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- using UnityEngine;
- using UnityEditor;
- using System;
- using System.Collections.Generic;
- using System.IO;
- namespace Cinemachine.Editor
- {
- /// <summary>
- /// Collection of tools and helpers for drawing inspectors
- /// </summary>
- public class InspectorUtility
- {
- /// <summary>Put multiple properties on a single inspector line, with
- /// optional label overrides. Passing null as a label (or sublabel) override will
- /// cause the property's displayName to be used as a label. For no label at all,
- /// pass GUIContent.none.</summary>
- /// <param name="rect">Rect in which to draw</param>
- /// <param name="label">Main label</param>
- /// <param name="props">Properties to place on the line</param>
- /// <param name="subLabels">Sublabels for the properties</param>
- public static void MultiPropertyOnLine(
- Rect rect,
- GUIContent label,
- SerializedProperty[] props, GUIContent[] subLabels)
- {
- if (props == null || props.Length == 0)
- return;
- const int hSpace = 2;
- int indentLevel = EditorGUI.indentLevel;
- float labelWidth = EditorGUIUtility.labelWidth;
- float totalSubLabelWidth = 0;
- int numBoolColumns = 0;
- List<GUIContent> actualLabels = new List<GUIContent>();
- for (int i = 0; i < props.Length; ++i)
- {
- GUIContent sublabel = new GUIContent(props[i].displayName, props[i].tooltip);
- if (subLabels != null && subLabels.Length > i && subLabels[i] != null)
- sublabel = subLabels[i];
- actualLabels.Add(sublabel);
- totalSubLabelWidth += GUI.skin.label.CalcSize(sublabel).x;
- if (i > 0)
- totalSubLabelWidth += hSpace;
- // Special handling for toggles, or it looks stupid
- if (props[i].propertyType == SerializedPropertyType.Boolean)
- {
- totalSubLabelWidth += rect.height;
- ++numBoolColumns;
- }
- }
- float subFieldWidth = rect.width - labelWidth - totalSubLabelWidth;
- float numCols = props.Length - numBoolColumns;
- float colWidth = numCols == 0 ? 0 : subFieldWidth / numCols;
- // Main label. If no first sublabel, then main label must take on that
- // role, for mouse dragging value-scrolling support
- int subfieldStartIndex = 0;
- if (label == null)
- label = new GUIContent(props[0].displayName, props[0].tooltip);
- if (actualLabels[0] != GUIContent.none)
- rect = EditorGUI.PrefixLabel(rect, label);
- else
- {
- rect.width = labelWidth + colWidth;
- EditorGUI.PropertyField(rect, props[0], label);
- rect.x += rect.width + hSpace;
- subfieldStartIndex = 1;
- }
- for (int i = subfieldStartIndex; i < props.Length; ++i)
- {
- EditorGUI.indentLevel = 0;
- EditorGUIUtility.labelWidth = GUI.skin.label.CalcSize(actualLabels[i]).x;
- if (props[i].propertyType == SerializedPropertyType.Boolean)
- {
- rect.width = EditorGUIUtility.labelWidth + rect.height;
- props[i].boolValue = EditorGUI.ToggleLeft(rect, actualLabels[i], props[i].boolValue);
- }
- else
- {
- rect.width = EditorGUIUtility.labelWidth + colWidth;
- EditorGUI.PropertyField(rect, props[i], actualLabels[i]);
- }
- rect.x += rect.width + hSpace;
- }
- EditorGUIUtility.labelWidth = labelWidth;
- EditorGUI.indentLevel = indentLevel;
- }
- /// <summary>
- /// Normalize a curve so that each of X and Y axes ranges from 0 to 1
- /// </summary>
- /// <param name="curve">Curve to normalize</param>
- /// <returns>The normalized curve</returns>
- public static AnimationCurve NormalizeCurve(AnimationCurve curve)
- {
- Keyframe[] keys = curve.keys;
- if (keys.Length > 0)
- {
- float minTime = keys[0].time;
- float maxTime = minTime;
- float minVal = keys[0].value;
- float maxVal = minVal;
- for (int i = 0; i < keys.Length; ++i)
- {
- minTime = Mathf.Min(minTime, keys[i].time);
- maxTime = Mathf.Max(maxTime, keys[i].time);
- minVal = Mathf.Min(minVal, keys[i].value);
- maxVal = Mathf.Max(maxVal, keys[i].value);
- }
- float range = maxTime - minTime;
- float timeScale = range < 0.0001f ? 1 : 1 / range;
- range = maxVal - minVal;
- float valScale = range < 1 ? 1 : 1 / range;
- float valOffset = 0;
- if (range < 1)
- {
- if (minVal > 0 && minVal + range <= 1)
- valOffset = minVal;
- else
- valOffset = 1 - range;
- }
- for (int i = 0; i < keys.Length; ++i)
- {
- keys[i].time = (keys[i].time - minTime) * timeScale;
- keys[i].value = ((keys[i].value - minVal) * valScale) + valOffset;
- }
- curve.keys = keys;
- }
- return curve;
- }
- /// <summary>
- /// Remove the "Cinemachine" prefix, then call the standard Unity Nicify.
