Пример #1
0
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            var sortingLayerNames = SortingLayerHelper.sortingLayerNames;

            if (property.propertyType != SerializedPropertyType.Integer)
            {
                EditorGUI.HelpBox(position, string.Format("{0} is not an integer but has [SortingLayer].", property.name), MessageType.Error);
            }
            else if (sortingLayerNames != null)
            {
                EditorGUI.BeginProperty(position, label, property);

                // Look up the layer name using the current layer ID
                string oldName = SortingLayerHelper.GetSortingLayerNameFromID(property.intValue);

                // Use the name to look up our array index into the names list
                int oldLayerIndex = Array.IndexOf(sortingLayerNames, oldName);

                // Show the popup for the names
                int newLayerIndex = EditorGUI.Popup(position, label.text, oldLayerIndex, sortingLayerNames);

                // If the index changes, look up the ID for the new index to store as the new ID
                if (newLayerIndex != oldLayerIndex)
                {
                    property.intValue = SortingLayerHelper.GetSortingLayerIDForIndex(newLayerIndex);
                }

                EditorGUI.EndProperty();
            }
            else
            {
                EditorGUI.BeginProperty(position, label, property);
                int newValue = EditorGUI.IntField(position, label.text, property.intValue);
                if (newValue != property.intValue)
                {
                    property.intValue = newValue;
                }
                EditorGUI.EndProperty();
            }
        }
Пример #2
0
        public static void Generate()
        {
            // Try to find an existing file in the project called "UnityConstants.cs"
            string filePath = string.Empty;

            foreach (var file in Directory.GetFiles(Application.dataPath, "*.cs", SearchOption.AllDirectories))
            {
                if (Path.GetFileNameWithoutExtension(file) == "UnityConstants")
                {
                    filePath = file;
                    break;
                }
            }

            // If no such file exists already, use the save panel to get a folder in which the file will be placed.
            if (string.IsNullOrEmpty(filePath))
            {
                string directory = EditorUtility.OpenFolderPanel("Choose location for UnityConstants.cs", Application.dataPath, "");

                // Canceled choose? Do nothing.
                if (string.IsNullOrEmpty(directory))
                {
                    return;
                }

                filePath = Path.Combine(directory, "UnityConstants.cs");
            }

            // Write out our file
            using (var writer = new StreamWriter(filePath)) {
                writer.WriteLine("// This file is auto-generated. Modifications are not saved.");
                writer.WriteLine();
                writer.WriteLine("namespace UnityConstants");
                writer.WriteLine("{");

                // Write out the tags
                writer.WriteLine("    public static class Tags");
                writer.WriteLine("    {");
                foreach (var tag in UnityEditorInternal.InternalEditorUtility.tags)
                {
                    writer.WriteLine("        /// <summary>");
                    writer.WriteLine("        /// Name of tag '{0}'.", tag);
                    writer.WriteLine("        /// </summary>");
                    writer.WriteLine("        public const string {0} = \"{1}\";", MakeSafeForCode(tag), tag);
                }
                writer.WriteLine("    }");
                writer.WriteLine();

                // Write out sorting layers
                var sortingLayerNames = SortingLayerHelper.sortingLayerNames;
                if (sortingLayerNames != null)
                {
                    writer.WriteLine("    public static class SortingLayers");
                    writer.WriteLine("    {");
                    for (int i = 0; i < sortingLayerNames.Length; i++)
                    {
                        var name = sortingLayerNames[i];
                        int id   = SortingLayerHelper.GetSortingLayerIDForName(name);
                        writer.WriteLine("        /// <summary>");
                        writer.WriteLine("        /// ID of sorting layer '{0}'.", name);
                        writer.WriteLine("        /// </summary>");
                        writer.WriteLine("        public const int {0} = {1};", MakeSafeForCode(name), id);
                    }
                    writer.WriteLine("    }");
                    writer.WriteLine();
                }

