void SetEditorStatus() { // If we already have a working collider then we're in the middle of Editing if (workingCollider != null) { this.editorStatus = EditorStatus.Editing; } else if (Selection.activeGameObject != null) { var t = Selection.activeGameObject.transform; // Check for non-uniform scale on target object and all its ancestors while (t != null) { var targetObjectScale = t.localScale; if (Math.Abs(targetObjectScale.x - targetObjectScale.y) > 0.0001f || Math.Abs(targetObjectScale.x - targetObjectScale.z) > 0.0001f) { this.editorStatus = EditorStatus.NonUniformScale; return; } t = t.parent; } this.editorStatus = EditorStatus.Ready; } else { // This usually means that nothing is selected in the editor this.editorStatus = EditorStatus.InvalidSelection; } }
public void ShowEditor(CellItem p_cell, EditorStatus p_status) { ResetEditorCell(p_cell, p_status); // 双击显示光标,IsHitTestVisible为false可控制光标不显示 // 保证Editor再次点击时不失去焦点 Editor.IsHitTestVisible = true; Editor.Opacity = 1.0; var cell = _editingCell.BindingCell; StyleInfo info = cell.Worksheet.GetActualStyleInfo(cell.Row.Index, cell.Column.Index, cell.SheetArea, true); if (info == null) { return; } // Enter状态表示因键盘输入触发,不需要给Editor设置Cell原有的Text // Edit状态表示双击触发 bool isFormula = false; if (p_status != EditorStatus.Enter) { isFormula = ApplyEditorText(info); } ApplyEditorStyle(info, isFormula); Editor.Focus(FocusState.Programmatic); InvalidateMeasure(); InvalidateArrange(); }
private void updateEditorStatus() { // Updates editor status label, lights, and error messages (if time has passed since last keystroke) if (DateTime.Now.Subtract(lastTime).Milliseconds / 1000.0f > statusDelay) { // Try to interpret scripts StatusText = "Status: Interpreting..."; bool valid = true; if (valid) { // If valid, save StatusText = "Status: Saved."; _status = EditorStatus.Green; } else { // Otherwise, highlight errors StatusText = "Status: Errors Found"; _status = EditorStatus.Red; } } else { // Status label should instead report cursor position Point pos = CursorPosition; StatusText = "Cursor position: Row " + pos.Y + ", Col " + pos.X; _status = EditorStatus.Yellow; } }
/// <summary> /// 设置编辑状态 /// </summary> public void SetEditorStatus() { // 如果已经有了碰撞盒 if (WorkingCollider != null) { EditorStatus = EditorStatus.编辑; } else if (Selection.activeGameObject != null) { var selectTrans = Selection.activeGameObject.transform; // 检查非均匀尺度目标对象和它的所有父物体 while (selectTrans != null) { var targetObjectScale = selectTrans.localScale; if (Math.Abs(targetObjectScale.x - targetObjectScale.y) > 0.0001f || Math.Abs(targetObjectScale.x - targetObjectScale.z) > 0.0001f) { EditorStatus = EditorStatus.非均匀尺度; return; } selectTrans = selectTrans.parent; } EditorStatus = EditorStatus.准备; } else { // 没有选择任何内容 EditorStatus = EditorStatus.无效的选择; } }
public EditorStatus clone() { EditorStatus ret = new EditorStatus(); for (int i = 0; i < renderRequired.Length; i++) { ret.renderRequired[i] = renderRequired[i]; } return(ret); }
/// <summary> /// 解析驱动内容 /// </summary> /// <param name="content">内容</param> public void ParseContent(string content) { ability = DataDrivenFactory.ParseConfig(content); if (ability == null) { this.ShowNotification(new GUIContent("解析驱动失败!!!")); return; } _status = EditorStatus.Editor; }
void ResetEditorCell(CellItem p_cell, EditorStatus p_status) { _editingCell = p_cell; EditorDirty = false; int row = p_cell.Row; int column = p_cell.Column; if (p_cell.CellLayout != null) { row = p_cell.CellLayout.Row; column = p_cell.CellLayout.Column; } EditingColumnIndex = column; EditingRowIndex = row; EditorStatus = p_status; }
/// <summary> /// gui渲染 /// </summary> private void OnGUI() { if (_status == EditorStatus.Welcome) { DDWelcome.OnGUI(this); } else if (_status == EditorStatus.Editor) { if (ability == null) { _status = EditorStatus.Welcome; return; } DDEditor.OnGUI(this, ability); } }
