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509 lines
21 KiB
C#
509 lines
21 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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namespace Animancer.Editor
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{
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/// <summary>[Editor-Only] A welcome screen for Animancer.</summary>
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/// <remarks>Automatic selection is handled by <c>ShowReadMeOnStartup</c>.</remarks>
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//[CreateAssetMenu(menuName = Strings.MenuItemPrefix + "Read Me", order = Strings.AssetMenuOrder + 4)]
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public sealed class ReadMe : ScriptableObject
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{
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/************************************************************************************************************************/
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/// <summary>
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/// The release ID of this Animancer version.
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/// </summary>
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/// <remarks>
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/// <list type="bullet">
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/// <item>[1] = v1.0: 2018-05-02.</item>
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/// <item>[2] = v1.1: 2018-05-29.</item>
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/// <item>[3] = v1.2: 2018-08-14.</item>
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/// <item>[4] = v1.3: 2018-09-12.</item>
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/// <item>[5] = v2.0: 2018-10-08.</item>
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/// <item>[6] = v3.0: 2019-05-27.</item>
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/// <item>[7] = v3.1: 2019-08-12.</item>
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/// <item>[8] = v4.0: 2020-01-28.</item>
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/// </list>
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/// </remarks>
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private const int ReleaseNumber = 8;
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/// <summary>The display name of this Animancer version.</summary>
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private const string VersionName = "v4.0";
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/// <summary>The end of the URL for the change log of this Animancer version.</summary>
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private const string ChangeLogSuffix = "v4-0";
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/// <summary>The key used to save the release number.</summary>
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private const string ReleaseNumberPrefKey = "Animancer.ReleaseNumber";
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/************************************************************************************************************************/
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[SerializeField] private Texture2D _Icon;
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[SerializeField] private DefaultAsset _ExamplesFolder;
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[SerializeField] private bool _DontShowOnStartup;
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/************************************************************************************************************************/
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/// <summary>If true, <c>ShowReadMeOnStartup</c> will not automatically select this asset.</summary>
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public bool DontShowOnStartup
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{
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get
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{
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return _DontShowOnStartup && HasCorrectName;
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// The <see cref="ReadMe"/> file name ends with the <see cref="VersionName"/> to detect if the user imported
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/// this version without deleting a previous version.
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/// <para></para>
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/// When Unity's package importer sees an existing file with the same GUID as one in the package, it will
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/// overwrite that file but not move or rename it if the name has changed. So it will leave the file there with
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/// the old version name.
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/// </summary>
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private bool HasCorrectName
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{
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get
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{
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return name.EndsWith(VersionName);
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}
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}
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/************************************************************************************************************************/
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[CustomEditor(typeof(ReadMe))]
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private sealed class Editor : UnityEditor.Editor
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{
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/************************************************************************************************************************/
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/// <summary>The <see cref="Editor.target"/> cast to <see cref="ReadMe"/>.</summary>
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public ReadMe Target { get; private set; }
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/// <summary>The <see cref="ReleaseNumber"/> from when "Don't show this again" was last ticked.</summary>
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[NonSerialized]
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private int _PreviousVersion;
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/// <summary>The file path of the Examples folder.</summary>
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[NonSerialized]
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private string _ExamplesDirectory;
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/// <summary>The details of all example scenes.</summary>
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[NonSerialized]
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private List<ExampleGroup> _Examples;
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/************************************************************************************************************************/
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private void OnEnable()
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{
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Target = (ReadMe)target;
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_PreviousVersion = PlayerPrefs.GetInt(ReleaseNumberPrefKey, -1);
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if (_PreviousVersion < 0)
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_PreviousVersion = EditorPrefs.GetInt(ReleaseNumberPrefKey, -1);// Animancer v2.0 used EditorPrefs.
