void OnGUI() { if (m_DebugMenu == null) { return; } // Contrary to the menu in the player, here we always render the menu wether it's enabled or not. This is a separate window so user can manage it however they want. EditorGUI.BeginChangeCheck(); int debugMenuCount = m_DebugMenu.menuCount; int activeMenuIndex = m_DebugMenu.activeMenuIndex; using (new EditorGUILayout.HorizontalScope()) { for (int i = 0; i < debugMenuCount; ++i) { GUIStyle style = EditorStyles.miniButtonMid; if (i == 0) { style = EditorStyles.miniButtonLeft; } if (i == debugMenuCount - 1) { style = EditorStyles.miniButtonRight; } if (GUILayout.Toggle(i == activeMenuIndex, new GUIContent(m_DebugMenu.GetDebugMenu(i).name), style)) { activeMenuIndex = i; } } } if (EditorGUI.EndChangeCheck()) { m_DebugMenu.activeMenuIndex = activeMenuIndex; } using (new EditorGUILayout.VerticalScope()) { DebugMenu activeMenu = m_DebugMenu.GetDebugMenu(m_DebugMenu.activeMenuIndex); bool needRepaint = false; for (int i = 0; i < activeMenu.itemCount; ++i) { needRepaint = needRepaint || activeMenu.GetDebugMenuItem(i).drawer.OnEditorGUI(); } if (needRepaint) { UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); } } }
public void BuildGUI() { if (m_Root != null) { return; } float kBorderSize = 5.0f; m_Root = new GameObject("DebugMenu Root"); Canvas canvas = m_Root.AddComponent <Canvas>(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; UI.CanvasScaler canvasScaler = m_Root.AddComponent <UI.CanvasScaler>(); canvasScaler.uiScaleMode = UI.CanvasScaler.ScaleMode.ScaleWithScreenSize; canvasScaler.referenceResolution = new Vector2(800.0f, 600.0f); // TODO: Move background an layout to the menu itself. m_MainMenuRoot = new GameObject("Background"); m_MainMenuRoot.AddComponent <CanvasRenderer>(); var image = m_MainMenuRoot.AddComponent <UI.Image>(); m_MainMenuRoot.transform.SetParent(m_Root.transform, false); image.rectTransform.pivot = new Vector2(0.0f, 0.0f); image.rectTransform.localPosition = Vector3.zero; image.rectTransform.localScale = Vector3.one; image.rectTransform.anchorMin = new Vector2(0.0f, 0.0f); image.rectTransform.anchorMax = new Vector2(0.5f, 1.0f); image.rectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize); image.rectTransform.sizeDelta = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f)); image.color = kBackgroundColor; GameObject goVL = DebugMenuUI.CreateVerticalLayoutGroup("DebugMenu VLayout", true, true, true, false, 5.0f, m_MainMenuRoot); RectTransform menuVLRectTransform = goVL.GetComponent <RectTransform>(); menuVLRectTransform.pivot = new Vector2(0.0f, 0.0f); menuVLRectTransform.localPosition = Vector3.zero; menuVLRectTransform.localScale = Vector3.one; menuVLRectTransform.anchorMin = new Vector2(0.0f, 0.0f); menuVLRectTransform.anchorMax = new Vector2(1.0f, 1.0f); menuVLRectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize); menuVLRectTransform.sizeDelta = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f)); // TODO: Move background an layout to the menu itself. m_PersistentMenuRoot = new GameObject("Background_Persistent"); m_PersistentMenuRoot.AddComponent <CanvasRenderer>(); image = m_PersistentMenuRoot.AddComponent <UI.Image>(); m_PersistentMenuRoot.transform.SetParent(m_Root.transform, false); image.rectTransform.pivot = new Vector2(0.0f, 0.0f); image.rectTransform.localPosition = Vector3.zero; image.rectTransform.localScale = Vector3.one; image.rectTransform.anchorMin = new Vector2(0.7f, 0.8f); image.rectTransform.anchorMax = new Vector2(1.0f, 1.0f); image.rectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize); image.rectTransform.sizeDelta = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f)); image.color = kBackgroundColor; GameObject goVL2 = DebugMenuUI.CreateVerticalLayoutGroup("DebugMenu VLayout", true, true, true, false, 5.0f, m_PersistentMenuRoot); menuVLRectTransform = goVL2.GetComponent <RectTransform>(); menuVLRectTransform.pivot = new Vector2(0.0f, 0.0f); menuVLRectTransform.localPosition = Vector3.zero; menuVLRectTransform.localScale = Vector3.one; menuVLRectTransform.anchorMin = new Vector2(0.0f, 0.0f); menuVLRectTransform.anchorMax = new Vector2(1.0f, 1.0f); menuVLRectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize); menuVLRectTransform.sizeDelta = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f)); m_PersistentMenuRoot.SetActive(false); DebugMenuUI.CreateTextElement("DebugMenuTitle", "Debug Menu", 14, TextAnchor.MiddleCenter, goVL); int menuCount = m_DebugMenuManager.menuCount; m_MenuRoots = new GameObject[menuCount]; for (int i = 0; i < menuCount; ++i) { m_MenuRoots[i] = m_DebugMenuManager.GetDebugMenu(i).BuildGUI(goVL); } m_DebugMenuManager.GetPersistentDebugMenu().BuildGUI(goVL2); }