                // Write out layers
                writer.WriteLine("    public static class Layers");
                writer.WriteLine("    {");
                for (int i = 0; i < 32; i++)
                {
                    string layer = UnityEditorInternal.InternalEditorUtility.GetLayerName(i);
                    if (!string.IsNullOrEmpty(layer))
                    {
                        writer.WriteLine("        /// <summary>");
                        writer.WriteLine("        /// Index of layer '{0}'.", layer);
                        writer.WriteLine("        /// </summary>");
                        writer.WriteLine("        public const int {0} = {1};", MakeSafeForCode(layer), i);
                    }
                }
                writer.WriteLine();
                for (int i = 0; i < 32; i++)
                {
                    string layer = UnityEditorInternal.InternalEditorUtility.GetLayerName(i);
                    if (!string.IsNullOrEmpty(layer))
                    {
                        writer.WriteLine("        /// <summary>");
                        writer.WriteLine("        /// Bitmask of layer '{0}'.", layer);
                        writer.WriteLine("        /// </summary>");
                        writer.WriteLine("        public const int {0}Mask = 1 << {1};", MakeSafeForCode(layer), i);
                    }
                }
                writer.WriteLine("    }");
                writer.WriteLine();

                // Write out scenes
                writer.WriteLine("    public static class Scenes");
                writer.WriteLine("    {");
                for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)
                {
                    string scene = Path.GetFileNameWithoutExtension(EditorBuildSettings.scenes[i].path);
                    writer.WriteLine("        /// <summary>");
                    writer.WriteLine("        /// Name of '{0}'.", scene);
                    writer.WriteLine("        /// </summary>");
                    writer.WriteLine("        public const int {0} = {1};", MakeSafeForCode(scene), i);
                }
                writer.WriteLine("    }");
                writer.WriteLine("}");
                writer.WriteLine();
            }

            // Refresh
            AssetDatabase.Refresh();
        }
Пример #3
0
        public static void DrawSortingLayerGUI(UnityEngine.Object target, UnityEngine.Object[] targets)
        {
            // Get the renderer from the target object
            var targetRenderer = (target as MonoBehaviour).gameObject.GetComponent <Renderer> ();

            if (targetRenderer != null)
            {
                string sortingLayerName = targetRenderer.sortingLayerName;
                int    sortingLayerID   = targetRenderer.sortingLayerID;
                int    sortingOrder     = targetRenderer.sortingOrder;

                var sortingLayerNames = SortingLayerHelper.sortingLayerNames;

                // If we have the sorting layers array, we can make a nice dropdown. For stability's sake, if the array is null
                // we just use our old logic. This makes sure the script works in some fashion even if Unity changes the name of
                // that internal field we reflected.
                if (sortingLayerNames != null)
                {
                    // Look up the layer name using the current layer ID
                    string oldName = SortingLayerHelper.GetSortingLayerNameFromID(sortingLayerID);

                    // Use the name to look up our array index into the names list
                    int oldLayerIndex = Array.IndexOf(sortingLayerNames, oldName);

                    // Show the popup for the names
                    int newLayerIndex = EditorGUILayout.Popup("Sorting Layer", oldLayerIndex, sortingLayerNames);

                    // If the index changes, look up the ID for the new index to store as the new ID
                    if (newLayerIndex != oldLayerIndex)
                    {
                        foreach (UnityEngine.Object enumTarget in targets)
                        {
                            var renderer = (enumTarget as MonoBehaviour).gameObject.GetComponent <Renderer> ();
                            Undo.RecordObject(renderer, "Edit Sorting Layer");
                            renderer.sortingLayerID = SortingLayerHelper.GetSortingLayerIDForIndex(newLayerIndex);
                            EditorUtility.SetDirty(renderer);
                        }
                    }
                }
                else
                {
                    // Expose the sorting layer name
                    string newSortingLayerName = EditorGUILayout.TextField("Sorting Layer Name", sortingLayerName);
                    if (newSortingLayerName != sortingLayerName)
                    {
                        foreach (UnityEngine.Object enumTarget in targets)
                        {
                            var renderer = (enumTarget as MonoBehaviour).gameObject.GetComponent <Renderer> ();
                            Undo.RecordObject(renderer, "Edit Sorting Layer Name");
                            renderer.sortingLayerName = newSortingLayerName;
                            EditorUtility.SetDirty(renderer);
                        }
                    }

