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CrowdControl/Assets/Feel/MMTools/Editor/MMPropertyControllers/FloatControllerEditor.cs

323 lines
12 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace MoreMountains.Tools
{
/// <summary>
/// Custom editor for the FloatController, conditional hiding and dropdown fill
/// </summary>
[CustomEditor(typeof(FloatController), true)]
[CanEditMultipleObjects]
public class FloatControllerEditor : Editor
{
protected SerializedProperty _TargetObject;
protected SerializedProperty _Curve;
protected SerializedProperty _MinValue;
protected SerializedProperty _MaxValue;
protected SerializedProperty _Duration;
protected SerializedProperty _PingPongPauseDuration;
protected SerializedProperty _Amplitude;
protected SerializedProperty _Frequency;
protected SerializedProperty _Shift;
protected SerializedProperty _RemapNoiseValues;
protected SerializedProperty _RemapNoiseZero;
protected SerializedProperty _RemapNoiseOne;
protected SerializedProperty _OneTimeDuration;
protected SerializedProperty _OneTimeAmplitude;
protected SerializedProperty _OneTimeRemapMin;
protected SerializedProperty _OneTimeRemapMax;
protected SerializedProperty _OneTimeCurve;
protected SerializedProperty _DisableAfterOneTime;
protected SerializedProperty _DisableGameObjectAfterOneTime;
protected SerializedProperty _OneTimeButton;
protected SerializedProperty _DrivenLevel;
protected SerializedProperty _ToDestinationValue;
protected SerializedProperty _ToDestinationDuration;
protected SerializedProperty _ToDestinationCurve;
protected SerializedProperty _DisableAfterToDestination;
protected SerializedProperty _ToDestinationButton;
protected SerializedProperty _InitialValue;
protected SerializedProperty _CurrentValue;
protected SerializedProperty _CurrentValueNormalized;
protected SerializedProperty _ChoiceIndex;
protected SerializedProperty _PropertyName;
protected SerializedProperty _AudioAnalyzer;
protected SerializedProperty _BeatID;
protected SerializedProperty _AudioAnalyzerMode;
protected SerializedProperty _NormalizedLevelID;
protected SerializedProperty _AudioAnalyzerMultiplier;
public override bool RequiresConstantRepaint()
{
return true;
}
/// <summary>
/// On enable, grabs our serialized properties
/// </summary>
protected virtual void OnEnable()
{
FloatController myTarget = (FloatController)target;
_TargetObject = serializedObject.FindProperty("TargetObject");
_Curve = serializedObject.FindProperty("Curve");
_MinValue = serializedObject.FindProperty("MinValue");
_MaxValue = serializedObject.FindProperty("MaxValue");
_Duration = serializedObject.FindProperty("Duration");
_PingPongPauseDuration = serializedObject.FindProperty("PingPongPauseDuration");
_Amplitude = serializedObject.FindProperty("Amplitude");
_Frequency = serializedObject.FindProperty("Frequency");
_Shift = serializedObject.FindProperty("Shift");
_RemapNoiseValues = serializedObject.FindProperty("RemapNoiseValues");
_RemapNoiseZero = serializedObject.FindProperty("RemapNoiseZero");
_RemapNoiseOne = serializedObject.FindProperty("RemapNoiseOne");
_OneTimeDuration = serializedObject.FindProperty("OneTimeDuration");
_OneTimeAmplitude = serializedObject.FindProperty("OneTimeAmplitude");
_OneTimeRemapMin = serializedObject.FindProperty("OneTimeRemapMin");
_OneTimeRemapMax = serializedObject.FindProperty("OneTimeRemapMax");
_OneTimeCurve = serializedObject.FindProperty("OneTimeCurve");
_DisableAfterOneTime = serializedObject.FindProperty("DisableAfterOneTime");
_DisableGameObjectAfterOneTime = serializedObject.FindProperty("DisableGameObjectAfterOneTime");
_OneTimeButton = serializedObject.FindProperty("OneTimeButton");
_DrivenLevel = serializedObject.FindProperty("DrivenLevel");
_ToDestinationValue = serializedObject.FindProperty("ToDestinationValue");
