSphereLit = newBoolValue;
            }

            // Let the user control the visibility of the rotation guide
            EditorGUILayout.Separator();
            newBoolValue = EditorGUILayout.Toggle("Show Rotation Guide", _rotationGizmo.ShowRotationGuide);
            if (newBoolValue != _rotationGizmo.ShowRotationGuide)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.ShowRotationGuide = newBoolValue;
            }

            // Let the user control the rotation guide line color
            newColorValue = EditorGUILayout.ColorField("Rotation Guide Line Color", _rotationGizmo.RotationGuieLineColor);
            if (newColorValue != _rotationGizmo.RotationGuieLineColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.RotationGuieLineColor = newColorValue;
            }

            // Let the user control the color of the rotation guide disc
            newColorValue = EditorGUILayout.ColorField("Rotation Guide Disc Color", _rotationGizmo.RotationGuideDiscColor);
            if (newColorValue != _rotationGizmo.RotationGuideDiscColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.RotationGuideDiscColor = newColorValue;
            }

            // Let the user control the visibility of the rotation sphere boundary
            EditorGUILayout.Separator();
            newBoolValue = EditorGUILayout.Toggle(_runtimeOnlyPropertyPrefix + "Show Rotation Sphere Boundary", _rotationGizmo.ShowSphereBoundary);
            if (newBoolValue != _rotationGizmo.ShowSphereBoundary)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.ShowSphereBoundary = newBoolValue;
            }

            // Let the user control the rotation sphere boundary line color
            newColorValue = EditorGUILayout.ColorField(_runtimeOnlyPropertyPrefix + "Rotation Sphere Boundary Line Color", _rotationGizmo.SphereBoundaryLineColor);
            if (newColorValue != _rotationGizmo.SphereBoundaryLineColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.SphereBoundaryLineColor = newColorValue;
            }

            // Let the user control the visibility of the camera look rotation circle
            EditorGUILayout.Separator();
            newBoolValue = EditorGUILayout.Toggle("Show Camera Look Rotation Circle", _rotationGizmo.ShowCameraLookRotationCircle);
            if (newBoolValue != _rotationGizmo.ShowCameraLookRotationCircle)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.ShowCameraLookRotationCircle = newBoolValue;
            }

            // Let the user control the camera look rotation circle scale
            newFloatValue = EditorGUILayout.FloatField("Camera Look Rotation Circle Radius Scale", _rotationGizmo.CameraLookRotationCircleRadiusScale);
            if (newFloatValue != _rotationGizmo.CameraLookRotationCircleRadiusScale)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.CameraLookRotationCircleRadiusScale = newFloatValue;
            }

            // Let the user control the camera look rotation circle line color
            newColorValue = EditorGUILayout.ColorField("Camera Look Rotation Circle Line Color", _rotationGizmo.CameraLookRotationCircleLineColor);
            if (newColorValue != _rotationGizmo.SphereBoundaryLineColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.CameraLookRotationCircleLineColor = newColorValue;
            }

            // Let the user control the color of the camera look rotation circle when it is selected
            newColorValue = EditorGUILayout.ColorField(_runtimeOnlyPropertyPrefix + "Camera Look Rotation Circle Color (Selected)", _rotationGizmo.CameraLookRotationCircleColorWhenSelected);
            if (newColorValue != _rotationGizmo.CameraLookRotationCircleColorWhenSelected)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.CameraLookRotationCircleColorWhenSelected = newColorValue;
            }

            // Let the user specify the snap step value
            EditorGUILayout.Separator();
            newFloatValue = EditorGUILayout.FloatField(_runtimeOnlyPropertyPrefix + "Snap Step Value (In Degrees)", _rotationGizmo.SnapSettings.StepValueInDegrees);
            if (newFloatValue != _rotationGizmo.SnapSettings.StepValueInDegrees)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_rotationGizmo);
                _rotationGizmo.SnapSettings.StepValueInDegrees = newFloatValue;
            }

            // Make sure that if any color properites have been modified, the changes can be seen immediately in the scene view
            SceneView.RepaintAll();
        }
コード例 #15
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            const int indentLevel = 2;

            if (RuntimeEditorApplication.Instance.UseCustomCamera)
            {
                EditorGUILayout.HelpBox("Some camera properties can not be modified when a custom camera is used. You can use the " +
                                        "Runtime Editor Application Inspector to change this.", UnityEditor.MessageType.Info);
                EditorGUILayout.BeginVertical("Box");
                RenderCameraBackgroundSettingsCtrls(indentLevel);
                EditorGUILayout.EndVertical();
                return;
            }

            float newFloatValue;
            int   oldIndentLevel = EditorGUI.indentLevel;

            EditorGUILayout.BeginVertical("Box");
            // Let the user change the zoom settings
            EditorGUI.indentLevel   = indentLevel - 1;
            _zoomSettingsAreVisible = EditorGUILayout.Foldout(_zoomSettingsAreVisible, "Zoom Settings");
            if (_zoomSettingsAreVisible)
            {
                EditorCameraZoomSettings zoomSettings = _editorCamera.ZoomSettings;
                EditorGUI.indentLevel = indentLevel;

                // Let the user specify if camera zoom is enabled/disabled
                bool newBool = EditorGUILayout.ToggleLeft("Is Zoom Enabled", zoomSettings.IsZoomEnabled);
                if (newBool != zoomSettings.IsZoomEnabled)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    zoomSettings.IsZoomEnabled = newBool;
                }

                // Let the user specify the camera zoom mode
                EditorCameraZoomMode newZoomMode = (EditorCameraZoomMode)EditorGUILayout.EnumPopup("Zoom Mode", zoomSettings.ZoomMode);
                if (newZoomMode != zoomSettings.ZoomMode)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    zoomSettings.ZoomMode = newZoomMode;
                }

                if (newZoomMode == EditorCameraZoomMode.Smooth)
                {
                    // Let the user choose a smooth value for both camera types
                    EditorGUILayout.Separator();
                    newFloatValue = EditorGUILayout.Slider("Orthographic Smooth Value", zoomSettings.OrthographicSmoothValue, EditorCameraZoomSettings.MinSmoothValue, EditorCameraZoomSettings.MaxSmoothValue);
                    if (newFloatValue != zoomSettings.OrthographicSmoothValue)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.OrthographicSmoothValue = newFloatValue;
                    }

                    newFloatValue = EditorGUILayout.Slider("Perspective Smooth Value", zoomSettings.PerspectiveSmoothValue, EditorCameraZoomSettings.MinSmoothValue, EditorCameraZoomSettings.MaxSmoothValue);
                    if (newFloatValue != zoomSettings.PerspectiveSmoothValue)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.PerspectiveSmoothValue = newFloatValue;
                    }
                }

                if (newZoomMode == EditorCameraZoomMode.Standard)
                {
                    // Let the user specify the zoom speed when the camera operates in ortho mode and the zoom mode is set to 'Standard'
                    EditorGUILayout.Separator();
                    newFloatValue = EditorGUILayout.FloatField("Orthographic Standard Zoom Speed", zoomSettings.OrthographicStandardZoomSpeed);
                    if (newFloatValue != zoomSettings.OrthographicStandardZoomSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.OrthographicStandardZoomSpeed = newFloatValue;
                    }

