Exemplo n.º 1
0
    public override void OnInspectorGUI()
    {
        if (myCurve == null)
        {
            return;
        }

        bool is_editable = myCurve.prEditable && HoudiniHost.isInstallationOk();

        // We can only build or do anything if we can link to our libraries.
#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || (UNITY_METRO && UNITY_EDITOR))
        is_editable = false;
        HoudiniGUI.help(HoudiniConstants.HAPI_UNSUPPORTED_PLATFORM_MSG, MessageType.Info);
#else
        if (!myCurve.prEditable)
        {
            HoudiniGUI.help("This curve is not editable.", MessageType.Info);
        }
        else if (!HoudiniHost.isInstallationOk())
        {
            HoudiniGUI.help(HoudiniHost.getMissingEngineInstallHelpString(), MessageType.Info);
        }
#endif // !( UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || ( UNITY_METRO && UNITY_EDITOR ) )

        bool gui_enable = GUI.enabled;
        GUI.enabled = is_editable;

        Object target = (Object)myTarget;
        if (HoudiniGUI.objectField("target", "Target", ref target, typeof(GameObject)))
        {
            myTarget = (GameObject)target;
        }

        GUI.enabled = gui_enable;
    }
Exemplo n.º 2
0
    protected bool setTransformInput(int index)
    {
        if (myAsset.prUpStreamTransformObjects == null || myAsset.prUpStreamTransformObjects.Count <= 0)
        {
            return(false);
        }

        bool       join_last            = false;
        bool       no_label_toggle_last = true;
        GameObject temp_obj             = null;

        HoudiniGUIParm trans_input = new HoudiniGUIParm("trans_input_" + index, myAsset.prTransInputNames[index]);
        Object         obj         = (Object)myAsset.prUpStreamTransformObjects[index];
        bool           changed     = HoudiniGUI.objectField(ref trans_input, ref obj, typeof(GameObject),
                                                            ref join_last, ref no_label_toggle_last, null, ref temp_obj);

        if (changed)
        {
            if (!obj)
            {
                myAsset.prUpStreamTransformObjects[index] = null;
                myAsset.removeTransformInput(index);
            }
            else
            {
                GameObject game_obj = (GameObject)obj;
                myAsset.prUpStreamTransformObjects[index] = game_obj;
                HoudiniAsset input_asset = game_obj.GetComponent <HoudiniAsset>();
                if (input_asset)
                {
                    myAsset.addAssetAsTransformInput(input_asset, index);
                }
                else
                {
                    myAsset.removeTransformInput(index);
                }
                myAsset.buildClientSide();
            }
        }

        return(changed);
    }
Exemplo n.º 3
0
    protected bool generateAssetControl(int index, ref bool join_last, ref bool no_label_toggle_last)
    {
        if (myParms.prParms == null)
        {
            return(false);
        }

        if (myParms.prParms[index].invisible)
        {
            return(false);
        }

        bool changed = false;

        HAPI_ParmInfo[]      parms        = myParms.prParms;
        HAPI_ParmInfo        parm         = parms[index];
        HAPI_ParmInfoStrings parm_strings = myParms.prParmInfoStrings[index];

        int[]   parm_int_values   = myParms.prParmIntValues;
        float[] parm_float_values = myParms.prParmFloatValues;

        HoudiniGUIParm gui_parm = new HoudiniGUIParm(parm, parm_strings);

        ///////////////////////////////////////////////////////////////////////
        // Integer Parameter
        if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_MULTIPARMLIST)
        {
            changed = HoudiniGUI.multiparmField(
                ref gui_parm, ref myDelayBuild, ref parm_int_values,
                ref join_last, ref no_label_toggle_last);
        }
        else if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_INT)
        {
            if (parm.choiceCount > 0 && parm.choiceIndex >= 0)
            {
                // Draw popup (menu) field.
                List <string> labels = new List <string>();
                List <int>    values = new List <int>();

