Пример #1
0
        public override void OnInspectorGUI()
        {
            EditorGUILayout.PropertyField(hostTransform);
            EditorGUILayout.PropertyField(manipulationType);
            EditorGUILayout.PropertyField(allowFarManipulation);

            var handedness = (ManipulationHandFlags)manipulationType.intValue;

            EditorGUILayout.Space();
            GUIStyle  style         = EditorStyles.foldout;
            FontStyle previousStyle = style.fontStyle;

            style.fontStyle  = FontStyle.Bold;
            oneHandedFoldout = EditorGUILayout.Foldout(oneHandedFoldout, "One Handed Manipulation", true);

            if (oneHandedFoldout)
            {
                if (handedness.HasFlag(ManipulationHandFlags.OneHanded))
                {
                    EditorGUILayout.PropertyField(oneHandRotationModeNear);
                    EditorGUILayout.PropertyField(oneHandRotationModeFar);
                }
                else
                {
                    EditorGUILayout.HelpBox("One handed manipulation disabled. If you wish to enable one handed manipulation select it as a Manipulation Type above.", MessageType.Info);
                }
            }

            EditorGUILayout.Space();
            twoHandedFoldout = EditorGUILayout.Foldout(twoHandedFoldout, "Two Handed Manipulation", true);

            if (twoHandedFoldout)
            {
                if (handedness.HasFlag(ManipulationHandFlags.TwoHanded))
                {
                    EditorGUILayout.PropertyField(twoHandedManipulationType);
                }
                else
                {
                    EditorGUILayout.HelpBox("Two handed manipulation disabled. If you wish to enable two handed manipulation select it as a Manipulation Type above.", MessageType.Info);
                }
            }

            var mh = (ObjectManipulator)target;
            var rb = mh.HostTransform.GetComponent <Rigidbody>();

            EditorGUILayout.Space();
            constraintsFoldout = InspectorUIUtility.DrawComponentTypeFoldout <TransformConstraint>(mh.gameObject, constraintsFoldout, "Constraint");

            EditorGUILayout.Space();
            physicsFoldout = EditorGUILayout.Foldout(physicsFoldout, "Physics", true);

            if (physicsFoldout)
            {
                if (rb != null)
                {
                    EditorGUILayout.PropertyField(releaseBehavior);
                    EditorGUILayout.PropertyField(useForcesForNearManipulation);
                }
                else
                {
                    EditorGUILayout.HelpBox("Physics options disabled. If you wish to enable physics options, add a Rigidbody component to this object.", MessageType.Info);
                }
            }

            EditorGUILayout.Space();
            smoothingFoldout = EditorGUILayout.Foldout(smoothingFoldout, "Smoothing", true);

            if (smoothingFoldout)
            {
                EditorGUILayout.PropertyField(smoothingFar);
                EditorGUILayout.PropertyField(smoothingNear);
                EditorGUILayout.PropertyField(moveLerpTime);
                EditorGUILayout.PropertyField(rotateLerpTime);
                EditorGUILayout.PropertyField(scaleLerpTime);
            }

            EditorGUILayout.Space();
            eventsFoldout = EditorGUILayout.Foldout(eventsFoldout, "Manipulation Events", true);

            if (eventsFoldout)
            {
                EditorGUILayout.PropertyField(onManipulationStarted);
                EditorGUILayout.PropertyField(onManipulationEnded);
                EditorGUILayout.PropertyField(onHoverEntered);
                EditorGUILayout.PropertyField(onHoverExited);
            }

            EditorGUILayout.Space();

            Microsoft.MixedReality.Toolkit.Experimental.Editor.ElasticsManagerInspector.DrawElasticsManagerLink(elasticsManager, mh.gameObject);

            EditorGUILayout.Space();

            // reset foldouts style
            style.fontStyle = previousStyle;

            serializedObject.ApplyModifiedProperties();
        }
Пример #2
0
        public override void OnInspectorGUI()
        {
            if (target != null)
            {
                // Notification section - first thing to show in bounds control component
                DrawRigidBodyWarning();

                // Help url
                InspectorUIUtility.RenderHelpURL(target.GetType());

                // Data section
                {
                    EditorGUI.BeginChangeCheck();

                    EditorGUILayout.PropertyField(targetObject);

                    EditorGUILayout.Space();
                    EditorGUILayout.LabelField(new GUIContent("Behavior"), EditorStyles.boldLabel);
                    EditorGUILayout.PropertyField(activationType);
                    EditorGUILayout.PropertyField(boundsOverride);
                    EditorGUILayout.PropertyField(boundsCalculationMethod);
                    EditorGUILayout.PropertyField(controlPadding);
                    EditorGUILayout.PropertyField(flattenAxis);