                    // Let the user specify the zoom speed when the camera operates in perspective mode and the zoom mode is set to 'Standard'
                    newFloatValue = EditorGUILayout.FloatField("Perspective Standard Zoom Speed", zoomSettings.PerspectiveStandardZoomSpeed);
                    if (newFloatValue != zoomSettings.PerspectiveStandardZoomSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.PerspectiveStandardZoomSpeed = newFloatValue;
                    }
                }

                if (newZoomMode == EditorCameraZoomMode.Smooth)
                {
                    // Let the user specify the zoom speed when the camera operates in ortho mode and the zoom mode is set to 'Smooth'
                    EditorGUILayout.Separator();
                    newFloatValue = EditorGUILayout.FloatField("Orthographic Smooth Zoom Speed", zoomSettings.OrthographicSmoothZoomSpeed);
                    if (newFloatValue != zoomSettings.OrthographicSmoothZoomSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.OrthographicSmoothZoomSpeed = newFloatValue;
                    }

                    // Let the user specify the zoom speed when the camera operates in perspective mode and the zoom mode is set to 'Smooth'
                    newFloatValue = EditorGUILayout.FloatField("Perspective Smooth Zoom Speed", zoomSettings.PerspectiveSmoothZoomSpeed);
                    if (newFloatValue != zoomSettings.PerspectiveSmoothZoomSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.PerspectiveSmoothZoomSpeed = newFloatValue;
                    }
                }
            }

            // Let the user change the pan settings
            EditorGUI.indentLevel  = indentLevel - 1;
            _panSettingsAreVisible = EditorGUILayout.Foldout(_panSettingsAreVisible, "Pan Settings");
            if (_panSettingsAreVisible)
            {
                EditorCameraPanSettings panSettings = _editorCamera.PanSettings;
                EditorGUI.indentLevel = indentLevel;

                // Let the user choose the pan mode
                EditorCameraPanMode newPanMode = (EditorCameraPanMode)EditorGUILayout.EnumPopup("Pan Mode", panSettings.PanMode);
                if (newPanMode != panSettings.PanMode)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    panSettings.PanMode = newPanMode;
                }

                if (panSettings.PanMode == EditorCameraPanMode.Smooth)
                {
                    // Let the user choose the pan smooth value
                    EditorGUILayout.Separator();
                    newFloatValue = EditorGUILayout.Slider("Smooth Value", panSettings.SmoothValue, EditorCameraPanSettings.MinSmoothValue, EditorCameraPanSettings.MaxSmoothValue);
                    if (newFloatValue != panSettings.SmoothValue)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        panSettings.SmoothValue = newFloatValue;
                    }

                    // Let the user choose the smooth pan speed
                    newFloatValue = EditorGUILayout.FloatField("Smooth Pan Speed", panSettings.SmoothPanSpeed);
                    if (newFloatValue != panSettings.SmoothPanSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        panSettings.SmoothPanSpeed = newFloatValue;
                    }
                }
                else
                {
                    // Let the user choose the standard pan speed
                    newFloatValue = EditorGUILayout.FloatField("Standard Pan Speed", panSettings.StandardPanSpeed);
                    if (newFloatValue != panSettings.StandardPanSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        panSettings.StandardPanSpeed = newFloatValue;
                    }
                }

                // Let the user specify which pan axes should be inverted
                EditorGUILayout.Separator();
                bool newBoolean = EditorGUILayout.ToggleLeft("Invert X Axis", panSettings.InvertXAxis);
                if (newBoolean != panSettings.InvertXAxis)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    panSettings.InvertXAxis = newBoolean;
                }

                newBoolean = EditorGUILayout.ToggleLeft("Invert Y Axis", panSettings.InvertYAxis);
                if (newBoolean != panSettings.InvertYAxis)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    panSettings.InvertYAxis = newBoolean;
                }
            }

            // Let the user change the focus settings
            EditorGUI.indentLevel    = indentLevel - 1;
            _focusSettingsAreVisible = EditorGUILayout.Foldout(_focusSettingsAreVisible, "Focus Settings");
            if (_focusSettingsAreVisible)
            {
                EditorCameraFocusSettings focusSettings = _editorCamera.FocusSettings;
                EditorGUI.indentLevel = indentLevel;

                // Let the user choose the focus mode
                EditorCameraFocusMode newFocusMode = (EditorCameraFocusMode)EditorGUILayout.EnumPopup("Focus Mode", focusSettings.FocusMode);
                if (newFocusMode != focusSettings.FocusMode)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    focusSettings.FocusMode = newFocusMode;
                }


                // Continue drawing the GUI based on the active focus mode
                if (focusSettings.FocusMode == EditorCameraFocusMode.ConstantSpeed)
                {
                    // Let the user specify the constant focus speed
                    EditorGUILayout.Separator();
                    newFloatValue = EditorGUILayout.FloatField("Constant Focus Speed", focusSettings.ConstantFocusSpeed);
                    if (newFloatValue != focusSettings.ConstantFocusSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        focusSettings.ConstantFocusSpeed = newFloatValue;
                    }
                }
                else
                if (focusSettings.FocusMode == EditorCameraFocusMode.Smooth)
                {
                    // Let the user specify the smooth focus time
                    EditorGUILayout.Separator();
                    EditorGUILayout.LabelField("Note: Time value is approximate.", EditorGUIStyles.GetInformativeLabelStyle());
                    newFloatValue = EditorGUILayout.FloatField("Smooth Focus Time", focusSettings.SmoothFocusTime);
                    if (newFloatValue != focusSettings.SmoothFocusTime)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        focusSettings.SmoothFocusTime = newFloatValue;
                    }
                }

                // We always let the user choose the focus distance scale
                newFloatValue = EditorGUILayout.FloatField("Focus Distance Scale", focusSettings.FocusDistanceScale);
                if (newFloatValue != focusSettings.FocusDistanceScale)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    focusSettings.FocusDistanceScale = newFloatValue;
                }
            }

            // Let the user specify the camera rotation speed in degree units
            EditorGUI.indentLevel = oldIndentLevel;
            newFloatValue         = EditorGUILayout.FloatField("Rotation Speed (Degrees)", _editorCamera.RotationSpeedInDegrees);
            if (newFloatValue != _editorCamera.RotationSpeedInDegrees)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                _editorCamera.RotationSpeedInDegrees = newFloatValue;
            }

            // Let the user specify the camera move spedd in units/second
            newFloatValue = EditorGUILayout.FloatField("Move Speed (units/second)", _editorCamera.MoveSettings.MoveSpeed);
            if (newFloatValue != _editorCamera.MoveSettings.MoveSpeed)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                _editorCamera.MoveSettings.MoveSpeed = newFloatValue;
            }