                // Go through our choices.
                for (int i = 0; i < parm.choiceCount; ++i)
                {
                    if (myParms.prParmChoiceLists[parm.choiceIndex + i].parentParmId != parm.id)
                    {
                        Debug.LogError("Parm choice parent parm id ("
                                       + myParms.prParmChoiceLists[parm.choiceIndex + i].parentParmId
                                       + ") not matching current parm id (" + parm.id + ")!\n"
                                       + "Choice index: " + (parm.choiceIndex + i) + ", "
                                       + "Choice count: " + parm.choiceCount);
                    }

                    labels.Add(myParms.prParmChoiceInfoStrings[parm.choiceIndex + i].label);
                    values.Add(i);
                }

                changed = HoudiniGUI.dropdown(
                    ref gui_parm, ref parm_int_values,
                    labels.ToArray(), values.ToArray(),
                    ref join_last, ref no_label_toggle_last,
                    null, ref parm_int_values);
            }
            else
            {
                changed = HoudiniGUI.intField(
                    ref gui_parm, ref myDelayBuild, ref parm_int_values,
                    ref join_last, ref no_label_toggle_last, null,
                    ref parm_int_values);
            }     // if parm.choiceCount
        }         // if parm.type is INT
        ///////////////////////////////////////////////////////////////////////
        // Float Parameter
        else if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_FLOAT)
        {
            changed = HoudiniGUI.floatField(
                ref gui_parm, ref myDelayBuild, ref parm_float_values,
                ref join_last, ref no_label_toggle_last, null,
                ref parm_float_values);
        }         // if parm.type is FLOAT
        ///////////////////////////////////////////////////////////////////////
        // String Parameter
        else if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_STRING)
        {
            if (parm.choiceCount > 0 && parm.choiceIndex >= 0)
            {
                // Draw popup (menu) field.
                List <string> labels = new List <string>();
                List <string> values = new List <string>();

                // Go through our choices.
                for (int i = 0; i < parm.choiceCount; ++i)
                {
                    if (myParms.prParmChoiceLists[parm.choiceIndex + i].parentParmId != parm.id)
                    {
                        Debug.LogError(
                            "Parm choice parent parm id ("
                            + myParms.prParmChoiceLists[parm.choiceIndex + i].parentParmId
                            + ") not matching current parm id (" + parm.id + ")!\n"
                            + "Choice index: " + (parm.choiceIndex + i) + ", "
                            + "Choice count: " + parm.choiceCount);
                    }

                    labels.Add(myParms.prParmChoiceInfoStrings[parm.choiceIndex + i].label);
                    values.Add(myParms.prParmChoiceInfoStrings[parm.choiceIndex + i].value);
                }

                string[] values_temp = myParms.getParmStrings(parm);
                gui_parm.valuesIndex = 0;                 // Since we're piping a de-handled temp array.

                changed = HoudiniGUI.dropdown(
                    ref gui_parm, ref values_temp,
                    labels.ToArray(), values.ToArray(),
                    ref join_last, ref no_label_toggle_last,
                    null, ref values_temp);

                if (changed)
                {
                    myParms.setParmStrings(parm, values_temp);
                }
            }
            else
            {
                string[] values = myParms.getParmStrings(parm);

                // The given string array is only for this parm so we need to set the values index to 0.
                gui_parm.valuesIndex = 0;

                changed = HoudiniGUI.stringField(
                    ref gui_parm, ref myDelayBuild, ref values,
                    ref join_last, ref no_label_toggle_last, null,
                    ref values);

                // Set the to be changed strings into the cache
                if (changed)
                {
                    myParms.setParmStrings(parm, values);
                }
            }
        }
        ///////////////////////////////////////////////////////////////////////
        // File Path Field
        else if (parm.isPath())
        {
            string[] path = myParms.getParmStrings(parm);

            if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_PATH_FILE_GEO)
            {
                gui_parm.label += " (geo)";
            }
            else if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_PATH_FILE_IMAGE)
            {
                gui_parm.label += " (image)";
            }