                    EditorGUILayout.Space();
                    EditorGUILayout.LabelField(new GUIContent("Smoothing"), EditorStyles.boldLabel);
                    EditorGUILayout.PropertyField(smoothingActive);
                    EditorGUILayout.PropertyField(scaleLerpTime);
                    EditorGUILayout.PropertyField(rotateLerpTime);

                    EditorGUILayout.Space();
                    EditorGUILayout.LabelField(new GUIContent("Visuals", "Bounds Control Visual Configurations"), EditorStyles.boldLabel, GUILayout.ExpandWidth(true));
                    using (new EditorGUI.IndentLevelScope())
                    {
                        showBoxConfiguration = InspectorUIUtility.DrawScriptableFoldout <BoxDisplayConfiguration>(boxDisplayConfiguration,
                                                                                                                  "Box Configuration",
                                                                                                                  showBoxConfiguration);

                        showScaleHandlesConfiguration = InspectorUIUtility.DrawScriptableFoldout <ScaleHandlesConfiguration>(scaleHandlesConfiguration,
                                                                                                                             "Scale Handles Configuration",
                                                                                                                             showScaleHandlesConfiguration);

                        showRotationHandlesConfiguration = InspectorUIUtility.DrawScriptableFoldout <RotationHandlesConfiguration>(rotationHandlesConfiguration,
                                                                                                                                   "Rotation Handles Configuration",
                                                                                                                                   showRotationHandlesConfiguration);

                        showTranslationHandlesConfiguration = InspectorUIUtility.DrawScriptableFoldout <TranslationHandlesConfiguration>(translationHandlesConfiguration,
                                                                                                                                         "Translation Handles Configuration",
                                                                                                                                         showTranslationHandlesConfiguration);

                        showLinksConfiguration = InspectorUIUtility.DrawScriptableFoldout <LinksConfiguration>(linksConfiguration,
                                                                                                               "Links Configuration",
                                                                                                               showLinksConfiguration);

                        showProximityConfiguration = InspectorUIUtility.DrawScriptableFoldout <ProximityEffectConfiguration>(proximityEffectConfiguration,
                                                                                                                             "Proximity Configuration",
                                                                                                                             showProximityConfiguration);
                    }

                    EditorGUILayout.Space();
                    constraintsFoldout = InspectorUIUtility.DrawComponentTypeFoldout <TransformConstraint>(boundsControl.gameObject, constraintsFoldout, "Constraint");

                    EditorGUILayout.Space();
                    EditorGUILayout.LabelField(new GUIContent("Events", "Bounds Control Events"), EditorStyles.boldLabel, GUILayout.ExpandWidth(true));
                    {
                        EditorGUILayout.PropertyField(rotateStartedEvent);
                        EditorGUILayout.PropertyField(rotateStoppedEvent);
                        EditorGUILayout.PropertyField(scaleStartedEvent);
                        EditorGUILayout.PropertyField(scaleStoppedEvent);
                        EditorGUILayout.PropertyField(translateStartedEvent);
                        EditorGUILayout.PropertyField(translateStoppedEvent);
                    }

                    EditorGUILayout.Space();
                    EditorGUILayout.LabelField(new GUIContent("Debug", "Bounds Control Debug Section"), EditorStyles.boldLabel, GUILayout.ExpandWidth(true));
                    {
                        EditorGUILayout.PropertyField(hideElementsInHierarchyEditor);
                    }

                    if (EditorGUI.EndChangeCheck())
                    {
                        serializedObject.ApplyModifiedProperties();
                    }
                }
            }
        }
Пример #3
0
        public override void OnInspectorGUI()
        {
            EditorGUILayout.PropertyField(hostTransform);
            EditorGUILayout.PropertyField(manipulationType);
            EditorGUILayout.PropertyField(allowFarManipulation);

            var handedness = (ManipulationHandFlags)manipulationType.intValue;

