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