            RenderCameraBackgroundSettingsCtrls(indentLevel);
            EditorGUILayout.EndVertical();

            _keyMappingsAreVisible = EditorGUILayout.Foldout(_keyMappingsAreVisible, "Key mappings");
            if (_keyMappingsAreVisible)
            {
                _editorCamera.MoveForwardShortcut.RenderView(_editorCamera);
                _editorCamera.MoveBackShortcut.RenderView(_editorCamera);
                _editorCamera.StrafeLeftShortcut.RenderView(_editorCamera);
                _editorCamera.StrafeRightShortcut.RenderView(_editorCamera);
                _editorCamera.MoveUpShortcut.RenderView(_editorCamera);
                _editorCamera.MoveDownShortcut.RenderView(_editorCamera);
                _editorCamera.FocusOnSelectionShortcut.RenderView(_editorCamera);
                _editorCamera.CameraLookAroundShortcut.RenderView(_editorCamera);
                _editorCamera.CameraOrbitShortcut.RenderView(_editorCamera);
                _editorCamera.CameraPanShortcut.RenderView(_editorCamera);
            }
        }
コード例 #16
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            float     newFloatValue;
            const int indentLevel = 1;

            bool newBool = EditorGUILayout.ToggleLeft("Take Zoom Factor Into Account", _editorCamera.TakeZoomFactorIntoAccount);

            if (newBool != _editorCamera.TakeZoomFactorIntoAccount)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                _editorCamera.TakeZoomFactorIntoAccount = newBool;
            }

            // Let the user change the zoom settings
            _zoomSettingsAreVisible = EditorGUILayout.Foldout(_zoomSettingsAreVisible, "Zoom Settings");
            if (_zoomSettingsAreVisible)
            {
                EditorCameraZoomSettings zoomSettings = _editorCamera.ZoomSettings;
                EditorGUI.indentLevel += indentLevel;

                // Let the user specify if camera zoom is enabled/disabled
                newBool = EditorGUILayout.ToggleLeft("Is Zoom Enabled", zoomSettings.IsZoomEnabled);
                if (newBool != zoomSettings.IsZoomEnabled)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    zoomSettings.IsZoomEnabled = newBool;
                }

                // Let the user specify the camera zoom mode
                EditorCameraZoomMode newZoomMode = (EditorCameraZoomMode)EditorGUILayout.EnumPopup("Zoom Mode", zoomSettings.ZoomMode);
                if (newZoomMode != zoomSettings.ZoomMode)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    zoomSettings.ZoomMode = newZoomMode;
                }

                if (newZoomMode == EditorCameraZoomMode.Smooth)
                {
                    // Let the user choose a smooth value for both camera types
                    EditorGUILayout.Separator();
                    newFloatValue = EditorGUILayout.Slider("Orthographic Smooth Value", zoomSettings.OrthographicSmoothValue, EditorCameraZoomSettings.MinSmoothValue, EditorCameraZoomSettings.MaxSmoothValue);
                    if (newFloatValue != zoomSettings.OrthographicSmoothValue)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.OrthographicSmoothValue = newFloatValue;
                    }

                    newFloatValue = EditorGUILayout.Slider("Perspective Smooth Value", zoomSettings.PerspectiveSmoothValue, EditorCameraZoomSettings.MinSmoothValue, EditorCameraZoomSettings.MaxSmoothValue);
                    if (newFloatValue != zoomSettings.PerspectiveSmoothValue)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.PerspectiveSmoothValue = newFloatValue;
                    }
                }

                if (newZoomMode == EditorCameraZoomMode.Standard)
                {
                    // Let the user specify the zoom speed when the camera operates in ortho mode and the zoom mode is set to 'Standard'
                    EditorGUILayout.Separator();
                    newFloatValue = EditorGUILayout.FloatField("Orthographic Standard Zoom Speed", zoomSettings.OrthographicStandardZoomSpeed);
                    if (newFloatValue != zoomSettings.OrthographicStandardZoomSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.OrthographicStandardZoomSpeed = newFloatValue;
                    }

                    // Let the user specify the zoom speed when the camera operates in perspective mode and the zoom mode is set to 'Standard'
                    newFloatValue = EditorGUILayout.FloatField("Perspective Standard Zoom Speed", zoomSettings.PerspectiveStandardZoomSpeed);
                    if (newFloatValue != zoomSettings.PerspectiveStandardZoomSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.PerspectiveStandardZoomSpeed = newFloatValue;
                    }
                }

                if (newZoomMode == EditorCameraZoomMode.Smooth)
                {
                    // Let the user specify the zoom speed when the camera operates in ortho mode and the zoom mode is set to 'Smooth'
                    EditorGUILayout.Separator();
                    newFloatValue = EditorGUILayout.FloatField("Orthographic Smooth Zoom Speed", zoomSettings.OrthographicSmoothZoomSpeed);
                    if (newFloatValue != zoomSettings.OrthographicSmoothZoomSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.OrthographicSmoothZoomSpeed = newFloatValue;
                    }

                    // Let the user specify the zoom speed when the camera operates in perspective mode and the zoom mode is set to 'Smooth'
                    newFloatValue = EditorGUILayout.FloatField("Perspective Smooth Zoom Speed", zoomSettings.PerspectiveSmoothZoomSpeed);
                    if (newFloatValue != zoomSettings.PerspectiveSmoothZoomSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        zoomSettings.PerspectiveSmoothZoomSpeed = newFloatValue;
                    }
                }

                EditorGUI.indentLevel -= indentLevel;
            }

            // Let the user change the pan settings
            _panSettingsAreVisible = EditorGUILayout.Foldout(_panSettingsAreVisible, "Pan Settings");
            if (_panSettingsAreVisible)
            {
                EditorCameraPanSettings panSettings = _editorCamera.PanSettings;
                EditorGUI.indentLevel += indentLevel;

                // Let the user choose the pan mode
                EditorCameraPanMode newPanMode = (EditorCameraPanMode)EditorGUILayout.EnumPopup("Pan Mode", panSettings.PanMode);
                if (newPanMode != panSettings.PanMode)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    panSettings.PanMode = newPanMode;
                }

                if (panSettings.PanMode == EditorCameraPanMode.Smooth)
                {
                    // Let the user choose the pan smooth value
                    EditorGUILayout.Separator();
                    newFloatValue = EditorGUILayout.Slider("Smooth Value", panSettings.SmoothValue, EditorCameraPanSettings.MinSmoothValue, EditorCameraPanSettings.MaxSmoothValue);
                    if (newFloatValue != panSettings.SmoothValue)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        panSettings.SmoothValue = newFloatValue;
                    }

