public void OnGUI() { EditorGUI.BeginChangeCheck(); EnsureGUIStyles(); if ((schemes.Count <= 0) || (IsControlSchemeSelected && selectedControlSchemeIndex >= schemes.Count) || (IsActionSelected && selectedActionIndex >= schemes[selectedControlSchemeIndex].Actions.Count)) { InputManagerWindow.ResetSelections(); } // HierarchyGUI.UpdateHierarchyPanelWidth(InputManagerWindow.tabsOffYOffset); // HierarchyGUI.DrawMainPanel(InputManagerWindow.tabsOffYOffset, DrawSelected); // if (HierarchyGUI.DrawHierarchyPanel(InputManagerWindow.tabsOffYOffset, true, BuildHierarchyElementsList())) { // ResetKeyFields(); // } if (HierarchyGUI.Draw(InputManagerWindow.tabsOffYOffset, true, BuildHierarchyElementsList(), DrawSelected, CreateFileMenu)) { ResetKeyFields(); } // HierarchyGUI.DrawMainToolbar(CreateFileMenu, InputManagerWindow.tabsOffYOffset); if (EditorGUI.EndChangeCheck()) { guiChanged = true; } }
public void OnGUI() { if (gamepadProfiles == null) { gamepadProfiles = GamepadHandler.LoadAllGamepadProfiles(); } if (gamepadProfiles.Length <= 0 || (hasSelection && selectedProfileIndex >= gamepadProfiles.Length)) { InputManagerWindow.ResetSelections(); } float testButtonHeight = 30; if (Application.isPlaying) { testButtonHeight += 45; if (testSceneEditor.lastScene != null) { testButtonHeight += 44; } } if (HierarchyGUI.Draw(InputManagerWindow.tabsOffYOffset + testButtonHeight, false, BuildHierarchyElementsList(), DrawSelected, CreateEditMenu)) { OnNewProfileSelection(gamepadProfiles[selectedProfileIndex]); } Rect testRect = new Rect(0.0f, 0.0f, InputManagerWindow.width, testButtonHeight); testRect.y += InputManagerWindow.tabsOffYOffset; GUILayout.BeginArea(testRect); for (int i = 0; i < 1; i++) { EditorGUILayout.Space(); } if (Application.isPlaying) { if (testSceneEditor.lastScene != null) { EditorGUILayout.HelpBox("Do not close the Input Manager window while in the gamepad testing scene.\n\nOr you will not be taken back to the original scene you were working on...", MessageType.Warning); } EditorGUILayout.HelpBox("[Play Mode]: Any new Profiles will be active the next time you enter play mode.", MessageType.Info); } else { if (GUILayout.Button("Start Gamepad Inputs Testing Scene")) { testSceneEditor.StartTestScene(); } } GUILayout.EndArea(); }
public void OnEnable(HierarchyGUI hierarchyGUI) { this.hierarchyGUI = hierarchyGUI; m_gravityInfo = new GUIContent("Gravity When Axis Query", "The speed(in units/sec) at which a digital axis falls towards neutral."); m_sensitivityInfo = new GUIContent("Sensitivity When Axis Query", "The speed(in units/sec) at which an axis moves towards the target value."); m_snapInfo = new GUIContent("Snap When Axis Query", "If input switches direction, do we snap to neutral and continue from there?"); // For digital axes only."); m_deadZoneInfo = new GUIContent("Dead Zone", "Size of analog dead zone. Values within this range map to neutral."); m_plusButtonContent = new GUIContent(GetUnityIcon("ol plus")); m_minusButtonContent = new GUIContent(GetUnityIcon("ol minus")); m_upButtonContent = new GUIContent(GetCustomIcon("input_editor_arrow_up")); m_downButtonContent = new GUIContent(GetCustomIcon("input_editor_arrow_down")); InitializeLoadedElements(); }
public void OnEnable(HierarchyGUI hierarchyGUI) { this.hierarchyGUI = hierarchyGUI; }
void DisposeManagerWindow(bool repeat) { instance = null; controlSchemes.Dispose(repeat); HierarchyGUI.Dispose(); }