示例#1
0
 static void Open(Action <GameObject> onAddButtonPushed, Func <IEnumerable <GameObject> > objectEnumerator)
 {
     if (pickerWindow == null)
     {
         pickerWindow = CreateInstance <SingleObjectPickerWindow>();
         pickerWindow.titleContent = new GUIContent("Select Object");
     }
     pickerWindow.OnAddButtonPushed = (x) => { onAddButtonPushed(x.FirstOrDefault()); };
     pickerWindow.treeView          = new PickerTreeView <GameObject>(
         new TreeViewState(),
         objectEnumerator,
         EditorGUIUtility.IconContent("PrefabNormal Icon").image as Texture2D);
     pickerWindow.treeView.TreeViewCanMultiSelect = false;
     pickerWindow.treeView.ItemDoubleClicked      = (x) =>
     {
         onAddButtonPushed(x);
         pickerWindow.Close();
     };
     pickerWindow.treeView.Reload();
     pickerWindow.ShowAuxWindow();
 }
示例#2
0
        /// <summary>
        /// ReductionNodeのGUI作成
        /// </summary>
        /// <param name="reductionSettingsNode">ReductionSettingsNode</param>
        void MakeReductionSettings(ReductionSettingsNode reductionSettingsNode)
        {
            foldoutStartAndEnd =
                EditorGUILayout.Foldout(foldoutStartAndEnd, "Start and End");
            if (!foldoutStartAndEnd)
            {
                return;
            }

            ++EditorGUI.indentLevel;

            // Start
            propStart.floatValue =
                EditorGUILayout.Slider("Start", propStart.floatValue, 0.01f, 1000.0f);

            // End
            propEnd.floatValue =
                EditorGUILayout.Slider("End", propEnd.floatValue, 0.01f, 1000.0f);

            // Refer Object
            propReferObject.boolValue =
                EditorGUILayout.Toggle("Refer Object", propReferObject.boolValue);


            EditorGUI.BeginDisabledGroup(!propReferObject.boolValue); // object

            ++EditorGUI.indentLevel;

            // Object
            var targetObjectName = propObject.objectReferenceValue ? propObject.objectReferenceValue.name : "None (Game Object)";

            EditorGUILayout.LabelField(
                new GUIContent("Object"),
                new GUIContent(
                    targetObjectName,
                    EditorGUIUtility.IconContent("PrefabNormal Icon").image),
                GUI.skin.FindStyle("ObjectField"));

            // フィールド右側の☉ボタンの範囲
            var objectFieldRect  = GUILayoutUtility.GetLastRect();
            var pickerButtonRect = objectFieldRect;

            pickerButtonRect.x    += pickerButtonRect.width - 15;
            pickerButtonRect.width = 15;

            if (Event.current.type == EventType.MouseDown &&
                Event.current.button == 0)   // 左クリック
            {
                if (pickerButtonRect.Contains(Event.current.mousePosition))
                {
                    // ☉ボタンのクリック
                    SingleObjectPickerWindow.OpenAllObjectPicker(x =>
                    {
                        serializedObject.Update();
                        propObject.objectReferenceValue = x;
                        serializedObject.ApplyModifiedProperties();
                    });
                }
                else if (objectFieldRect.Contains(Event.current.mousePosition))
                {
                    // テキストフィールドのクリック
                    EditorGUIUtility.PingObject(propObject.objectReferenceValue);

                    // ↓ On Double Click
                    //Selection.activeObject = propObject.objectReferenceValue;
                }
            }



            --EditorGUI.indentLevel;

            EditorGUI.EndDisabledGroup();   // End of Object

            // Curve
            // MEMO: 2017/07/14 Unity2017にて、Serializeされた変数から直接呼び出すと
            // エディタでの反映が上手くいかないため、第二引数をバッファ変数から読ませる
            propCurve.animationCurveValue =
                EditorGUILayout.CurveField("Reduction Curve",
                                           curve, // propCurve.animationCurveValue,
                                           Color.green,
                                           new Rect(0.0f, 0.0f, 1.0f, 1.0f));

            --EditorGUI.indentLevel;
        }