                    // Expose the sorting layer ID
                    int newSortingLayerId = EditorGUILayout.IntField("Sorting Layer ID", sortingLayerID);
                    if (newSortingLayerId != sortingLayerID)
                    {
                        foreach (UnityEngine.Object enumTarget in targets)
                        {
                            var renderer = (enumTarget as MonoBehaviour).gameObject.GetComponent <Renderer> ();
                            Undo.RecordObject(renderer, "Edit Sorting Layer ID");
                            renderer.sortingLayerID = newSortingLayerId;
                            EditorUtility.SetDirty(renderer);
                        }
                    }
                }

                // Expose the manual sorting order
                int newSortingLayerOrder = EditorGUILayout.IntField("Order in Layer", sortingOrder);
                if (newSortingLayerOrder != sortingOrder)
                {
                    foreach (UnityEngine.Object enumTarget in targets)
                    {
                        var renderer = (enumTarget as MonoBehaviour).gameObject.GetComponent <Renderer> ();
                        Undo.RecordObject(renderer, "Edit Sorting Order");
                        renderer.sortingOrder = newSortingLayerOrder;
                        EditorUtility.SetDirty(renderer);
                    }
                }
            }
            else
            {
                EditorGUILayout.LabelField("There is no Renderer component on selected object");
            }
        }
Пример #4
0
        public override void OnInspectorGUI()
        {
            // Get the renderer from the target object
            var renderer = (target as SortingLayerExposed).gameObject.renderer;

            // If there is no renderer, we can't do anything
            if (!renderer)
            {
                EditorGUILayout.HelpBox("SortingLayerExposed must be added to a game object that has a renderer.", MessageType.Error);
                return;
            }

            var sortingLayerNames = SortingLayerHelper.sortingLayerNames;

            // If we have the sorting layers array, we can make a nice dropdown. For stability's sake, if the array is null
            // we just use our old logic. This makes sure the script works in some fashion even if Unity changes the name of
            // that internal field we reflected.
            if (sortingLayerNames != null)
            {
                // Look up the layer name using the current layer ID
                string oldName = SortingLayerHelper.GetSortingLayerNameFromID(renderer.sortingLayerID);

                // Use the name to look up our array index into the names list
                int oldLayerIndex = Array.IndexOf(sortingLayerNames, oldName);

                // Show the popup for the names
                int newLayerIndex = EditorGUILayout.Popup("Sorting Layer", oldLayerIndex, sortingLayerNames);

                // If the index changes, look up the ID for the new index to store as the new ID
                if (newLayerIndex != oldLayerIndex)
                {
                    Undo.RecordObject(renderer, "Edit Sorting Layer");
                    renderer.sortingLayerID = SortingLayerHelper.GetSortingLayerIDForIndex(newLayerIndex);
                    EditorUtility.SetDirty(renderer);
                }
            }
            else
            {
                // Expose the sorting layer name
                string newSortingLayerName = EditorGUILayout.TextField("Sorting Layer Name", renderer.sortingLayerName);
                if (newSortingLayerName != renderer.sortingLayerName)
                {
                    Undo.RecordObject(renderer, "Edit Sorting Layer Name");
                    renderer.sortingLayerName = newSortingLayerName;
                    EditorUtility.SetDirty(renderer);
                }

                // Expose the sorting layer ID
                int newSortingLayerId = EditorGUILayout.IntField("Sorting Layer ID", renderer.sortingLayerID);
                if (newSortingLayerId != renderer.sortingLayerID)
                {
                    Undo.RecordObject(renderer, "Edit Sorting Layer ID");
                    renderer.sortingLayerID = newSortingLayerId;
                    EditorUtility.SetDirty(renderer);
                }
            }

            // Expose the manual sorting order
            int newSortingLayerOrder = EditorGUILayout.IntField("Sorting Layer Order", renderer.sortingOrder);

            if (newSortingLayerOrder != renderer.sortingOrder)
            {
                Undo.RecordObject(renderer, "Edit Sorting Order");
                renderer.sortingOrder = newSortingLayerOrder;
                EditorUtility.SetDirty(renderer);
            }
        }
Пример #5
0
        public static void Generate()
        {
            // Try to find an existing file in the project called "UnityConstants.cs"
            string filePath = string.Empty;

            foreach (var file in Directory.GetFiles(Application.dataPath, "*.cs", SearchOption.AllDirectories))
            {
                if (Path.GetFileNameWithoutExtension(file) == "UnityConstants")
                {
                    filePath = file;
                    break;
                }
            }