            EditorGUILayout.Space();
            GUIStyle  style         = EditorStyles.foldout;
            FontStyle previousStyle = style.fontStyle;

            style.fontStyle  = FontStyle.Bold;
            oneHandedFoldout = EditorGUILayout.Foldout(oneHandedFoldout, "One Handed Manipulation", true);

            if (oneHandedFoldout)
            {
                if (handedness.HasFlag(ManipulationHandFlags.OneHanded))
                {
                    EditorGUILayout.PropertyField(oneHandRotationModeNear);
                    EditorGUILayout.PropertyField(oneHandRotationModeFar);
                }
                else
                {
                    EditorGUILayout.HelpBox("One handed manipulation disabled. If you wish to enable one handed manipulation select it as a Manipulation Type above.", MessageType.Info);
                }
            }

            EditorGUILayout.Space();
            twoHandedFoldout = EditorGUILayout.Foldout(twoHandedFoldout, "Two Handed Manipulation", true);

            if (twoHandedFoldout)
            {
                if (handedness.HasFlag(ManipulationHandFlags.TwoHanded))
                {
                    EditorGUILayout.PropertyField(twoHandedManipulationType);
                }
                else
                {
                    EditorGUILayout.HelpBox("Two handed manipulation disabled. If you wish to enable two handed manipulation select it as a Manipulation Type above.", MessageType.Info);
                }
            }

            var mh = (ObjectManipulator)target;
            var rb = mh.HostTransform.GetComponent <Rigidbody>();

            EditorGUILayout.Space();
            constraintsFoldout = InspectorUIUtility.DrawComponentTypeFoldout <TransformConstraint>(mh.gameObject, constraintsFoldout, "Constraint");

            EditorGUILayout.Space();
            physicsFoldout = EditorGUILayout.Foldout(physicsFoldout, "Physics", true);

            if (physicsFoldout)
            {
                if (rb != null)
                {
                    EditorGUILayout.PropertyField(releaseBehavior);
                    EditorGUILayout.PropertyField(useForcesForNearManipulation);
                }
                else
                {
                    EditorGUILayout.HelpBox("Physics options disabled. If you wish to enable physics options, add a Rigidbody component to this object.", MessageType.Info);
                }
            }

            EditorGUILayout.Space();
            smoothingFoldout = EditorGUILayout.Foldout(smoothingFoldout, "Smoothing", true);

            if (smoothingFoldout)
            {
                EditorGUILayout.PropertyField(smoothingFar);
                EditorGUILayout.PropertyField(smoothingNear);
                EditorGUILayout.PropertyField(moveLerpTime);
                EditorGUILayout.PropertyField(rotateLerpTime);
                EditorGUILayout.PropertyField(scaleLerpTime);
            }

            EditorGUILayout.Space();
            elasticsFoldout = EditorGUILayout.Foldout(elasticsFoldout, "Elastics", true);

            if (elasticsFoldout)
            {
                // This two-way enum cast is required because EnumFlagsField does not play nicely with
                // SerializedProperties and custom enum flags.
                var newElasticTypesValue = EditorGUILayout.EnumFlagsField("Manipulation types using elastic feedback: ", (TransformFlags)elasticTypes.intValue);
                elasticTypes.intValue = (int)(TransformFlags)newElasticTypesValue;

                // If the particular elastic type is requested, we offer the user the ability
                // to configure the elastic system.
                TransformFlags currentFlags = (TransformFlags)elasticTypes.intValue;

                translationElasticFoldout = DrawElasticConfiguration <ElasticConfiguration>(
                    "Translation Elastic",
                    translationElasticFoldout,
                    translationElasticConfigurationObject,
                    translationElasticExtent,
                    TransformFlags.Move,
                    currentFlags);

                rotationElasticFoldout = DrawElasticConfiguration <ElasticConfiguration>(
                    "Rotation Elastic",
                    rotationElasticFoldout,
                    rotationElasticConfigurationObject,
                    rotationElasticExtent,
                    TransformFlags.Rotate,
                    currentFlags);

                scaleElasticFoldout = DrawElasticConfiguration <ElasticConfiguration>(
                    "Scale Elastic",
                    scaleElasticFoldout,
                    scaleElasticConfigurationObject,
                    scaleElasticExtent,
                    TransformFlags.Scale,
                    currentFlags);
            }

            EditorGUILayout.Space();
            eventsFoldout = EditorGUILayout.Foldout(eventsFoldout, "Manipulation Events", true);

            if (eventsFoldout)
            {
                EditorGUILayout.PropertyField(onManipulationStarted);
                EditorGUILayout.PropertyField(onManipulationEnded);
                EditorGUILayout.PropertyField(onHoverEntered);
                EditorGUILayout.PropertyField(onHoverExited);
            }

            // reset foldouts style
            style.fontStyle = previousStyle;

            serializedObject.ApplyModifiedProperties();
        }