            // Asset ID might still be invalid here so don't fail if it is.
            // It is invalid if the asset didn't cook yet after a scene load.
            try
            {
                string file_pattern = parm.typeInfo;
                if (file_pattern != "")
                {
                    gui_parm.label += " (" + file_pattern + ")";
                }
            }
            catch {}

            HAPI_Permissions permissions = parm.permissions;
            if (permissions == HAPI_Permissions.HAPI_PERMISSIONS_READ_ONLY)
            {
                gui_parm.label += " (read-only)";
                changed         = HoudiniGUI.fileOpenField(
                    ref gui_parm, ref myDelayBuild, ref path[0],
                    ref join_last, ref no_label_toggle_last);
            }
            else
            {
                if (permissions == HAPI_Permissions.HAPI_PERMISSIONS_WRITE_ONLY)
                {
                    gui_parm.label += " (write-only)";
                }

                changed = HoudiniGUI.fileSaveField(
                    ref gui_parm, ref myDelayBuild, ref path[0],
                    ref join_last, ref no_label_toggle_last);
            }

            if (changed)
            {
                myParms.setParmStrings(parm, path);
            }
        }
        ///////////////////////////////////////////////////////////////////////
        // Node Path Field
        else if (parm.isNode())
        {
            // Asset ID might still be invalid here so don't fail if it is.
            // It is invalid if the asset didn't cook yet after a scene load.
            try
            {
                string op_filter = parm.typeInfo;
                if (op_filter != "")
                {
                    gui_parm.label += " (" + op_filter + ")";
                }
            }
            catch {}

            HAPI_ParmInput     parm_input  = myParms.prParmInputs[parm.id];
            UnityEngine.Object temp_object = parm_input.inputObject;
            GameObject         undo_object = null;
            changed = HoudiniGUI.objectField(
                ref gui_parm, ref temp_object, typeof(GameObject),
                ref join_last, ref no_label_toggle_last, null, ref undo_object);

            if (changed)
            {
                parm_input.newInputObject   = (GameObject)temp_object;
                myParms.prParmInputs[index] = parm_input;
            }
        }
        ///////////////////////////////////////////////////////////////////////
        // Toggle Parameter
        else if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_TOGGLE)
        {
            changed = HoudiniGUI.toggle(
                ref gui_parm, ref parm_int_values,
                ref join_last, ref no_label_toggle_last,
                null, ref parm_int_values);
        }
        ///////////////////////////////////////////////////////////////////////
        // Color Parameter
        else if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_COLOR)
        {
            changed = HoudiniGUI.colourField(
                ref gui_parm, ref myDelayBuild, ref parm_float_values,
                ref join_last, ref no_label_toggle_last, null,
                ref parm_float_values);
        }
        ///////////////////////////////////////////////////////////////////////
        // Button Parameter
        else if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_BUTTON)
        {
            if (parm.choiceCount > 0 && parm.choiceIndex >= 0)
            {
                // Draw popup (menu) field.
                List <string> labels = new List <string>();
                List <int>    values = new List <int>();

                // Go through our choices.
                for (int i = 0; i < parm.choiceCount; ++i)
                {
                    if (myParms.prParmChoiceLists[parm.choiceIndex + i].parentParmId != parm.id)
                    {
                        Debug.LogError(
                            "Parm choice parent parm id ("
                            + myParms.prParmChoiceLists[parm.choiceIndex + i].parentParmId
                            + ") not matching current parm id (" + parm.id + ")!\n"
                            + "Choice index: " + (parm.choiceIndex + i) + ", "
                            + "Choice count: " + parm.choiceCount);
                    }

                    labels.Add(myParms.prParmChoiceInfoStrings[parm.choiceIndex + i].label);
                    values.Add(i);
                }