            // If no such file exists already, use the save panel to get a folder in which the file will be placed.
            if (string.IsNullOrEmpty(filePath))
            {
                string directory = EditorUtility.OpenFolderPanel("Choose location for UnityConstants.cs", Application.dataPath, "");

                // Canceled choose? Do nothing.
                if (string.IsNullOrEmpty(directory))
                {
                    return;
                }

                filePath = Path.Combine(directory, "UnityConstants.cs");
            }

            // Write out our file
            using (var writer = new StreamWriter(filePath)) {
                writer.WriteLine("// This file is auto-generated. Modifications are not saved.");
                writer.WriteLine();
                writer.WriteLine("namespace UnityConstants");
                writer.WriteLine("{");

                // Write out the tags
                writer.WriteLine("    public static class Tags");
                writer.WriteLine("    {");
                foreach (var tag in UnityEditorInternal.InternalEditorUtility.tags)
                {
                    writer.WriteLine("        public const string {0} = \"{1}\";", MakeSafeForCode(tag), tag);
                }
                writer.WriteLine("    }");
                writer.WriteLine();

                // Write out sorting layers
                var sortingLayerNames = SortingLayerHelper.sortingLayerNames;
                if (sortingLayerNames != null)
                {
                    writer.WriteLine("    public static class SortingLayers");
                    writer.WriteLine("    {");
                    for (int i = 0; i < sortingLayerNames.Length; i++)
                    {
                        var name = sortingLayerNames[i];
                        int id   = SortingLayerHelper.GetSortingLayerIDForName(name);
                        writer.WriteLine("        public const int {0} = {1};", MakeSafeForCode(name), id);
                    }
                    writer.WriteLine("    }");
                    writer.WriteLine();
                }

                // Write out layers
                writer.WriteLine("    public static class Layers");
                writer.WriteLine("    {");
                for (int i = 0; i < 32; i++)
                {
                    string layer = UnityEditorInternal.InternalEditorUtility.GetLayerName(i);
                    if (string.IsNullOrEmpty(layer))
                    {
                        continue;
                    }
                    writer.WriteLine("        public const int {0} = {1};", MakeSafeForCode(layer), i);
                }
                writer.WriteLine();
                for (int i = 0; i < 32; i++)
                {
                    string layer = UnityEditorInternal.InternalEditorUtility.GetLayerName(i);
                    if (string.IsNullOrEmpty(layer))
                    {
                        continue;
                    }
                    writer.WriteLine("        public const int {0}Mask = 1 << {1};", MakeSafeForCode(layer), i);
                }
                writer.WriteLine("    }");
                writer.WriteLine();

                // Write out scenes
                writer.WriteLine("    public static class Scenes");
                writer.WriteLine("    {");
                for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)
                {
                    string scene = Path.GetFileNameWithoutExtension(EditorBuildSettings.scenes[i].path);
                    writer.WriteLine("        public const int {0} = {1};", MakeSafeForCode(scene), i);
                }
                writer.WriteLine("    }");
                writer.WriteLine();

                // Write out Input axes
                writer.WriteLine("    public static class Axes");
                writer.WriteLine("    {");
                var axes             = new HashSet <string>();
                var inputManagerProp = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0]);
                foreach (SerializedProperty axe in inputManagerProp.FindProperty("m_Axes"))
                {
                    var name         = axe.FindPropertyRelative("m_Name").stringValue;
                    var variableName = MakeSafeForCode(name);
                    if (axes.Contains(variableName))
                    {
                        continue;
                    }
                    writer.WriteLine("        public const string {0} = \"{1}\";", variableName, name);
                    axes.Add(variableName);
                }
                writer.WriteLine("    }");

                // End of namespace UnityConstants
                writer.WriteLine("}");
                writer.WriteLine();
            }

            // Refresh
            AssetDatabase.Refresh();
        }