static void InitializeIfNeeded() { if (!initialized) { initialized = true; buttonStyle = new GUIStyle(EditorStyles.miniButton) { margin = new RectOffset(0, 0, 0, 0), fixedWidth = buttonWidth, fontSize = fontsize }; backgroundGuiStyle = VCGUIControls.GetVCBox(vcSceneStatus); backgroundGuiStyle.padding = new RectOffset(4, 4, 1, 1); backgroundGuiStyle.margin = new RectOffset(1, 1, 1, 1); backgroundGuiStyle.border = new RectOffset(1, 1, 1, 1); backgroundGuiStyle.alignment = TextAnchor.MiddleCenter; backgroundGuiStyle.fontSize = fontsize; } }
private static void SubscribeToInspector(Object[] targets) { if (!VCCommands.Active || !VCSettings.MaterialGUI || targets.Length == 0) { return; } var renderer = targets[0] as Renderer; var sharedMaterials = renderer.sharedMaterials; for (int i = 0; i < renderer.sharedMaterials.Length; ++i) { if (renderer.sharedMaterials[i] == null) { continue; } var material = sharedMaterials[i]; string assetPath = material.GetAssetPath(); GUIStyle buttonStyle = EditorStyles.toolbarButton; bool builtinMaterial = EditableManager.IsBuiltinAsset(assetPath); var assetStatus = VCCommands.Instance.GetAssetStatus(assetPath); EditorGUILayout.BeginVertical(VCGUIControls.GetVCBox(assetStatus)); string lockDescription = builtinMaterial ? "" : AssetStatusUtils.GetLockStatusMessage(assetStatus); string materialDescription = "[" + (builtinMaterial ? "Unity Default" : material.name) + "] " + lockDescription; GUILayout.Label(new GUIContent(materialDescription, assetPath), VCGUIControls.GetLockStatusStyle()); EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); if (GUILayout.Button(new GUIContent("Save as", "This will open a save dialog"), buttonStyle)) { int index = i; string savePath; string fileName = ""; if (assetPath == "") { savePath = "Assets/Graphics/SavedMaterials/"; } else { savePath = Path.GetDirectoryName(assetPath).Replace("\\", "/"); fileName = Path.GetFileNameWithoutExtension(assetPath); } OnNextUpdate.Do(() => { string newMaterialName = EditorUtility.SaveFilePanel("Save Material as...", savePath, fileName, "mat"); newMaterialName = newMaterialName.Substring(newMaterialName.IndexOf("/Assets/", System.StringComparison.Ordinal) + 1); if (newMaterialName != "") { sharedMaterials[index] = SaveMaterial(material, newMaterialName); renderer.sharedMaterials = sharedMaterials; } }); } var validActions = VCGUIControls.GetValidActions(assetPath, material); VCGUIControls.VersionControlStatusGUI( style: buttonStyle, assetStatus: assetStatus, obj: material, showAddCommit: !builtinMaterial && (validActions & (ValidActions.Add | ValidActions.Commit)) != 0, showLockAndAllowLocalEdit: !builtinMaterial && (validActions & (ValidActions.OpenLocal | ValidActions.Open)) != 0, showRevert: !builtinMaterial && (validActions & ValidActions.Revert) != 0 ); EditorGUILayout.EndHorizontal(); EditorGUILayout.EndVertical(); } }
static void SceneViewUpdate(SceneView sceneView) { EditorUpdate(); if (!shouldDraw) { return; } if (Event.current.type == EventType.Layout) { string assetPath = selectionPath; VCUtility.RequestStatus(assetPath, VCSettings.HierarchyReflectionMode); vcSceneStatus = VCCommands.Instance.GetAssetStatus(assetPath); validActions = VCGUIControls.GetValidActions(assetPath); } buttonStyle = new GUIStyle(EditorStyles.miniButton) { margin = new RectOffset(0, 0, 0, 0), fixedWidth = 80 }; backgroundGuiStyle = VCGUIControls.GetVCBox(vcSceneStatus); backgroundGuiStyle.padding = new RectOffset(4, 8, 1, 1); backgroundGuiStyle.margin = new RectOffset(1, 1, 1, 1); backgroundGuiStyle.border = new RectOffset(1, 1, 1, 1); backgroundGuiStyle.alignment = TextAnchor.MiddleCenter; var rect = new Rect(5, 5, 800, 100); Handles.BeginGUI(); GUILayout.BeginArea(new Rect(0, 0, rect.width, rect.height)); GUILayout.BeginHorizontal(); GUILayout.TextField(AssetStatusUtils.GetLockStatusMessage(vcSceneStatus), backgroundGuiStyle); GUILayout.Label(selectionPath.Substring(selectionPath.LastIndexOf('/') + 1)); GUILayout.EndHorizontal(); int numberOfButtons = 0; const int maxButtons = 4; using (GUILayoutHelper.Vertical()) { using (new PushState <bool>(GUI.enabled, VCCommands.Instance.Ready, v => GUI.enabled = v)) { if (validActions.showAdd) { numberOfButtons++; if (GUILayout.Button(Terminology.add, buttonStyle)) { SceneManagerUtilities.SaveActiveScene(); OnNextUpdate.Do(() => VCCommands.Instance.CommitDialog(new[] { selectionPath })); } } if (validActions.showOpen) { numberOfButtons++; if (GUILayout.Button(Terminology.getlock, buttonStyle)) { VCCommands.Instance.GetLockTask(new[] { selectionPath }); } } if (validActions.showCommit) { numberOfButtons++; if (GUILayout.Button(Terminology.commit, buttonStyle)) { OnNextUpdate.Do(() => VCCommands.Instance.CommitDialog(new[] { selectionPath })); } } if (validActions.showRevert) { numberOfButtons++; if (GUILayout.Button(new GUIContent(Terminology.revert, "Shift-click to " + Terminology.revert + " without confirmation"), buttonStyle)) { var sceneAssetPath = new[] { selectionPath }; if (Event.current.shift || VCUtility.VCDialog(Terminology.revert, sceneAssetPath)) { VCCommands.Instance.Revert(sceneAssetPath); } } } if (validActions.showOpenLocal) { numberOfButtons++; if (GUILayout.Button(Terminology.allowLocalEdit, buttonStyle)) { VCCommands.Instance.AllowLocalEdit(new[] { selectionPath }); } } if (validActions.showUnlock) { numberOfButtons++; if (GUILayout.Button(Terminology.unlock, buttonStyle)) { OnNextUpdate.Do(() => VCCommands.Instance.ReleaseLock(new[] { selectionPath })); } } if (validActions.showForceOpen) { numberOfButtons++; if (GUILayout.Button("Force Open", buttonStyle)) { OnNextUpdate.Do(() => VCUtility.GetLock(selectionPath, OperationMode.Force)); } } // bug: Workaround for a bug in Unity to avoid Tools getting stuck when number of GUI elements change while right mouse is down. using (GUILayoutHelper.Enabled(false)) { for (int i = numberOfButtons; i <= maxButtons; ++i) { GUI.Button(new Rect(0, 0, 0, 0), "", EditorStyles.label); } } } } GUILayout.EndArea(); Handles.EndGUI(); }