                    // Let the user choose the smooth pan speed
                    newFloatValue = EditorGUILayout.FloatField("Smooth Pan Speed", panSettings.SmoothPanSpeed);
                    if (newFloatValue != panSettings.SmoothPanSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        panSettings.SmoothPanSpeed = newFloatValue;
                    }
                }
                else
                {
                    // Let the user choose the standard pan speed
                    newFloatValue = EditorGUILayout.FloatField("Standard Pan Speed", panSettings.StandardPanSpeed);
                    if (newFloatValue != panSettings.StandardPanSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        panSettings.StandardPanSpeed = newFloatValue;
                    }
                }

                // Let the user specify which pan axes should be inverted
                EditorGUILayout.Separator();
                bool newBoolean = EditorGUILayout.ToggleLeft("Invert X Axis", panSettings.InvertXAxis);
                if (newBoolean != panSettings.InvertXAxis)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    panSettings.InvertXAxis = newBoolean;
                }

                newBoolean = EditorGUILayout.ToggleLeft("Invert Y Axis", panSettings.InvertYAxis);
                if (newBoolean != panSettings.InvertYAxis)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    panSettings.InvertYAxis = newBoolean;
                }

                EditorGUI.indentLevel -= indentLevel;
            }

            // Let the user change the focus settings
            _focusSettingsAreVisible = EditorGUILayout.Foldout(_focusSettingsAreVisible, "Focus Settings");
            if (_focusSettingsAreVisible)
            {
                EditorCameraFocusSettings focusSettings = _editorCamera.FocusSettings;
                EditorGUI.indentLevel += indentLevel;

                // Let the user choose the focus mode
                EditorCameraFocusMode newFocusMode = (EditorCameraFocusMode)EditorGUILayout.EnumPopup("Focus Mode", focusSettings.FocusMode);
                if (newFocusMode != focusSettings.FocusMode)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    focusSettings.FocusMode = newFocusMode;
                }


                // Continue drawing the GUI based on the active focus mode
                if (focusSettings.FocusMode == EditorCameraFocusMode.ConstantSpeed)
                {
                    // Let the user specify the constant focus speed
                    EditorGUILayout.Separator();
                    newFloatValue = EditorGUILayout.FloatField("Constant Focus Speed", focusSettings.ConstantFocusSpeed);
                    if (newFloatValue != focusSettings.ConstantFocusSpeed)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        focusSettings.ConstantFocusSpeed = newFloatValue;
                    }
                }
                else
                if (focusSettings.FocusMode == EditorCameraFocusMode.Smooth)
                {
                    // Let the user specify the smooth focus time
                    EditorGUILayout.Separator();
                    EditorGUILayout.LabelField("Note: Time value is approximate.", EditorGUIStyles.GetInformativeLabelStyle());
                    newFloatValue = EditorGUILayout.FloatField("Smooth Focus Time", focusSettings.SmoothFocusTime);
                    if (newFloatValue != focusSettings.SmoothFocusTime)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                        focusSettings.SmoothFocusTime = newFloatValue;
                    }
                }

                // We always let the user choose the focus distance scale
                newFloatValue = EditorGUILayout.FloatField("Focus Distance Scale", focusSettings.FocusDistanceScale);
                if (newFloatValue != focusSettings.FocusDistanceScale)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                    focusSettings.FocusDistanceScale = newFloatValue;
                }

                EditorGUI.indentLevel -= indentLevel;
            }

            // Let the user specify the camera rotation speed in degree units
            EditorGUILayout.Separator();
            newFloatValue = EditorGUILayout.FloatField("Rotation Speed (Degrees)", _editorCamera.RotationSpeedInDegrees);
            if (newFloatValue != _editorCamera.RotationSpeedInDegrees)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                _editorCamera.RotationSpeedInDegrees = newFloatValue;
            }

            // Let the user specify the camera move spedd in units/second
            newFloatValue = EditorGUILayout.FloatField("Move Speed (units/second)", _editorCamera.MoveSettings.MoveSpeed);
            if (newFloatValue != _editorCamera.MoveSettings.MoveSpeed)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorCamera);
                _editorCamera.MoveSettings.MoveSpeed = newFloatValue;
            }

            _bkSettingsAreVisible = EditorGUILayout.Foldout(_bkSettingsAreVisible, "Background Settings");
            if (_bkSettingsAreVisible)
            {
                EditorGUI.indentLevel += 1;
                _editorCamera.Background.RenderView(_editorCamera);
                EditorGUI.indentLevel -= 1;
            }
        }
コード例 #17
0
        /// <summary>
        /// Renders the shortcut view inside the Inspector.
        /// </summary>
        /// <param name="parentMono">
        /// The parent Mono object which holds a reference to the shortcut.
        /// </param>
        public void RenderView(MonoBehaviour parentMono)
        {
            const int indentAmount = 1;

            // Shortcut name
            GUIStyle style = new GUIStyle("label");

            style.fontStyle = FontStyle.Bold;
            EditorGUILayout.BeginVertical("Box");
            EditorGUILayout.LabelField("[" + Name + "]", style);

            // Number of keys
            int newNumKeys = EditorGUILayout.IntField("Num keys", NumberOfKeys);

            if (newNumKeys != NumberOfKeys)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                NumberOfKeys = newNumKeys;
            }

            // For each possible key, let the user specify its key code
            for (int keyIndex = 0; keyIndex < _numberOfKeys; ++keyIndex)
            {
                int selectedIndex = _availableKeyNames.IndexOf(_keys[keyIndex].ToString());
                int newIndex      = EditorGUILayout.Popup("Key" + keyIndex.ToString(), selectedIndex, _availableKeyNames.ToArray());
                if (newIndex != selectedIndex)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                    _keys[keyIndex] = _availableKeys[newIndex];
                }
            }

            // Modifiers
            bool newBool = EditorGUILayout.ToggleLeft("<Modifiers>", _useModifiers);

            if (_useModifiers != newBool)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                _useModifiers = newBool;
            }
            if (_useModifiers)
            {
                EditorGUI.indentLevel += indentAmount;
                EditorGUILayout.BeginVertical();
                newBool = EditorGUILayout.ToggleLeft(KeyCode.LeftControl.ToString(), _lCtrl);
                if (newBool != _lCtrl)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                    _lCtrl = newBool;
                }
                newBool = EditorGUILayout.ToggleLeft(KeyCode.LeftCommand.ToString(), _lCmd);
                if (newBool != _lCmd)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                    _lCmd = newBool;
                }
                newBool = EditorGUILayout.ToggleLeft(KeyCode.LeftAlt.ToString(), _lAlt);
                if (newBool != _lAlt)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                    _lAlt = newBool;
                }
                newBool = EditorGUILayout.ToggleLeft(KeyCode.LeftShift.ToString(), _lShift);
                if (newBool != _lShift)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                    _lShift = newBool;
                }
                EditorGUILayout.EndVertical();
                EditorGUI.indentLevel -= indentAmount;
            }