                changed = HoudiniGUI.dropdown(
                    ref gui_parm, ref parm_int_values,
                    labels.ToArray(), values.ToArray(),
                    ref join_last, ref no_label_toggle_last,
                    null, ref parm_int_values);
            }
            else
            {
                changed = HoudiniGUI.button(ref gui_parm, ref join_last, ref no_label_toggle_last);
            }
        }
        ///////////////////////////////////////////////////////////////////////
        // Label
        else if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_LABEL)
        {
            HoudiniGUI.label(ref gui_parm, ref join_last, ref no_label_toggle_last);
        }
        ///////////////////////////////////////////////////////////////////////
        // Separator
        else if (parm.type == HAPI_ParmType.HAPI_PARMTYPE_SEPARATOR)
        {
            HoudiniGUI.separator();
        }

        if (myAsset.hasProgressBarBeenUsed() && parm.id == myParms.prLastChangedParmId)
        {
            // TODO: Set the focus back to this control since the progress bar would have stolen it.
        }


        if (changed)
        {
            myParms.prLastChangedParmId = parm.id;
        }

        return(changed);
    }
    public override void OnInspectorGUI()
    {
        bool gui_enable = GUI.enabled;

        // We can only build or do anything if we can link to our libraries.
#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || (UNITY_METRO && UNITY_EDITOR))
        HoudiniGUI.help(HoudiniConstants.HAPI_UNSUPPORTED_PLATFORM_MSG, MessageType.Info);
        GUI.enabled = false;
#else
        if (!HoudiniHost.isInstallationOk())
        {
            HoudiniGUI.help(HoudiniHost.getMissingEngineInstallHelpString(), MessageType.Info);
            GUI.enabled = false;
        }
#endif // !( UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || ( UNITY_METRO && UNITY_EDITOR ) )

        try
        {
            myDelayBuild  = false;
            myParmChanges = false;

            ///////////////////////////////////////////////////////////////////////
            // Draw Game Object Controls

            if (HoudiniHost.isAssetValid(myAsset.prAssetId, myAsset.prAssetValidationId) &&
                (myAsset.prTransformInputCount > 0 || myAsset.prGeoInputCount > 0) &&
                myAsset.prAssetSubType != HAPI_AssetSubType.HAPI_ASSETSUBTYPE_CURVE &&
                !myAsset.isPrefab())
            {
                myAsset.prShowInputControls = HoudiniGUI.foldout("Inputs", myAsset.prShowInputControls, true);

                if (myAsset.prShowInputControls)
                {
                    if (myAsset.prHAPIAssetType == HAPI_AssetType.HAPI_ASSETTYPE_OBJ)
                    {
                        for (int ii = 0; ii < myAsset.prTransformInputCount; ++ii)
                        {
                            myParmChanges |= setTransformInput(ii);
                        }
                    }

                    if (myAsset.prUpStreamGeoObjects == null || myAsset.prUpStreamGeoAssets == null ||
                        myAsset.prUpStreamGeoObjects.Count <= 0 || myAsset.prUpStreamGeoAssets.Count <= 0)
                    {
                        return;
                    }

                    for (int input_index = 0; input_index < myAsset.prGeoInputCount; ++input_index)
                    {
                        bool join_last            = false;
                        bool no_label_toggle_last = true;

                        HoudiniGUIParm geo_input = new HoudiniGUIParm(
                            "geo_input_" + input_index, myAsset.prGeoInputNames[input_index]);
                        Object obj = (Object)myAsset.prUpStreamGeoObjects[input_index];
                        myParmChanges |= HoudiniGUI.objectField(
                            ref geo_input, ref obj, typeof(GameObject), ref join_last, ref no_label_toggle_last);

                        if (myParmChanges || !myAsset.isGeoInputValid(input_index))
                        {
                            if (!obj)
                            {
                                myAsset.removeGeoInput(input_index);
                                myAsset.buildClientSide();
                            }
                            else
                            {
                                GameObject new_obj = (GameObject)obj;
                                myAsset.prUpStreamGeoObjects[input_index] = new_obj;