_ToDestinationDuration = serializedObject.FindProperty("ToDestinationDuration");
_ToDestinationCurve = serializedObject.FindProperty("ToDestinationCurve");
_DisableAfterToDestination = serializedObject.FindProperty("DisableAfterToDestination");
_ToDestinationButton = serializedObject.FindProperty("ToDestinationButton");
_InitialValue = serializedObject.FindProperty("InitialValue");
_CurrentValue = serializedObject.FindProperty("CurrentValue");
_CurrentValueNormalized = serializedObject.FindProperty("CurrentValueNormalized");
_ChoiceIndex = serializedObject.FindProperty("ChoiceIndex");
_PropertyName = serializedObject.FindProperty("PropertyName");
_AudioAnalyzer = serializedObject.FindProperty("AudioAnalyzer");
_AudioAnalyzerMode = serializedObject.FindProperty("AudioAnalyzerMode");
_NormalizedLevelID = serializedObject.FindProperty("NormalizedLevelID");
_BeatID = serializedObject.FindProperty("BeatID");
_AudioAnalyzerMultiplier = serializedObject.FindProperty("AudioAnalyzerMultiplier");
VerifyChosenIndex();
AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
}
protected virtual void OnDisable()
{
//BindPropertyName();
AssemblyReloadEvents.afterAssemblyReload -= OnAfterAssemblyReload;
}
protected virtual void BindPropertyName()
{
FloatController myTarget = (FloatController)target;
if (myTarget.ChoiceIndex > myTarget.AttributeNames.Length - 1)
{
_ChoiceIndex.intValue = 0;
_PropertyName.stringValue = FloatController._undefinedString;
}
else
{
_PropertyName.stringValue = myTarget.AttributeNames[myTarget.ChoiceIndex];
serializedObject.ApplyModifiedProperties();
}
}
protected virtual void VerifyChosenIndex()
{
FloatController myTarget = (FloatController)target;
// determine choice index
int index = 0;
bool found = false;
foreach (string attName in myTarget.AttributeNames)
{
if (attName == myTarget.PropertyName)
{
_ChoiceIndex.intValue = index;
found = true;
}
index++;
}
if (!found)
{
_ChoiceIndex.intValue = 0;
_PropertyName.stringValue = FloatController._undefinedString;
}
serializedObject.ApplyModifiedProperties();
}
protected virtual void OnAfterAssemblyReload()
{
FloatController myTarget = (FloatController)target;
myTarget.FillDropDownList();
VerifyChosenIndex();
serializedObject.ApplyModifiedProperties();
}
/// <summary>
/// Draws a custom conditional inspector
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
Undo.RecordObject(target, "Modified FloatController");
FloatController myTarget = (FloatController)target;
EditorGUILayout.PropertyField(_TargetObject);
if (myTarget.AttributeNames != null)
{
if (myTarget.AttributeNames.Length > 0)
{
// draws a dropdown with all our properties
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Property");
_ChoiceIndex.intValue = EditorGUILayout.Popup(myTarget.ChoiceIndex, myTarget.AttributeNames);
BindPropertyName();
EditorGUILayout.EndHorizontal();
Editor.DrawPropertiesExcluding(serializedObject, new string[] { "m_Script", "TargetObject", "Curve", "MinValue", "MaxValue", "Duration", "Amplitude",
"RemapNoiseValues","RemapNoiseZero","RemapNoiseOne",
"Frequency", "Shift", "InitialValue", "CurrentValue", "CurrentValueNormalized", "PingPongPauseDuration",
"OneTimeDuration", "OneTimeAmplitude", "OneTimeRemapMin", "OneTimeRemapMax",
"OneTimeCurve", "OneTimeButton", "DisableAfterOneTime", "DisableGameObjectAfterOneTime",
"AudioAnalyzer","AudioAnalyzerMode", "BeatID", "NormalizedLevelID", "AudioAnalyzerMultiplier",
"DisableAfterToDestination", "DrivenLevel",
"ToDestinationDuration", "ToDestinationValue", "ToDestinationCurve", "ToDestinationButton"});
if (myTarget.ControlMode == FloatController.ControlModes.PingPong)
{
EditorGUILayout.PropertyField(_Curve);
EditorGUILayout.PropertyField(_MinValue);
EditorGUILayout.PropertyField(_MaxValue);
EditorGUILayout.PropertyField(_Duration);
EditorGUILayout.PropertyField(_PingPongPauseDuration);
}