            // Mouse buttons
            newBool = EditorGUILayout.ToggleLeft("<Mouse buttons>", _useMouseButtons);
            if (_useMouseButtons != newBool)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                _useMouseButtons = newBool;
            }
            if (_useMouseButtons)
            {
                EditorGUI.indentLevel += indentAmount;
                EditorGUILayout.BeginVertical();
                newBool = EditorGUILayout.ToggleLeft(MouseButton.Left.ToString(), _lMouseBtn);
                if (newBool != _lMouseBtn)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                    _lMouseBtn = newBool;
                }
                newBool = EditorGUILayout.ToggleLeft(MouseButton.Right.ToString(), _rMouseBtn);
                if (newBool != _rMouseBtn)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                    _rMouseBtn = newBool;
                }
                newBool = EditorGUILayout.ToggleLeft(MouseButton.Middle.ToString(), _mMouseBtn);
                if (newBool != _mMouseBtn)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(parentMono);
                    _mMouseBtn = newBool;
                }
                EditorGUILayout.EndVertical();
                EditorGUI.indentLevel -= indentAmount;
            }

            EditorGUILayout.EndVertical();
        }
コード例 #18
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            const int indentLevel = 2;
            Color     newColor;
            ObjectSelectionSettings objectSelectionSettings = _editorObjectSelection.ObjectSelectionSettings;

            EditorGUILayout.BeginVertical("Box");

            MultiSelectOverlapMode newOverlapMode = (MultiSelectOverlapMode)EditorGUILayout.EnumPopup("Multi Select Overlap Mode", objectSelectionSettings.MultiSelectOverlapMode);

            if (newOverlapMode != objectSelectionSettings.MultiSelectOverlapMode)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                objectSelectionSettings.MultiSelectOverlapMode = newOverlapMode;
            }

            bool newBool;

            EditorGUI.indentLevel  += 1;
            _restrictionsAreVisible = EditorGUILayout.Foldout(_restrictionsAreVisible, "Restrictions");
            EditorGUI.indentLevel  -= 1;
            if (_restrictionsAreVisible)
            {
                EditorGUI.indentLevel += indentLevel;
                newBool = EditorGUILayout.ToggleLeft("Can Select Terrain Objects", objectSelectionSettings.CanSelectTerrainObjects);
                if (newBool != objectSelectionSettings.CanSelectTerrainObjects)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionSettings.CanSelectTerrainObjects = newBool;
                }

                newBool = EditorGUILayout.ToggleLeft("Can Select Light Objects", objectSelectionSettings.CanSelectLightObjects);
                if (newBool != objectSelectionSettings.CanSelectLightObjects)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionSettings.CanSelectLightObjects = newBool;
                }

                newBool = EditorGUILayout.ToggleLeft("Can Select Particle System Objects", objectSelectionSettings.CanSelectParticleSystemObjects);
                if (newBool != objectSelectionSettings.CanSelectParticleSystemObjects)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionSettings.CanSelectParticleSystemObjects = newBool;
                }

                newBool = EditorGUILayout.ToggleLeft("Can Select Sprite Objects", objectSelectionSettings.CanSelectSpriteObjects);
                if (newBool != objectSelectionSettings.CanSelectSpriteObjects)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionSettings.CanSelectSpriteObjects = newBool;
                }

                newBool = EditorGUILayout.ToggleLeft("Can Select Empty Objects", objectSelectionSettings.CanSelectEmptyObjects);
                if (newBool != objectSelectionSettings.CanSelectEmptyObjects)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionSettings.CanSelectEmptyObjects = newBool;
                }

                newBool = EditorGUILayout.ToggleLeft("Can Click-Select", objectSelectionSettings.CanClickSelect);
                if (newBool != objectSelectionSettings.CanClickSelect)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionSettings.CanClickSelect = newBool;
                }

                newBool = EditorGUILayout.ToggleLeft("Can Multi-Select", objectSelectionSettings.CanMultiSelect);
                if (newBool != objectSelectionSettings.CanMultiSelect)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionSettings.CanMultiSelect = newBool;
                }
                EditorGUI.indentLevel -= indentLevel;
            }

            // Let the user specify the selectable layers
            EditorGUI.indentLevel         += 1;
            _selectableLayersListIsVisible = EditorGUILayout.Foldout(_selectableLayersListIsVisible, "Selectable Layers");
            EditorGUI.indentLevel         -= 1;
            if (_selectableLayersListIsVisible)
            {
                EditorGUI.indentLevel += indentLevel;

                // Show all available layer names and let the user add/remove layers using toggle buttons
                List <string> allLayerNames = LayerHelper.GetAllLayerNames();
                foreach (string layerName in allLayerNames)
                {
                    int  layerNumber  = LayerMask.NameToLayer(layerName);
                    bool isSelectable = LayerHelper.IsLayerBitSet(objectSelectionSettings.SelectableLayers, layerNumber);

                    newBool = EditorGUILayout.ToggleLeft(layerName, isSelectable);
                    if (newBool != isSelectable)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                        if (isSelectable)
                        {
                            objectSelectionSettings.SelectableLayers = LayerHelper.ClearLayerBit(objectSelectionSettings.SelectableLayers, layerNumber);
                        }
                        else
                        {
                            objectSelectionSettings.SelectableLayers = LayerHelper.SetLayerBit(objectSelectionSettings.SelectableLayers, layerNumber);
                        }
                    }
                }

                EditorGUI.indentLevel -= indentLevel;
            }

            // Let the user specify the duplicatable layers
            EditorGUI.indentLevel           += 1;
            _duplicatableLayersListIsVisible = EditorGUILayout.Foldout(_duplicatableLayersListIsVisible, "Duplicatable Layers");
            EditorGUI.indentLevel           -= 1;
            if (_duplicatableLayersListIsVisible)
            {
                EditorGUI.indentLevel += indentLevel;

                // Show all available layer names and let the user add/remove layers using toggle buttons
                List <string> allLayerNames = LayerHelper.GetAllLayerNames();
                foreach (string layerName in allLayerNames)
                {
                    int  layerNumber    = LayerMask.NameToLayer(layerName);
                    bool isDuplicatable = LayerHelper.IsLayerBitSet(objectSelectionSettings.DuplicatableLayers, layerNumber);

                    newBool = EditorGUILayout.ToggleLeft(layerName, isDuplicatable);
                    if (newBool != isDuplicatable)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                        if (isDuplicatable)
                        {
                            objectSelectionSettings.DuplicatableLayers = LayerHelper.ClearLayerBit(objectSelectionSettings.DuplicatableLayers, layerNumber);
                        }
                        else
                        {
                            objectSelectionSettings.DuplicatableLayers = LayerHelper.SetLayerBit(objectSelectionSettings.DuplicatableLayers, layerNumber);
                        }
                    }
                }

