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CrowdControl/Assets/Plugins/Animancer/Internal/Editor Utilities/Inspector/AnimancerNodeDrawer.cs

260 lines
11 KiB
C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
#if UNITY_EDITOR
using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only] Draws the Inspector GUI for an <see cref="AnimancerNode"/>.</summary>
public interface IAnimancerNodeDrawer
{
/// <summary>Draws the details and controls for the target node in the Inspector.</summary>
void DoGUI(IAnimancerComponent owner);
}
/************************************************************************************************************************/
/// <summary>[Editor-Only] Draws the Inspector GUI for an <see cref="AnimancerNode"/>.</summary>
public abstract class AnimancerNodeDrawer<T> : IAnimancerNodeDrawer where T : AnimancerNode
{
/************************************************************************************************************************/
/// <summary>The node being managed.</summary>
public T Target { get; protected set; }
/// <summary>If true, the details of the <see cref="Target"/> will be expanded in the Inspector.</summary>
public bool IsExpanded
{
get { return Target._IsInspectorExpanded; }
protected set { Target._IsInspectorExpanded = value; }
}
/************************************************************************************************************************/
/// <summary>The <see cref="GUIStyle"/> used for the area encompassing this drawer.</summary>
protected abstract GUIStyle RegionStyle { get; }
/************************************************************************************************************************/
/// <summary>Draws the details and controls for the target <see cref="Target"/> in the Inspector.</summary>
public virtual void DoGUI(IAnimancerComponent owner)
{
if (!Target.IsValid)
return;
AnimancerGUI.BeginVerticalBox(RegionStyle);
{
DoHeaderGUI();
DoDetailsGUI(owner);
}
AnimancerGUI.EndVerticalBox(RegionStyle);
CheckContextMenu(GUILayoutUtility.GetLastRect());
}
/************************************************************************************************************************/
/// <summary>
/// Draws the name and other details of the <see cref="Target"/> in the GUI.
/// </summary>
protected virtual void DoHeaderGUI()
{
var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before);
DoLabelGUI(area);
DoFoldoutGUI(area);
}
/// <summary>
/// Draws a field for the <see cref="AnimancerState.MainObject"/> if it has one, otherwise just a simple text
/// label.
/// </summary>
protected abstract void DoLabelGUI(Rect area);
/// <summary>Draws a foldout arrow to expand/collapse the node details.</summary>
protected abstract void DoFoldoutGUI(Rect area);
/// <summary>Draws the details of the <see cref="Target"/> in the GUI.</summary>
protected abstract void DoDetailsGUI(IAnimancerComponent owner);
/************************************************************************************************************************/
/// <summary>
/// Draws controls for <see cref="AnimancerState.IsPlaying"/>, <see cref="AnimancerNode.Speed"/>, and
/// <see cref="AnimancerNode.Weight"/>.
/// </summary>
protected void DoNodeDetailsGUI()
{
var labelWidth = EditorGUIUtility.labelWidth;
var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before);
area.xMin += EditorGUI.indentLevel * AnimancerGUI.IndentSize;
var indentLevel = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
var right = area.xMax;
// Is Playing.
var state = Target as AnimancerState;
if (state != null)
{
var label = AnimancerGUI.BeginTightLabel("Is Playing");
area.width = EditorGUIUtility.labelWidth + 16;
state.IsPlaying = EditorGUI.Toggle(area, label, state.IsPlaying);
AnimancerGUI.EndTightLabel();
area.x += area.width;
area.xMax = right;
}
float speedWidth, weightWidth;
Rect speedRect, weightRect;
AnimancerGUI.SplitHorizontally(area, "Speed", "Weight", out speedWidth, out weightWidth, out speedRect, out weightRect);
// Speed.
EditorGUIUtility.labelWidth = speedWidth;
EditorGUI.BeginChangeCheck();
var speed = EditorGUI.FloatField(speedRect, "Speed", Target.Speed);
if (EditorGUI.EndChangeCheck())
Target.Speed = speed;
if (AnimancerGUI.TryUseClickEvent(speedRect, 2))
Target.Speed = Target.Speed != 1 ? 1 : 0;
// Weight.