                                // Select the asset component (if it exists).
                                HoudiniAsset asset = new_obj.GetComponent <HoudiniAsset>();

                                // If we're selecting a specific object to input than try and
                                // get the object id. Note that by getting the HAPI_ObjectControl
                                // component we also cover the geo and part controls because
                                // they all inherit from HAPI_ObjectControl. The user can therefore
                                // drag any gameObject under the asset into another asset's
                                // input and have it all work.
                                int object_index = 0;
                                HoudiniObjectControl obj_control = new_obj.GetComponent <HoudiniObjectControl>();
                                if (obj_control)
                                {
                                    object_index = obj_control.prObjectId;
                                    asset        = obj_control.prAsset;
                                }

                                if (asset == null)
                                {
                                    myAsset.addGeoAsGeoInput(new_obj, input_index);
                                    myAsset.buildClientSide();
                                }
                                else if (myAsset.prUpStreamGeoAssets[input_index] != asset)
                                {
                                    if (myAsset == asset)
                                    {
                                        Debug.LogError("Can't connect an asset to itself!");
                                    }
                                    else
                                    {
                                        myAsset.addAssetAsGeoInput(asset, object_index, input_index);
                                        myAsset.buildClientSide();
                                    }
                                }
                            }
                        }
                    }     // for
                }         // if
            }             // if

            // Draw Cook Log Pane
            myAsset.prShowCookLog = HoudiniGUI.foldout("Asset Cook Log", myAsset.prShowCookLog, true);
            if (myAsset.prShowCookLog)
            {
                drawCookLog();
            }
        }
        catch (HoudiniError e)
        {
            Debug.LogError(e.ToString());
        }

        GUI.enabled = gui_enable;
    }
Exemplo n.º 5
0
    public override void OnInspectorGUI()
    {
        bool gui_enable = GUI.enabled;

        // We can only build or do anything if we can link to our libraries.
#if !( HAPI_ENABLE_RUNTIME )
        HoudiniGUI.help(HoudiniConstants.HAPI_UNSUPPORTED_PLATFORM_MSG, MessageType.Info);
        GUI.enabled = false;
#else
        if (!HoudiniHost.isInstallationOk())
        {
            HoudiniGUI.help(HoudiniHost.getMissingEngineInstallHelpString(), MessageType.Info);
            GUI.enabled = false;
        }
#endif // !( HAPI_ENABLE_RUNTIME )

        try
        {
            myDelayBuild  = false;
            myParmChanges = false;

            ///////////////////////////////////////////////////////////////////////
            // Draw License/Logo Thingy
#if ( HAPI_ENABLE_RUNTIME )
            drawLicenseLogo();
#endif

            ///////////////////////////////////////////////////////////////////////
            // Draw Game Object Controls

            if (HoudiniHost.isNodeValid(myAsset.prAssetId, myAsset.prNodeInfo.uniqueHoudiniNodeId) &&
                (myAsset.prTransformInputCount > 0 || myAsset.prGeoInputCount > 0) &&
                myAsset.prAssetType != HoudiniAsset.AssetType.TYPE_CURVE)
            {
                myAsset.prShowInputControls = HoudiniGUI.foldout("Inputs", myAsset.prShowInputControls, true);

                if (myAsset.prShowInputControls)
                {
                    if (myAsset.prNodeInfo.type == HAPI_NodeType.HAPI_NODETYPE_OBJ)
                    {
                        for (int ii = 0; ii < myAsset.prTransformInputCount; ++ii)
                        {
                            myParmChanges |= setTransformInput(ii);
                        }
                    }

                    if (myAsset.prUpStreamGeoObjects == null || myAsset.prUpStreamGeoAssets == null ||
                        myAsset.prUpStreamGeoObjects.Count <= 0 || myAsset.prUpStreamGeoAssets.Count <= 0)
                    {
                        myAsset.prGeoInputCount = 0;
                    }

                    for (int input_index = 0; input_index < myAsset.prGeoInputCount; ++input_index)
                    {
                        bool join_last            = false;
                        bool no_label_toggle_last = true;