                EditorGUI.indentLevel -= indentLevel;
            }

            // Let the user modify the object selection box render settings
            EditorGUI.indentLevel += 1;
            _objectSelectionBoxRenderSettingsAreVisible = EditorGUILayout.Foldout(_objectSelectionBoxRenderSettingsAreVisible, "Selection Box Render Settings");
            EditorGUI.indentLevel -= 1;
            if (_objectSelectionBoxRenderSettingsAreVisible)
            {
                EditorGUI.indentLevel += indentLevel;
                ObjectSelectionBoxRenderSettings objectSelectionBoxDrawSettings = objectSelectionSettings.ObjectSelectionBoxRenderSettings;

                newBool = EditorGUILayout.ToggleLeft("Draw Selection Boxes", objectSelectionBoxDrawSettings.DrawBoxes);
                if (newBool != objectSelectionBoxDrawSettings.DrawBoxes)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionBoxDrawSettings.DrawBoxes = newBool;
                }

                // Let the user choose the object selection box style
                ObjectSelectionBoxStyle newObjectSelectionBoxStyle = (ObjectSelectionBoxStyle)EditorGUILayout.EnumPopup("Selection Box Style", objectSelectionBoxDrawSettings.SelectionBoxStyle);
                if (newObjectSelectionBoxStyle != objectSelectionBoxDrawSettings.SelectionBoxStyle)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionBoxDrawSettings.SelectionBoxStyle = newObjectSelectionBoxStyle;
                }

                ObjectSelectionBoxRenderMode newObjSelBoxRenderMode = (ObjectSelectionBoxRenderMode)EditorGUILayout.EnumPopup("Selection Box Render Mode", objectSelectionBoxDrawSettings.SelectionBoxRenderMode);
                if (newObjSelBoxRenderMode != objectSelectionBoxDrawSettings.SelectionBoxRenderMode)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionBoxDrawSettings.SelectionBoxRenderMode = newObjSelBoxRenderMode;
                }

                // If the object selection box style is set to 'CornerLines', let the user choose the length of the corner lines
                float newFloatValue;
                if (objectSelectionBoxDrawSettings.SelectionBoxStyle == ObjectSelectionBoxStyle.CornerLines)
                {
                    newFloatValue = EditorGUILayout.FloatField("Corner Line Percentage", objectSelectionBoxDrawSettings.SelectionBoxCornerLinePercentage);
                    if (newFloatValue != objectSelectionBoxDrawSettings.SelectionBoxCornerLinePercentage)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                        objectSelectionBoxDrawSettings.SelectionBoxCornerLinePercentage = newFloatValue;
                    }
                }

                // Let the user choose the selection box line color
                Color newColorValue = EditorGUILayout.ColorField("Selection Box Line Color", objectSelectionBoxDrawSettings.SelectionBoxLineColor);
                if (newColorValue != objectSelectionBoxDrawSettings.SelectionBoxLineColor)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionBoxDrawSettings.SelectionBoxLineColor = newColorValue;
                }

                // Let the user choose the selection box size add value
                newFloatValue = EditorGUILayout.FloatField("Selection Box Size Add", objectSelectionBoxDrawSettings.BoxSizeAdd);
                if (newFloatValue != objectSelectionBoxDrawSettings.BoxSizeAdd)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionBoxDrawSettings.BoxSizeAdd = newFloatValue;
                }
                EditorGUI.indentLevel -= indentLevel;
            }

            // Let the user modify the object selection rectangle render settings
            EditorGUI.indentLevel += 1;
            _objectSelectionRectangleDrawSettingsAreVisible = EditorGUILayout.Foldout(_objectSelectionRectangleDrawSettingsAreVisible, "Selection Rectangle Render Settings");
            EditorGUI.indentLevel -= 1;
            if (_objectSelectionRectangleDrawSettingsAreVisible)
            {
                EditorGUI.indentLevel += indentLevel;

                // Let the user modify the object selection border line color
                ObjectSelectionRectangleRenderSettings objectSelectionRectangleDrawSettings = _editorObjectSelection.ObjectSelectionRectangleRenderSettings;
                newColor = EditorGUILayout.ColorField("Border Line Color", objectSelectionRectangleDrawSettings.BorderLineColor);
                if (newColor != objectSelectionRectangleDrawSettings.BorderLineColor)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionRectangleDrawSettings.BorderLineColor = newColor;
                }

                // Let the user modify the object selection rectangle fill color
                newColor = EditorGUILayout.ColorField("Fill Color", objectSelectionRectangleDrawSettings.FillColor);
                if (newColor != objectSelectionRectangleDrawSettings.FillColor)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionRectangleDrawSettings.FillColor = newColor;
                }

                EditorGUI.indentLevel -= indentLevel;
            }

            // Let the user specify the root object for select all
            EditorGUI.indentLevel         += 1;
            _selectableLayersListIsVisible = EditorGUILayout.Foldout(_selectableLayersListIsVisible, "'Select All' Root Object");
            EditorGUI.indentLevel         -= 1;
            if (_selectableLayersListIsVisible)
            {
                EditorGUI.indentLevel += indentLevel;

                // Let the user select a parent object for select all
                GameObject selectAllParent = EditorGUILayout.ObjectField("Select All Root Object", objectSelectionSettings.SelectAllRoot, typeof(GameObject), true) as GameObject;
                if (selectAllParent != objectSelectionSettings.SelectAllRoot)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_editorObjectSelection);
                    objectSelectionSettings.SelectAllRoot = selectAllParent;
                }
                EditorGUI.indentLevel -= indentLevel;
            }


            EditorGUILayout.EndVertical();

            _keyMappingsAreVisible = EditorGUILayout.Foldout(_keyMappingsAreVisible, "Key mappings");
            if (_keyMappingsAreVisible)
            {
                _editorObjectSelection.AppendToSelectionShortcut.RenderView(_editorObjectSelection);
                _editorObjectSelection.MultiDeselectShortcut.RenderView(_editorObjectSelection);
                _editorObjectSelection.DuplicateSelectionShortcut.RenderView(_editorObjectSelection);
                _editorObjectSelection.DeleteSelectionShortcut.RenderView(_editorObjectSelection);
            }
        }
コード例 #19
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            bool newBool;

            // Draw the common gizmo properties
            base.OnInspectorGUI();

            EditorGUILayout.BeginVertical("Box");

            // Let the user control the gizmo axis length
            float newFloatValue = EditorGUILayout.FloatField("Axis Length", _translationGizmo.AxisLength);

            if (newFloatValue != _translationGizmo.AxisLength)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.AxisLength = newFloatValue;
            }

            // Let the user control the radius of the arrow cones which sit at the tip of each axis
            newFloatValue = EditorGUILayout.FloatField("Arrow Cone Radius", _translationGizmo.ArrowConeRadius);
            if (newFloatValue != _translationGizmo.ArrowConeRadius)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.ArrowConeRadius = newFloatValue;
            }

            // Let the user control the length of the arrow cones which sit at the tip of each axis
            newFloatValue = EditorGUILayout.FloatField("Arrow Cone Length", _translationGizmo.ArrowConeLength);
            if (newFloatValue != _translationGizmo.ArrowConeLength)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.ArrowConeLength = newFloatValue;
            }