else if (myTarget.ControlMode == FloatController.ControlModes.Random)
{
EditorGUILayout.PropertyField(_Amplitude);
EditorGUILayout.PropertyField(_Frequency);
EditorGUILayout.PropertyField(_Shift);
EditorGUILayout.PropertyField(_RemapNoiseValues);
EditorGUILayout.PropertyField(_RemapNoiseZero);
EditorGUILayout.PropertyField(_RemapNoiseOne);
}
else if (myTarget.ControlMode == FloatController.ControlModes.Driven)
{
EditorGUILayout.PropertyField(_DrivenLevel);
}
else if (myTarget.ControlMode == FloatController.ControlModes.OneTime)
{
EditorGUILayout.PropertyField(_OneTimeDuration);
EditorGUILayout.PropertyField(_OneTimeAmplitude);
EditorGUILayout.PropertyField(_OneTimeRemapMin);
EditorGUILayout.PropertyField(_OneTimeRemapMax);
EditorGUILayout.PropertyField(_OneTimeCurve);
EditorGUILayout.PropertyField(_DisableAfterOneTime);
EditorGUILayout.PropertyField(_DisableGameObjectAfterOneTime);
EditorGUILayout.PropertyField(_OneTimeButton);
}
else if (myTarget.ControlMode == FloatController.ControlModes.AudioAnalyzer)
{
EditorGUILayout.PropertyField(_AudioAnalyzer);
EditorGUILayout.PropertyField(_AudioAnalyzerMode);
if (myTarget.AudioAnalyzerMode == FloatController.AudioAnalyzerModes.Beat)
{
EditorGUILayout.PropertyField(_BeatID);
}
else
{
EditorGUILayout.PropertyField(_NormalizedLevelID);
}
EditorGUILayout.PropertyField(_AudioAnalyzerMultiplier);
}
else if (myTarget.ControlMode == FloatController.ControlModes.ToDestination)
{
EditorGUILayout.PropertyField(_ToDestinationDuration);
EditorGUILayout.PropertyField(_ToDestinationValue);
EditorGUILayout.PropertyField(_ToDestinationCurve);
EditorGUILayout.PropertyField(_DisableAfterToDestination);
EditorGUILayout.PropertyField(_ToDestinationButton);
}
EditorGUILayout.PropertyField(_InitialValue);
EditorGUILayout.PropertyField(_CurrentValue);
EditorGUILayout.PropertyField(_CurrentValueNormalized);
}
}
serializedObject.ApplyModifiedProperties();
if (Application.isPlaying)
{
_barRect = EditorGUILayout.GetControlRect();
DrawLevelProgressBar(_barRect, myTarget.CurrentValueNormalized, _mmYellow, _mmRed);
}
}
protected Rect _barRect;
protected Color _mmYellow = new Color(1f, 0.7686275f, 0f);
protected Color _mmRed = MMColors.Orangered;
protected const int _lineHeight = 20;
protected const int _lineMargin = 2;
protected const int _numberOfLines = 1;
protected Color _progressBarBackground = new Color(0, 0, 0, 0.5f);
protected virtual void DrawLevelProgressBar(Rect position, float level, Color frontColor, Color negativeColor)
{
Rect levelLabelRect = new Rect(position.x, position.y + (_lineHeight + _lineMargin) * (_numberOfLines - 1), position.width, _lineHeight);
Rect levelValueRect = new Rect(position.x - 15 + EditorGUIUtility.labelWidth + 4, position.y + (_lineHeight + _lineMargin) * (_numberOfLines - 1), position.width, _lineHeight);
float progressX = position.x - 5 + EditorGUIUtility.labelWidth + 60;
float progressY = position.y + (_lineHeight + _lineMargin) * (_numberOfLines - 1) + 6;
float progressHeight = 10f;
float fullProgressWidth = position.width - EditorGUIUtility.labelWidth - 60 + 5;
bool negative = false;
float displayLevel = level;
if (level < 0f)
{
negative = true;
level = -level;
}
float progressLevel = Mathf.Clamp01(level);
Rect levelProgressBg = new Rect(progressX, progressY, fullProgressWidth, progressHeight);
float progressWidth = MMMaths.Remap(progressLevel, 0f, 1f, 0f, fullProgressWidth);
Rect levelProgressFront = new Rect(progressX, progressY, progressWidth, progressHeight);
EditorGUI.LabelField(levelLabelRect, new GUIContent("Level"));
EditorGUI.LabelField(levelValueRect, new GUIContent(displayLevel.ToString("F4")));
EditorGUI.DrawRect(levelProgressBg, _progressBarBackground);
if (negative)
{
EditorGUI.DrawRect(levelProgressFront, negativeColor);
}
else
{
EditorGUI.DrawRect(levelProgressFront, frontColor);
}
}
}
}