                        GameObject     temp_obj  = null;
                        HoudiniGUIParm geo_input = new HoudiniGUIParm(
                            "geo_input_" + input_index, myAsset.prGeoInputNames[input_index]);
                        Object obj = (Object)myAsset.prUpStreamGeoObjects[input_index];
                        myParmChanges |= HoudiniGUI.objectField(
                            ref geo_input, ref obj, typeof(GameObject), ref join_last, ref no_label_toggle_last, null, ref temp_obj);

                        HoudiniGUIParm geo_input_transform_type = new HoudiniGUIParm(
                            "geo_input_transform_type_" + input_index, "Keep world transform");

                        bool transform_type      = myAsset.prGeoInputsTransformTypes[input_index] != 0;
                        bool TransformTypeUpdate = HoudiniGUI.toggle(ref geo_input_transform_type, ref transform_type);

                        bool need_build_client_side = false;
                        if (myParmChanges || !myAsset.isGeoInputValid(input_index))
                        {
                            if (!obj)
                            {
                                myAsset.removeGeoInput(input_index);
                                //myAsset.buildClientSide();
                                need_build_client_side = true;
                            }
                            else
                            {
                                GameObject new_obj = (GameObject)obj;
                                myAsset.prUpStreamGeoObjects[input_index] = new_obj;

                                // Select the asset component (if it exists).
                                HoudiniAsset asset = new_obj.GetComponent <HoudiniAsset>();

                                // If we're selecting a specific object to input than try and
                                // get the object id. Note that by getting the HAPI_ObjectControl
                                // component we also cover the geo and part controls because
                                // they all inherit from HAPI_ObjectControl. The user can therefore
                                // drag any gameObject under the asset into another asset's
                                // input and have it all work.
                                int object_index = 0;
                                HoudiniObjectControl obj_control = new_obj.GetComponent <HoudiniObjectControl>();
                                if (obj_control)
                                {
                                    object_index = obj_control.prObjectId;
                                    asset        = obj_control.prAsset;
                                }

                                if (asset == null)
                                {
                                    // Connecting a new game object
                                    myAsset.addGeoAsGeoInput(new_obj, input_index);
                                    myAsset.updateGeoInputTransformType(input_index, transform_type ? 1 : 0);
                                    need_build_client_side = true;
                                    //myAsset.buildClientSide();
                                }
                                else if (myAsset.prUpStreamGeoAssets[input_index] != asset)
                                {
                                    // Connecting a new asset
                                    if (myAsset == asset)
                                    {
                                        Debug.LogError("Can't connect an asset to itself!");
                                    }
                                    else
                                    {
                                        myAsset.addAssetAsGeoInput(asset, object_index, input_index);
                                        myAsset.updateGeoInputTransformType(input_index, transform_type ? 1 : 0);
                                        need_build_client_side = true;
                                        //myAsset.buildClientSide();
                                    }
                                }
                            }
                        }

                        if (TransformTypeUpdate)
                        {
                            myAsset.updateGeoInputTransformType(input_index, transform_type ? 1 : 0);
                            need_build_client_side = true;
                        }

                        if (need_build_client_side)
                        {
                            myAsset.buildClientSide();
                        }
                    }     // for
                }         // if
            }             // if

            // Draw Cook Log Pane
            myAsset.prShowCookLog = HoudiniGUI.foldout("Asset Cook Log", myAsset.prShowCookLog, true);
            if (myAsset.prShowCookLog)
            {
                drawCookLog();
            }
        }
        catch (HoudiniError e)
        {
            Debug.LogError(e.ToString());
        }