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_Examples = ExampleGroup.Gather(Target._ExamplesFolder, out _ExamplesDirectory);
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}
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/************************************************************************************************************************/
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protected override void OnHeaderGUI()
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{
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GUILayout.BeginHorizontal("In BigTitle");
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{
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const string Title = "Animancer Pro\n" + VersionName;
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var title = AnimancerGUI.TempContent(Title, null, false);
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var iconWidth = GUIStyles.Title.CalcHeight(title, EditorGUIUtility.currentViewWidth);
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GUILayout.Label(Target._Icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
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GUILayout.Label(title, GUIStyles.Title);
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}
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GUILayout.EndHorizontal();
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}
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/************************************************************************************************************************/
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public override void OnInspectorGUI()
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{
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DoWarnings();
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DoShowOnStartup();
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DoSpace();
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GUILayout.BeginVertical(GUI.skin.box);
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DoHeadingLink("Documentation", null, Strings.DocumentationURL);
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DoSpace();
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DoHeadingLink("Change Log", null, Strings.DocsURLs.ChangeLogPrefix + ChangeLogSuffix);
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GUILayout.EndVertical();
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DoSpace();
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GUILayout.BeginVertical(GUI.skin.box);
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DoHeadingLink("Examples", null, Strings.DocumentationURL + "/docs/examples");
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if (Target._ExamplesFolder != null)
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{
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EditorGUILayout.ObjectField(_ExamplesDirectory, Target._ExamplesFolder, typeof(SceneAsset), false);
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ExampleGroup.DoExampleGUI(_Examples);
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}
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GUILayout.EndVertical();
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DoSpace();
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GUILayout.BeginVertical(GUI.skin.box);
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DoHeadingLink("Forum",
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"for general discussion, feedback, and news",
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"https://forum.unity.com/threads/566452");
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DoSpace();
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DoHeadingLink("Issues",
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"for questions, suggestions, and bug reports",
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"https://github.com/KybernetikGames/animancer/issues");
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DoSpace();
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DoHeadingLink("Email",
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"for anything private",
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"mailto:" + Strings.DeveloperEmail + "?subject=Animancer", Strings.DeveloperEmail);
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GUILayout.EndVertical();
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DoSpace();
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DoShowOnStartup();
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}
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/************************************************************************************************************************/
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private void DoShowOnStartup()
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{
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EditorGUI.BeginChangeCheck();
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Target._DontShowOnStartup = GUILayout.Toggle(Target._DontShowOnStartup, "Don't show this Read Me on startup");
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if (EditorGUI.EndChangeCheck())
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{
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EditorUtility.SetDirty(Target);
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if (Target._DontShowOnStartup)
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PlayerPrefs.SetInt(ReleaseNumberPrefKey, ReleaseNumber);
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}
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}
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/************************************************************************************************************************/
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private void DoSpace()
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{
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GUILayout.Space(AnimancerGUI.LineHeight * 0.2f);
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}
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/************************************************************************************************************************/
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private void DoWarnings()
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{
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MessageType messageType;
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if (!Target.HasCorrectName)
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{
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messageType = MessageType.Error;
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}
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else if (_PreviousVersion >= 0 && _PreviousVersion < ReleaseNumber)
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{
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messageType = MessageType.Warning;
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}
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else return;
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// Upgraded from any older version.
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DoSpace();
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var directory = AssetDatabase.GetAssetPath(Target);
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directory = Path.GetDirectoryName(directory);
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string versionWarning;
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if (messageType == MessageType.Error)
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{
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versionWarning = "You must fully delete any old version of Animancer before importing a new version." +
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"\n\nClick here to delete '" + directory + "' then you will need to import Animancer again.";
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}
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else
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{
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versionWarning = "You must fully delete any old version of Animancer before importing a new version." +
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"\n\nYou can ignore this message if you have already done so." +
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" Otherwise click here to delete '" + directory + "' then you will need to import Animancer again.";
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}
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EditorGUILayout.HelpBox(versionWarning, messageType);
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CheckDeleteAnimancer(directory);
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// Upgraded from before v2.0.
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if (_PreviousVersion < 4)
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{
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DoSpace();
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EditorGUILayout.HelpBox("It seems you have just upgraded from an earlier version of Animancer" +
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" (before v2.0) so you will need to restart Unity before you can use it.",
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MessageType.Warning);
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}
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DoSpace();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Asks if the user wants to delete the root Animancer folder and does so if they confirm.
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/// </summary>
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private void CheckDeleteAnimancer(string directory)
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{
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if (!AnimancerGUI.TryUseClickEventInLastRect())
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return;
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if (!AssetDatabase.IsValidFolder(directory))
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{
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Debug.Log(directory + " doesn't exist." +
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" You must have moved Animancer somewhere else so you will need to delete it manually.");
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return;
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}
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if (!EditorUtility.DisplayDialog("Delete Animancer?",
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"Would you like to delete " + directory + "?" +
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"\n\nYou will then need to reimport Animancer manually.",
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"Delete", "Cancel"))
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return;
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AssetDatabase.DeleteAsset(directory);
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}
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/************************************************************************************************************************/
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private bool DoHeadingLink(string heading, string description, string url, string displayURL = null)
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{
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if (DoLinkLabel(heading, description))
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Application.OpenURL(url);
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bool clicked;
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if (displayURL == null)
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displayURL = url;
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var content = AnimancerGUI.TempContent(displayURL,
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"Click to copy this link to the clipboard", false);
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var area = AnimancerGUI.LayoutSingleLineRect();
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if (GUI.Button(area, content, GUIStyles.URL))
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{
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GUIUtility.systemCopyBuffer = displayURL;
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Debug.Log("Copied '" + displayURL + "' to the clipboard.");
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clicked = true;
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}
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else clicked = false;