            // Let the user specify whether or not the arrow cones must be lit
            bool newBoolValue = EditorGUILayout.ToggleLeft("Are Arrow Cones Lit", _translationGizmo.AreArrowConesLit);

            if (newBoolValue != _translationGizmo.AreArrowConesLit)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.AreArrowConesLit = newBoolValue;
            }

            EditorGUILayout.Separator();
            newFloatValue = EditorGUILayout.FloatField("Multi Axis Square Alpha", _translationGizmo.MultiAxisSquareAlpha);
            if (newFloatValue != _translationGizmo.MultiAxisSquareAlpha)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.MultiAxisSquareAlpha = newFloatValue;
            }

            // Let the user change the multi-axis square size
            newFloatValue = EditorGUILayout.FloatField("Multi Axis Square Size", _translationGizmo.MultiAxisSquareSize);
            if (newFloatValue != _translationGizmo.MultiAxisSquareSize)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.MultiAxisSquareSize = newFloatValue;
            }

            // Let the user specify whether or not the mulit-axis squares must be adjusted during runtime for better visibility
            newBoolValue = EditorGUILayout.ToggleLeft("Adjust Multi Axis For Better Visibility", _translationGizmo.AdjustMultiAxisForBetterVisibility);
            if (newBoolValue != _translationGizmo.AdjustMultiAxisForBetterVisibility)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.AdjustMultiAxisForBetterVisibility = newBoolValue;
            }

            // Let the user specify the special op square line color
            EditorGUILayout.Separator();
            Color newColorValue = EditorGUILayout.ColorField("Color Of Special Op Square", _translationGizmo.SpecialOpSquareColor);

            if (newColorValue != _translationGizmo.SpecialOpSquareColor)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.SpecialOpSquareColor = newColorValue;
            }

            // Let the user specify the special op square line color when the square is selected
            newColorValue = EditorGUILayout.ColorField("Color Of Special Op Square (Selected)", _translationGizmo.SpecialOpSquareColorWhenSelected);
            if (newColorValue != _translationGizmo.SpecialOpSquareColorWhenSelected)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.SpecialOpSquareColorWhenSelected = newColorValue;
            }

            // Let the user specify the screen size of the special op square
            newFloatValue = EditorGUILayout.FloatField("Screen Size Of Special Op Square", _translationGizmo.ScreenSizeOfSpecialOpSquare);
            if (newFloatValue != _translationGizmo.ScreenSizeOfSpecialOpSquare)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.ScreenSizeOfSpecialOpSquare = newFloatValue;
            }

            // Let the user specify the snap step value
            EditorGUILayout.Separator();
            newFloatValue = EditorGUILayout.FloatField("Snap Step Value (In World Units)", _translationGizmo.SnapSettings.StepValueInWorldUnits);
            if (newFloatValue != _translationGizmo.SnapSettings.StepValueInWorldUnits)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.SnapSettings.StepValueInWorldUnits = newFloatValue;
            }

            newFloatValue = EditorGUILayout.FloatField("Move Scale (When active)", _translationGizmo.MoveScale);
            if (newFloatValue != _translationGizmo.MoveScale)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                _translationGizmo.MoveScale = newFloatValue;
            }
            EditorGUILayout.EndVertical();

            RenderLayerMaskControls();
            EditorGUI.indentLevel   += 1;
            _vertexSnapLayersVisible = EditorGUILayout.Foldout(_vertexSnapLayersVisible, "Vertex Snap Layers");
            EditorGUI.indentLevel   -= 1;
            if (_vertexSnapLayersVisible)
            {
                EditorGUILayout.BeginVertical("Box");
                List <string> allLayerNames = LayerHelper.GetAllLayerNames();
                foreach (string layerName in allLayerNames)
                {
                    int  layerNumber = LayerMask.NameToLayer(layerName);
                    bool isBitSet    = _translationGizmo.IsVertexSnapLayerBitSet(layerNumber);

                    newBool = EditorGUILayout.ToggleLeft(layerName, isBitSet);
                    if (newBool != isBitSet)
                    {
                        UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_translationGizmo);
                        if (isBitSet)
                        {
                            _translationGizmo.SetVertexSnapLayerBit(layerNumber, false);
                        }
                        else
                        {
                            _translationGizmo.SetVertexSnapLayerBit(layerNumber, true);
                        }
                    }
                }

                EditorGUILayout.EndVertical();
            }

            _keyMappingsAreVisible = EditorGUILayout.Foldout(_keyMappingsAreVisible, "Key mappings");
            if (_keyMappingsAreVisible)
            {
                _translationGizmo.TranslateAlongScreenAxesShortcut.RenderView(_translationGizmo);
                _translationGizmo.EnableStepSnappingShortcut.RenderView(_translationGizmo);
                _translationGizmo.EnableVertexSnappingShortcut.RenderView(_translationGizmo);
                _translationGizmo.EnableBoxSnappingShortcut.RenderView(_translationGizmo);
                _translationGizmo.EnableSurfacePlacementWithXAlignment.RenderView(_translationGizmo);
                _translationGizmo.EnableSurfacePlacementWithYAlignment.RenderView(_translationGizmo);
                _translationGizmo.EnableSurfacePlacementWithZAlignment.RenderView(_translationGizmo);
                _translationGizmo.EnableSurfacePlacementWithNoAxisAlignment.RenderView(_translationGizmo);
                _translationGizmo.EnableMoveScale.RenderView(_translationGizmo);
            }

            // Make sure that if any color properites have been modified, the changes can be seen immediately in the scene view
            SceneView.RepaintAll();
        }
コード例 #20
0
        /// <summary>
        /// Called when the inspector needs to be rendered.
        /// </summary>
        public override void OnInspectorGUI()
        {
            // Draw the common gizmo properties
            base.OnInspectorGUI();

            EditorGUILayout.BeginVertical("Box");

            // Let the user control the gizmo axis length
            EditorGUILayout.Separator();
            float newFloatValue = EditorGUILayout.FloatField("Axis Length", _scaleGizmo.AxisLength);

            if (newFloatValue != _scaleGizmo.AxisLength)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.AxisLength = newFloatValue;
            }

            // Let the user control the scale box width
            newFloatValue = EditorGUILayout.FloatField("Scale Box Width", _scaleGizmo.ScaleBoxWidth);
            if (newFloatValue != _scaleGizmo.ScaleBoxWidth)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.ScaleBoxWidth = newFloatValue;
            }

            // Let the user control the scale box height
            newFloatValue = EditorGUILayout.FloatField("Scale Box Height", _scaleGizmo.ScaleBoxHeight);
            if (newFloatValue != _scaleGizmo.ScaleBoxHeight)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.ScaleBoxHeight = newFloatValue;
            }

            // Let the user control the scale box depth
            newFloatValue = EditorGUILayout.FloatField("Scale Box Depth", _scaleGizmo.ScaleBoxDepth);
            if (newFloatValue != _scaleGizmo.ScaleBoxDepth)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.ScaleBoxDepth = newFloatValue;
            }