        GUI.enabled = gui_enable;
    }
Exemplo n.º 6
0
    private void generateAssetInstanceControls()
    {
        HoudiniInstancerManager instancer_manager = myAssetOTL.gameObject.GetComponent <HoudiniInstancerManager>();

        if (instancer_manager == null)
        {
            return;
        }

        List <HoudiniInstancerPersistentData> instancer_persistent_data = instancer_manager.prInstancerPersistentData;

        HoudiniInstancer[] instancers = myAssetOTL.gameObject.GetComponentsInChildren <HoudiniInstancer>();

        foreach (HoudiniInstancer instancer in instancers)
        {
            HoudiniInstancerPersistentData persistent_data = null;

            for (int ii = 0; ii < instancer_persistent_data.Count; ii++)
            {
                HoudiniInstancerPersistentData data = instancer_persistent_data[ii];
                if (data.instancerName == instancer.name)
                {
                    persistent_data = data;
                    break;
                }
            }

            if (persistent_data == null)
            {
                Debug.LogError("Can't find persistent data for instancer: " + instancer.name);
                continue;
            }

            Undo.RecordObject(persistent_data, "Houdini Instancer Change");

            persistent_data.showInstancerGUI = HoudiniGUI.foldout(
                persistent_data.instancerName, persistent_data.showInstancerGUI, true);
            if (persistent_data.showInstancerGUI)
            {
                bool changed = false;

                {
                    Vector3 dummy = new Vector3();
                    changed |= HoudiniGUI.floatField(
                        "RotationOffset", "Rotation Offset",
                        ref persistent_data.rotationalOffset, null, ref dummy);

                    changed |= HoudiniGUI.floatField(
                        "ScaleOffset", "Scale Offset", ref persistent_data.scaleOffset, null, ref dummy);

                    List <string> unique_names = persistent_data.uniqueNames;

                    for (int ii = 0; ii < unique_names.Count; ii++)
                    {
                        string instanced_name = unique_names[ii];
                        int    base_index     = persistent_data.baseIndex(ii);



                        for (int jj = 0; jj < persistent_data.numObjsToInstantiate[ii]; jj++)
                        {
                            Object obj = (Object)persistent_data.objsToInstantiate[base_index + jj];

                            GUILayout.BeginHorizontal();



                            string label = "";
                            if (jj == 0)
                            {
                                label = instanced_name;
                            }

                            changed |= HoudiniGUI.objectField(
                                "object_to_instantiate", label, ref obj, typeof(GameObject));

                            if (changed)
                            {
                                persistent_data.objsToInstantiate[base_index + jj] = (GameObject)obj;
                            }

                            if (GUILayout.Button("+"))
                            {
                                persistent_data.objsToInstantiate.Insert
                                    (base_index + jj, null);
                                persistent_data.numObjsToInstantiate[ii]++;
                                persistent_data.recalculateVariations[ii] = true;
                                changed = true;
                                break;
                            }

                            if (GUILayout.Button("-"))
                            {
                                if (persistent_data.numObjsToInstantiate[ii] == 1)
                                {
                                    persistent_data.objsToInstantiate[base_index] = null;
                                }
                                else
                                {
                                    persistent_data.objsToInstantiate.RemoveAt(base_index + jj);
                                    persistent_data.numObjsToInstantiate[ii]--;
                                }
                                persistent_data.recalculateVariations[ii] = true;
                                changed = true;
                                break;
                            }

                            GUILayout.EndHorizontal();
                        }
                    }

                    if (GUILayout.Button("Recalculate Variations"))
                    {
                        for (int ii = 0; ii < unique_names.Count; ii++)
                        {
                            persistent_data.recalculateVariations[ii] = true;
                        }
                        changed = true;
                    }
                }


                if (instancer.hasOverriddenInstances())
                {
                    if (GUILayout.Button("UnPin All Instances"))
                    {
                        instancer.unPinAllInstances();
                        changed = true;
                    }
                }

                if (changed)
                {
                    HoudiniProgressBar progress_bar = new HoudiniProgressBar();
                    instancer.instanceObjects(progress_bar);
                    progress_bar.clearProgressBar();

                    for (int ii = 0; ii < persistent_data.recalculateVariations.Count; ii++)
                    {
                        persistent_data.recalculateVariations[ii] = false;
                    }
                }
            }