EditorGUIUtility.labelWidth = weightWidth;
EditorGUI.BeginChangeCheck();
var weight = EditorGUI.FloatField(weightRect, "Weight", Target.Weight);
if (EditorGUI.EndChangeCheck())
Target.Weight = weight;
if (AnimancerGUI.TryUseClickEvent(weightRect, 2))
Target.Weight = Target.Weight != 1 ? 1 : 0;
EditorGUI.indentLevel = indentLevel;
EditorGUIUtility.labelWidth = labelWidth;
DoFadeDetailsGUI();
}
/************************************************************************************************************************/
/// <summary>
/// Draws controls for <see cref="AnimancerNode.FadeSpeed"/> and <see cref="AnimancerNode.TargetWeight"/>.
/// </summary>
private void DoFadeDetailsGUI()
{
var area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.Before);
area = EditorGUI.IndentedRect(area);
var speedLabel = AnimancerGUI.GetNarrowText("Fade Speed");
var targetLabel = AnimancerGUI.GetNarrowText("Target Weight");
float speedWidth, weightWidth;
Rect speedRect, weightRect;
AnimancerGUI.SplitHorizontally(area, speedLabel, targetLabel,
out speedWidth, out weightWidth, out speedRect, out weightRect);
var labelWidth = EditorGUIUtility.labelWidth;
var indentLevel = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
EditorGUI.BeginChangeCheck();
// Fade Speed.
EditorGUIUtility.labelWidth = speedWidth;
Target.FadeSpeed = EditorGUI.DelayedFloatField(speedRect, speedLabel, Target.FadeSpeed);
if (AnimancerGUI.TryUseClickEvent(speedRect, 2))
{
Target.FadeSpeed = Target.FadeSpeed != 0 ?
0 :
Math.Abs(Target.Weight - Target.TargetWeight) / AnimancerPlayable.DefaultFadeDuration;
}
// Target Weight.
EditorGUIUtility.labelWidth = weightWidth;
Target.TargetWeight = EditorGUI.FloatField(weightRect, targetLabel, Target.TargetWeight);
if (AnimancerGUI.TryUseClickEvent(weightRect, 2))
{
if (Target.TargetWeight != Target.Weight)
Target.TargetWeight = Target.Weight;
else if (Target.TargetWeight != 1)
Target.TargetWeight = 1;
else
Target.TargetWeight = 0;
}
if (EditorGUI.EndChangeCheck() && Target.FadeSpeed != 0)
Target.StartFade(Target.TargetWeight, 1 / Target.FadeSpeed);
EditorGUI.indentLevel = indentLevel;
EditorGUIUtility.labelWidth = labelWidth;
}
/************************************************************************************************************************/
#region Context Menu
/************************************************************************************************************************/
/// <summary>
/// The menu label prefix used for details about the <see cref="Target"/>.
/// </summary>
protected const string DetailsPrefix = "Details/";
/// <summary>
/// Checks if the current event is a context menu click within the `clickArea` and opens a context menu with various
/// functions for the <see cref="Target"/>.
/// </summary>
protected void CheckContextMenu(Rect clickArea)
{
if (!AnimancerGUI.TryUseClickEvent(clickArea, 1))
return;
var menu = new GenericMenu();
menu.AddDisabledItem(new GUIContent(Target.ToString()));
PopulateContextMenu(menu);
menu.AddItem(new GUIContent(DetailsPrefix + "Log Details"), false,
() => Debug.Log(Target.GetDescription()));
menu.AddItem(new GUIContent(DetailsPrefix + "Log Details Of Everything"), false,
() => Debug.Log(Target.Root.GetDescription()));
AddPlayableGraphVisualizerFunction(menu);
menu.ShowAsContext();
}
/// <summary>Adds functions relevant to the <see cref="Target"/>.</summary>
protected abstract void PopulateContextMenu(GenericMenu menu);
/************************************************************************************************************************/
private void AddPlayableGraphVisualizerFunction(GenericMenu menu)
{
var type = Type.GetType("GraphVisualizer.PlayableGraphVisualizerWindow," +
" Unity.PlayableGraphVisualizer.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
AnimancerEditorUtilities.AddMenuItem(menu, DetailsPrefix + "Playable Graph Visualizer", type != null, () =>
{
var window = EditorWindow.GetWindow(type);
var field = type.GetField("m_CurrentGraph",
BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static);
if (field != null)
field.SetValue(window, Target.Root._Graph);
});
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}
#endif