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123 lines
4.2 KiB
C#

6 months ago
using UnityEngine;
using System.Reflection;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class AutoHeaderAttribute : PropertyAttribute
{
public int count;
public int depth;
public string label;
public string tooltip;
public string toggleBool;
public System.Type type;
/// <summary>
/// Add a header above a field
/// </summary>
/// <param name="label">A title for the header label</param>
/// <param name="count">the number of child elements under this header</param>
/// <param name="depth">the depth of this header element in the inspector foldout</param>
public AutoHeaderAttribute(string label, int count = default, int depth = default)
{
this.count = count;
this.depth = depth;
this.label = label;
}
/// <summary>
/// Add a header above a field with a tooltip
/// </summary>
/// <param name="label">A title for the header label</param>
/// <param name="tooltip">A note or instruction shown when hovering over the header</param>
/// <param name="count">the number of child elements under this header</param>
/// <param name="depth">the depth of this header element in the inspector foldout</param>
public AutoHeaderAttribute(string label, string tooltip, string toggleName, System.Type classType, int count = default, int depth = default)
{
this.count = count;
this.depth = depth;
this.label = label;
this.tooltip = tooltip;
}
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(AutoHeaderAttribute))]
public class AutoHeaderDrawer : PropertyDrawer
{
const float padding = 2f;
const float margin = -20f;
static Texture autohandlogo = null;
static Font _labelFont = null;
static Font labelFont
{
get
{
if (_labelFont == null)
_labelFont = Resources.Load<Font>("Righteous-Big");
return _labelFont;
}
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
position.yMax += position.height;
var attr = (attribute as AutoHeaderAttribute);
var newRect = position;
newRect.position = new Vector2(newRect.x+newRect.width-18, newRect.y);
// draw header background and label
var headerRect = new Rect(position.x + margin, position.y, (position.width - margin) + (padding * 2), position.height);
EditorGUI.DrawRect(headerRect, Constants.BackgroundColor);
var labelStyle = Constants.HeaderStyle;
labelStyle.font = labelFont;
if(autohandlogo == null) {
var assets = AssetDatabase.FindAssets("AutohandLogo");
if(assets.Length > 0)
autohandlogo = AssetDatabase.LoadAssetAtPath<Texture>(AssetDatabase.GUIDToAssetPath(assets[0]));
}
EditorGUI.LabelField(headerRect, new GUIContent(" " + attr.label, autohandlogo, attr.tooltip), labelStyle);
EditorGUILayout.Space();
EditorGUILayout.Space();
position.y += 2f;
}
}
public static class Constants{
private static readonly Color[] _barColors = new Color[5] {
new Color(0.3411765f, 0.6039216f, 0.7803922f),
new Color(0.145098f, 0.6f, 0.509804f),
new Color(0.9215686f, 0.6431373f, 0.282353f),
new Color(0.8823529f, 0.3529412f, 0.4039216f),
new Color(0.9529412f, 0.9294118f, 0.682353f)
};
public static Color ColorForDepth(int depth) => _barColors[depth % _barColors.Length];
public static Color BackgroundColor { get; } = EditorGUIUtility.isProSkin ? new Color(0.18f, 0.18f, 0.18f, 0.75f) : new Color(0.7f, 0.7f, 0.7f, 0.75f);
public static GUIStyle LabelStyle { get; } = new GUIStyle(GUI.skin.label){
alignment = TextAnchor.MiddleLeft,
fontSize = 15
};
public static GUIStyle HeaderStyle { get; } = new GUIStyle(GUI.skin.label){
alignment = TextAnchor.MiddleCenter,
fontSize = 26
};
}
#endif