            EditorGUILayout.Separator();
        }
    }
    public override void OnInspectorGUI()
    {
        if (myAssetMerger == null)
        {
            return;
        }

        bool is_editable = true;

        // We can only build or do anything if we can link to our libraries.
#if !( HAPI_ENABLE_RUNTIME )
        is_editable = false;
        HoudiniGUI.help(HoudiniConstants.HAPI_UNSUPPORTED_PLATFORM_MSG, MessageType.Info);
#else
        if (!is_editable)
        {
            HoudiniGUI.help("This mesh is not editable.", MessageType.Info);
        }
#endif // !( HAPI_ENABLE_RUNTIME )

        bool gui_enable = GUI.enabled;
        GUI.enabled = is_editable;

        myAssetMerger.prShowInputSelection =
            HoudiniGUI.foldout("Houdini Input Selection", myAssetMerger.prShowInputSelection, true);
        if (myAssetMerger.prShowInputSelection)
        {
            bool changed = false;

            Object     input_object = myAssetMerger.prInputObject as Object;
            GameObject temp_obj     = null;
            HoudiniGUI.objectField(
                "input_object", "Input Object", ref input_object,
                typeof(GameObject), null, ref temp_obj);
            myAssetMerger.prInputObject = input_object as GameObject;

            bool           input_layer_enable      = myAssetMerger.prUseLayerMask;
            HoudiniGUIParm input_layer_enable_parm = new HoudiniGUIParm("input_layer_enable", "");
            input_layer_enable_parm.joinNext  = true;
            input_layer_enable_parm.labelNone = true;
            changed = HoudiniGUI.toggle(ref input_layer_enable_parm, ref input_layer_enable);
            if (changed)
            {
                myAssetMerger.prUseLayerMask = input_layer_enable;
            }

            LayerMask      input_layer      = myAssetMerger.prLayerMask;
            HoudiniGUIParm input_layer_parm = new HoudiniGUIParm("input_layer", "Layer");
            input_layer_parm.disabled = !input_layer_enable;
            bool join_last            = true;
            bool no_label_toggle_last = true;
            changed = HoudiniGUI.layerField(ref input_layer_parm, ref input_layer, ref join_last, ref no_label_toggle_last);
            if (changed)
            {
                myAssetMerger.prLayerMask = input_layer;
            }

            bool           input_tag_enable      = myAssetMerger.prUseTag;
            HoudiniGUIParm input_tag_enable_parm = new HoudiniGUIParm("input_tag_enable", "");
            input_tag_enable_parm.joinNext  = true;
            input_tag_enable_parm.labelNone = true;
            changed = HoudiniGUI.toggle(ref input_layer_enable_parm, ref input_tag_enable);
            if (changed)
            {
                myAssetMerger.prUseTag = input_tag_enable;
            }

            string         input_tag      = myAssetMerger.prTag;
            HoudiniGUIParm input_tag_parm = new HoudiniGUIParm("input_tag", "Tag");
            input_tag_parm.disabled = !input_tag_enable;
            join_last            = true;
            no_label_toggle_last = true;
            changed = HoudiniGUI.tagField(ref input_tag_parm, ref input_tag, ref join_last, ref no_label_toggle_last);
            if (changed)
            {
                myAssetMerger.prTag = input_tag;
            }
        }

        myAssetMerger.prShowHoudiniControls =
            HoudiniGUI.foldout("Houdini Controls", myAssetMerger.prShowHoudiniControls, true);
        if (myAssetMerger.prShowHoudiniControls)
        {
            if (GUILayout.Button("Recook"))
            {
                myAssetMerger.buildClientSide();
            }
        }

        GUI.enabled = gui_enable;
    }