            // Let the user specify whether or not the scale boxes must be lit
            bool newBoolValue = EditorGUILayout.ToggleLeft("Are Scale Boxes Lit", _scaleGizmo.AreScaleBoxesLit);

            if (newBoolValue != _scaleGizmo.AreScaleBoxesLit)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.AreScaleBoxesLit = newBoolValue;
            }

            // Let the user specify whether or not the length of the scale axes must be adjusted while performing a scale operation
            newBoolValue = EditorGUILayout.ToggleLeft("Adjust Axis Length While Scaling Objects", _scaleGizmo.AdjustAxisLengthWhileScalingObjects);
            if (newBoolValue != _scaleGizmo.AdjustAxisLengthWhileScalingObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.AdjustAxisLengthWhileScalingObjects = newBoolValue;
            }

            // Let the user change the length of the adjacent sides of the multi-axis triangles
            EditorGUILayout.Separator();
            newFloatValue = EditorGUILayout.FloatField("Multi Axis Triangle Side Length", _scaleGizmo.MultiAxisTriangleSideLength);
            if (newFloatValue != _scaleGizmo.MultiAxisTriangleSideLength)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.MultiAxisTriangleSideLength = newFloatValue;
            }

            // Let the user specify whether or not the mulit-axis triangles must be adjusted during runtime for better visibility
            newBoolValue = EditorGUILayout.ToggleLeft("Adjust Multi Axis For Better Visibility", _scaleGizmo.AdjustMultiAxisForBetterVisibility);
            if (newBoolValue != _scaleGizmo.AdjustMultiAxisForBetterVisibility)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.AdjustMultiAxisForBetterVisibility = newBoolValue;
            }

            // Let the user specify whether or not the multi-axis triangles must have their area adjusted during a scale operation
            newBoolValue = EditorGUILayout.ToggleLeft("Adjust Multi Axis Triangles While Scaling Objects", _scaleGizmo.AdjustMultiAxisTrianglesWhileScalingObjects);
            if (newBoolValue != _scaleGizmo.AdjustMultiAxisTrianglesWhileScalingObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.AdjustMultiAxisTrianglesWhileScalingObjects = newBoolValue;
            }

            // Let the user specify the color of the square which can be used to scale along all axes at once
            EditorGUILayout.Separator();
            Color newColorValue = EditorGUILayout.ColorField("Color Of All-Axes Square Lines", _scaleGizmo.ColorOfAllAxesSquareLines);

            if (newColorValue != _scaleGizmo.ColorOfAllAxesSquareLines)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.ColorOfAllAxesSquareLines = newColorValue;
            }

            // Let the user specify the color of the square which can be used to scale along all axes at once when it is selected
            newColorValue = EditorGUILayout.ColorField("Color Of All-Axes Square Lines (Selected)", _scaleGizmo.ColorOfAllAxesSquareLinesWhenSelected);
            if (newColorValue != _scaleGizmo.ColorOfAllAxesSquareLinesWhenSelected)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.ColorOfAllAxesSquareLinesWhenSelected = newColorValue;
            }

            // Let the user specify the screen size of the square which can be used to scale along all axes at once
            newFloatValue = EditorGUILayout.FloatField("Screen Size Of All-Axes Square", _scaleGizmo.ScreenSizeOfAllAxesSquare);
            if (newFloatValue != _scaleGizmo.ScreenSizeOfAllAxesSquare)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.ScreenSizeOfAllAxesSquare = newFloatValue;
            }

            // Let the user specify whether or not the all-axes scale square must have its size adjusted during a scale operation
            newBoolValue = EditorGUILayout.ToggleLeft("Adjust All-Axes Square While Scaling Objects", _scaleGizmo.AdjustAllAxesScaleSquareWhileScalingObjects);
            if (newBoolValue != _scaleGizmo.AdjustAllAxesScaleSquareWhileScalingObjects)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.AdjustAllAxesScaleSquareWhileScalingObjects = newBoolValue;
            }

            // Let the user specify whether or not the objects local axes must be drawn during a scale operation
            EditorGUILayout.Separator();
            newBoolValue = EditorGUILayout.ToggleLeft("Draw Objects Local Axes While Scaling", _scaleGizmo.DrawObjectsLocalAxesWhileScaling);
            if (newBoolValue != _scaleGizmo.DrawObjectsLocalAxesWhileScaling)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.DrawObjectsLocalAxesWhileScaling = newBoolValue;
            }

            // If the objects local coordinate system axes must be drawn, we have some more controls to draw
            if (_scaleGizmo.DrawObjectsLocalAxesWhileScaling)
            {
                // Let the user choose the objects' local axis length
                newFloatValue = EditorGUILayout.FloatField("Objects Local Axes Length", _scaleGizmo.ObjectsLocalAxesLength);
                if (newFloatValue != _scaleGizmo.ObjectsLocalAxesLength)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                    _scaleGizmo.ObjectsLocalAxesLength = newFloatValue;
                }

                // Let the user specify whether or not the objects' local axes must have their size preserved in screen space
                newBoolValue = EditorGUILayout.ToggleLeft("Preserve Axes Screen Size", _scaleGizmo.PreserveObjectLocalAxesScreenSize);
                if (newBoolValue != _scaleGizmo.PreserveObjectLocalAxesScreenSize)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                    _scaleGizmo.PreserveObjectLocalAxesScreenSize = newBoolValue;
                }

                // Let the user specify whether or not the objects' local axes must be scaled along with the objects
                newBoolValue = EditorGUILayout.ToggleLeft("Adjust Object Local Axes While Scaling", _scaleGizmo.AdjustObjectLocalAxesWhileScalingObjects);
                if (newBoolValue != _scaleGizmo.AdjustObjectLocalAxesWhileScalingObjects)
                {
                    UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                    _scaleGizmo.AdjustObjectLocalAxesWhileScalingObjects = newBoolValue;
                }
            }

            // Let the user specify the snap step value
            EditorGUILayout.Separator();
            newFloatValue = EditorGUILayout.FloatField("Snap Step Value (In World Units)", _scaleGizmo.SnapSettings.StepValueInWorldUnits);
            if (newFloatValue != _scaleGizmo.SnapSettings.StepValueInWorldUnits)
            {
                UnityEditorUndoHelper.RecordObjectForInspectorPropertyChange(_scaleGizmo);
                _scaleGizmo.SnapSettings.StepValueInWorldUnits = newFloatValue;
            }

            EditorGUILayout.EndVertical();

            RenderLayerMaskControls();

            _keyMappingsAreVisible = EditorGUILayout.Foldout(_keyMappingsAreVisible, "Key mappings");
            if (_keyMappingsAreVisible)
            {
                _scaleGizmo.EnableStepSnappingShortcut.RenderView(_scaleGizmo);
                _scaleGizmo.EnableScaleAlongAllAxesShortcut.RenderView(_scaleGizmo);
            }

            // Make sure that if any color properites have been modified, the changes can be seen immediately in the scene view
            SceneView.RepaintAll();
        }