public bool StartTextInput(int row, int column, EditorStatus status, bool canModifyTextBox, bool selectAll = false, string defaultText = null) { if (IsEditing()) { return(true); } CellItem cell = GetViewportCell(row, column, true); if (cell == null) { return(false); } ShowSheetCell(row, column); if (Excel.RaiseEditStarting(row, column)) { return(false); } _editorLayer.ShowEditor(cell, status); _editorLayer.EditingChanged += new EventHandler(_editorPanel_EdtingChanged); if (canModifyTextBox) { var editor = _editorLayer.Editor; if (defaultText != null) { editor.Text = defaultText; } if (selectAll) { editor.SelectAll(); } else { editor.SelectionStart = editor.Text.Length; } } return(true); }
public SerializedExpressionEditor(SerializedObject serializedObject, VRM10Expression targetObject, PreviewSceneManager previewSceneManager, EditorStatus status) { m_status = status; this.m_serializedObject = serializedObject; this.m_targetObject = targetObject; m_expressionNameProp = serializedObject.FindProperty("expressionName"); m_presetProp = serializedObject.FindProperty("Preset"); m_isBinaryProp = serializedObject.FindProperty("IsBinary"); m_ignoreBlinkProp = serializedObject.FindProperty("IgnoreBlink"); m_ignoreLookAtProp = serializedObject.FindProperty("IgnoreLookAt"); m_ignoreMouthProp = serializedObject.FindProperty("IgnoreMouth"); m_morphTargetBindings = new ReorderableMorphTargetBindingList(serializedObject, previewSceneManager, 20); m_materialColorBindings = new ReorderableMaterialColorBindingList(serializedObject, previewSceneManager?.MaterialNames, 20); m_materialUVBindings = new ReorderableMaterialUVBindingList(serializedObject, previewSceneManager?.MaterialNames, 20); m_items = previewSceneManager.EnumRenderItems .Where(x => x.SkinnedMeshRenderer != null) .ToArray(); }
public SerializedExpressionEditor(VRM10Expression expression, PreviewSceneManager previewSceneManager, EditorStatus status) : this( new SerializedObject(expression), expression, previewSceneManager, status) { }
//******************************************************************************** // OnInspectorGUI //******************************************************************************** public override void OnInspectorGUI() { EditorBehaviour.BehaviourSelectIndex = 0; Info.HelpButtonIndex = 0; if (m_creature_debug != null) { m_creature_control.Display.ShowDebug = m_creature_debug.enabled; } else { m_creature_control.Display.ShowDebug = false; } GUI.changed = false; EditorGUILayout.Separator(); Info.HelpEnabled = m_creature_control.Display.ShowHelp; Info.DescriptionEnabled = m_creature_control.Display.ShowHelpDescription; // COCKPIT EditorRegister.Print(m_creature_control.gameObject.name); EditorDisplay.Print(m_creature_control.Display); EditorInfo.Print(m_creature_control); // ESSENTIALS EditorEssentials.Print(m_creature_control); // STATUS EditorStatus.Print(m_creature_control); // MISSIONS EditorMissions.Print(m_creature_control); // INTERACTION EditorInteraction.Print(m_creature_control); // ENVIRONMENT EditorEnvironment.Print(m_creature_control); //BEHAVIOURS EditorBehaviour.Print(m_creature_control); if (m_creature_control.Display.ShowDebug) { if (m_creature_debug == null) { m_creature_debug = m_creature_control.gameObject.AddComponent <ICECreatureControlDebug>(); } else if (m_creature_debug.enabled == false) { m_creature_debug.enabled = true; } } else if (m_creature_debug != null) { m_creature_debug.enabled = false; /* * DestroyImmediate( m_creature_control.GetComponent<ICECreatureControlDebug>() ); * EditorGUIUtility.ExitGUI();*/ } if (GUI.changed) { EditorUtility.SetDirty(m_creature_control); } }
public bool StartTextInput(int row, int column, EditorStatus status) { return(StartTextInput(row, column, status, false, false, null)); }
public bool StartCellEditing(int row, int column, bool selectAll, string defaultText, EditorStatus status) { return(StartTextInput(row, column, status, true, selectAll, defaultText)); }
public SerializedBlendShapeEditor(BlendShapeClip blendShapeClip, PreviewSceneManager previewSceneManager, EditorStatus status) : this( new SerializedObject(blendShapeClip), blendShapeClip, previewSceneManager, status) { }
public override int GetHashCode() { var sum = Color.GetHashCode() + CurrentOperation.GetHashCode() + EditorStatus.GetHashCode(); return(sum.GetHashCode()); }