- /// </summary>
- /// <param name="name">The name to nicify</param>
- /// <returns>The nicified name</returns>
- public static string NicifyClassName(string name)
- {
- if (name.StartsWith("Cinemachine"))
- name = name.Substring(11); // Trim the prefix
- return ObjectNames.NicifyVariableName(name);
- }
- /// <summary>
- /// Add to a list all assets of a given type found in a given location
- /// </summary>
- /// <param name="type">The asset type to look for</param>
- /// <param name="assets">The list to add found assets to</param>
- /// <param name="path">The location in which to look. Path is relative to package root.</param>
- public static void AddAssetsFromPackageSubDirectory(
- Type type, List<ScriptableObject> assets, string path)
- {
- try
- {
- path = "/" + path;
- var info = new DirectoryInfo(ScriptableObjectUtility.CinemachineInstallPath + path);
- path = ScriptableObjectUtility.kPackageRoot + path + "/";
- var fileInfo = info.GetFiles();
- foreach (var file in fileInfo)
- {
- if (file.Extension != ".asset")
- continue;
- string name = path + file.Name;
- ScriptableObject a = AssetDatabase.LoadAssetAtPath(name, type) as ScriptableObject;
- if (a != null)
- assets.Add(a);
- }
- }
- catch
- {
- }
- }
- // Temporarily here
- /// <summary>
- /// Create a game object. Uses ObjectFactory if the Unity version is sufficient.
- /// </summary>
- /// <param name="name">Name to give the object</param>
- /// <param name="types">Optional components to add</param>
- /// <returns></returns>
- public static GameObject CreateGameObject(string name, params Type[] types)
- {
- #if UNITY_2018_3_OR_NEWER
- return ObjectFactory.CreateGameObject(name, types);
- #else
- return new GameObject(name, types);
- #endif
- }
- /// <summary>
- /// Force a repaint of the Game View
- /// </summary>
- /// <param name="unused">Like it says</param>
- public static void RepaintGameView(UnityEngine.Object unused = null)
- {
- EditorApplication.QueuePlayerLoopUpdate();
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
- /// <summary>
- /// Try to get the name of the owning virtual camera oibject. If none then use
- /// the object's name
- /// </summary>
- /// <param name="property"></param>
- /// <returns></returns>
- internal static string GetVirtualCameraObjectName(SerializedProperty property)
- {
- // A little hacky here, as we favour virtual cameras...
- var obj = property.serializedObject.targetObject;
- GameObject go = obj as GameObject;
- if (go == null)
- {
- var component = obj as Component;
- if (component != null)
- go = component.gameObject;
- }
- if (go != null)
- {
- var vcam = go.GetComponentInParent<CinemachineVirtualCameraBase>();
- if (vcam != null)
- return vcam.Name;
- return go.name;
- }
- return obj.name;
- }
- }
- }
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