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EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Text);
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return clicked;
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}
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/************************************************************************************************************************/
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private bool DoLinkLabel(string label, string description)
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{
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var headingStyle = GUIStyles.Heading;
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var content = AnimancerGUI.TempContent(label, null, false);
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var size = headingStyle.CalcSize(content);
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var labelArea = GUILayoutUtility.GetRect(0, size.y);
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var buttonArea = AnimancerGUI.StealFromLeft(ref labelArea, size.x);
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if (description != null)
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GUI.Label(labelArea, description, GUIStyles.Description);
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Handles.BeginGUI();
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Handles.color = headingStyle.normal.textColor;
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Handles.DrawLine(new Vector3(buttonArea.xMin, buttonArea.yMax), new Vector3(buttonArea.xMax, buttonArea.yMax));
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Handles.color = Color.white;
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Handles.EndGUI();
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EditorGUIUtility.AddCursorRect(buttonArea, MouseCursor.Link);
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return GUI.Button(buttonArea, content, headingStyle);
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}
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/************************************************************************************************************************/
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private sealed class ExampleGroup
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{
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/************************************************************************************************************************/
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/// <summary>The name of this group.</summary>
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public readonly string Name;
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/// <summary>The scenes in the <see cref="Name"/>.</summary>
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public readonly List<SceneAsset> Scenes = new List<SceneAsset>();
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/// <summary>The folder paths of each of the <see cref="Scenes"/>.</summary>
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public readonly List<string> Directories = new List<string>();
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/// <summary>Indicates whether this group should show its contents in the GUI.</summary>
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private bool _IsExpanded;
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/************************************************************************************************************************/
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public static List<ExampleGroup> Gather(DefaultAsset rootDirectoryAsset, out string examplesDirectory)
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{
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if (rootDirectoryAsset == null)
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{
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examplesDirectory = null;
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return null;
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}
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examplesDirectory = AssetDatabase.GetAssetPath(rootDirectoryAsset);
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if (string.IsNullOrEmpty(examplesDirectory))
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return null;
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var directories = Directory.GetDirectories(examplesDirectory);
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var examples = new List<ExampleGroup>();
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List<SceneAsset> scenes = null;
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for (int i = 0; i < directories.Length; i++)
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{
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var directory = directories[i];
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var files = Directory.GetFiles(directory, "*.unity", SearchOption.AllDirectories);
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for (int j = 0; j < files.Length; j++)
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{
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var scene = AssetDatabase.LoadAssetAtPath<SceneAsset>(files[j]);
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if (scene != null)
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{
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if (scenes == null)
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scenes = new List<SceneAsset>();
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scenes.Add(scene);
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}
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}
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if (scenes != null)
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{
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examples.Add(new ExampleGroup(examplesDirectory, directory, scenes));
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scenes = null;
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}
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}
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examplesDirectory = Path.GetDirectoryName(examplesDirectory);
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return examples;
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}
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/************************************************************************************************************************/
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public ExampleGroup(string rootDirectory, string directory, List<SceneAsset> scenes)
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{
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var start = rootDirectory.Length + 1;
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Name = directory.Substring(start, directory.Length - start);
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Scenes = scenes;
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start = directory.Length + 1;
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for (int i = 0; i < scenes.Count; i++)
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{
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directory = AssetDatabase.GetAssetPath(scenes[i]);
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directory = directory.Substring(start, directory.Length - start);
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directory = Path.GetDirectoryName(directory);
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Directories.Add(directory);
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}
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}
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/************************************************************************************************************************/
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public static void DoExampleGUI(List<ExampleGroup> examples)
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{
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if (examples == null)
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return;
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for (int i = 0; i < examples.Count; i++)
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examples[i].DoExampleGUI();
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}
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public void DoExampleGUI()
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{
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EditorGUI.indentLevel++;
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_IsExpanded = EditorGUILayout.Foldout(_IsExpanded, AnimancerGUI.TempContent(Name, null, false), true);
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if (_IsExpanded)
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{
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for (int i = 0; i < Scenes.Count; i++)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.ObjectField(Directories[i], Scenes[i], typeof(SceneAsset), false);
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EditorGUI.indentLevel--;
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}
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}
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EditorGUI.indentLevel--;
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}
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/************************************************************************************************************************/
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}
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/************************************************************************************************************************/
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private static class GUIStyles
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{
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/************************************************************************************************************************/
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public static readonly GUIStyle Title = new GUIStyle(GUI.skin.label)
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{
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fontSize = 26,
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};
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public static readonly GUIStyle Heading = new GUIStyle(GUI.skin.label)
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{
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fontSize = 18,
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stretchWidth = false,
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};
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public static readonly GUIStyle Description = new GUIStyle(GUI.skin.label)
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{
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alignment = TextAnchor.LowerLeft,
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};
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public static readonly GUIStyle URL = new GUIStyle(GUI.skin.label);
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/************************************************************************************************************************/
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static GUIStyles()
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{
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Heading.normal.textColor = Heading.hover.textColor = new Color32(0x00, 0x78, 0xDA, 0xFF);
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URL.fontSize = Mathf.CeilToInt(URL.fontSize * 0.8f);
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URL.normal.textColor = Color.Lerp(URL.normal.textColor, Color.grey, 0.75f);
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}
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/************************************************************************************************************************/
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}
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/************************************************************************************************************************/
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}
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/************************************************************************************************************************/
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}
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}
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#endif
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