forked from BilalY/Rasagar
185 lines
6.5 KiB
C#
185 lines
6.5 KiB
C#
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using System;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UIElements;
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using Object = UnityEngine.Object;
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/// <summary>
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/// A SceneAnnotation component allows you to add a rich text display
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/// to a GameObject and to align the scene camera to ths object for
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/// tutorial purposes
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/// </summary>
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[ExecuteInEditMode]
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public class SceneAnnotation : MonoBehaviour, IComparable<SceneAnnotation>
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{
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public string headline = "Headline Goes Here";
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public TextAsset textAsset;
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public int id;
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public void OnDrawGizmos()
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{
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#if UNITY_EDITOR
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var xform = gameObject.transform;
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Gizmos.DrawIcon(xform.position + Vector3.up, "Assets/TerrainToolsDemo/Scripts/Help_Icon.png", true);
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Gizmos.matrix = xform.localToWorldMatrix;
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Gizmos.DrawFrustum(Vector3.back, 90, 0.5f, 0.25f, 2);
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Gizmos.DrawCube(Vector3.back, new Vector3(1, 0.5f, 0.5f));
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#endif
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}
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public int CompareTo(SceneAnnotation other)
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{
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// Use the ID Value to sort scene objects for the inspector tool
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// Add an extra check in case somebody got lazy and duplicated w/o changing IDs
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var idx = id.CompareTo(other.id);
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if (idx == 0) idx = string.Compare(headline, other.headline, StringComparison.Ordinal);
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return idx;
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}
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}
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#if UNITY_EDITOR
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[InitializeOnLoad]
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[CustomEditor(typeof(SceneAnnotation))]
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public class SceneAnnotationEditor : Editor
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{
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private static readonly string UXMLPath = "SceneAnnotation";
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public static bool isLoaded = false;
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public override VisualElement CreateInspectorGUI()
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{
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var root = new VisualElement();
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var visualTree = Resources.Load<VisualTreeAsset>(UXMLPath);
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VisualElement inspectorUI = visualTree.CloneTree();
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root.Add(inspectorUI);
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root.Q<Button>("CameraBtn").clicked += () => { AlignCamera(target.GameObject().transform); };
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root.Q<Button>("NextBtn").clicked += () => { GoToAnnotation(1); };
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root.Q<Button>("BackBtn").clicked += () => { GoToAnnotation(-1); };
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var sceneAnnotation = (SceneAnnotation) target;
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if (sceneAnnotation == null || sceneAnnotation.textAsset == null) return root;
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var displayElement = root.Q<VisualElement>("Spans");
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foreach (var eachParagraphText in sceneAnnotation.textAsset.text.Split('\n'))
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{
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var paragraph = new VisualElement();
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paragraph.AddToClassList("paragraph-container");
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foreach (var word in eachParagraphText.Split(' '))
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{
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var displayText = word;
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var linkText = "";
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// Markdown-styel link, but we have to use underscores as word seps:
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// [link_text_here](https:the-url.com)
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if (word.StartsWith("["))
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{
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var paren = word.IndexOf("(");
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Debug.Assert(paren > -1, $"Incorrectly formatted link {word}");
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displayText = word.Substring(1, paren - 2);
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displayText = displayText.Replace("_", " ");
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displayText = "<b><u>" + displayText + "</u></b>";
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linkText = word.Substring(paren + 1, word.Length - paren - 2);
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}
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// Narkdown * for bold
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if (word.StartsWith("*")) displayText = $"<b>{word.Replace("*", "")}</b>";
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// Markdown _ for italics
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if (word.StartsWith("_")) displayText = $"<i>{word.Replace("_", "")}</i>";
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var displaySpan = new Label(displayText);
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displaySpan.AddToClassList("display-text");
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if (linkText != "")
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{
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displaySpan.RegisterCallback<MouseDownEvent>(evt => OpenURL(linkText, sceneAnnotation.gameObject));
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displaySpan.AddToClassList("link");
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displaySpan.tooltip = $"opens {linkText}";
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}
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paragraph.Add(displaySpan);
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}
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displayElement.Add(paragraph);
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}
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return root;
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}
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private static void OpenURL(string link, Object target)
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{
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if (link.StartsWith("http"))
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{
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Application.OpenURL(link);
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}
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else
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{
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var linked = AssetDatabase.LoadAssetAtPath<Object>(link);
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EditorGUIUtility.PingObject(linked);
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AssetDatabase.OpenAsset(linked);
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// Restore the selection to make it less confusing when selection is changed...
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Selection.objects = new Object[] {target};
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}
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}
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/// <summary>
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/// Select the next or previous SceneAnnotation in the scene and
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/// move the camera to match it's orientation
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/// </summary>
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/// <param name="delta">1 for next annotation, -1 for the previous one</param>
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private void GoToAnnotation(int delta)
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{
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var self = (SceneAnnotation) target;
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var annotationList = new List<SceneAnnotation>(FindObjectsOfType<SceneAnnotation>());
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annotationList.Sort();
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var here = annotationList.IndexOf(self);
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here += delta;
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// C# doesn't handle negative modulo
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here += annotationList.Count;
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here %= annotationList.Count;
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Selection.SetActiveObjectWithContext(annotationList[here].GameObject(), null);
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AlignCamera(annotationList[here].GameObject().transform);
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}
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/// <summary>
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/// Move the scene camera to the location and orientation of a transform
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/// </summary>
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/// <param name="targetTransform">Transform to match</param>
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private static void AlignCamera(Transform targetTransform)
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{
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var view = SceneView.lastActiveSceneView;
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if (view == null) return;
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var target = view.camera.GameObject();
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target.transform.position = targetTransform.position;
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target.transform.rotation = targetTransform.rotation;
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view.AlignViewToObject(target.transform);
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}
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static SceneAnnotationEditor()
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{
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if (!isLoaded)
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{
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EditorApplication.delayCall += AutoSelectFirstItem;
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isLoaded = true;
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}
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}
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static void AutoSelectFirstItem()
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{
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var annotationList = new List<SceneAnnotation>(FindObjectsOfType<SceneAnnotation>());
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if (annotationList.Count < 1) return;
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annotationList.Sort();
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Selection.objects = new UnityEngine.Object[] {annotationList[0].gameObject};
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AlignCamera(annotationList[0].gameObject.transform);
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}
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}
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#endif
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