forked from BilalY/Rasagar
378 lines
13 KiB
C#
378 lines
13 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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using UnityObject = UnityEngine.Object;
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namespace UnityEditor.Timeline.Signals
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{
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[CustomEditor(typeof(SignalEmitter), true)]
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[CanEditMultipleObjects]
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class SignalEmitterInspector : MarkerInspector, ISignalAssetProvider
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{
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SerializedProperty m_RetroactiveProperty;
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SerializedProperty m_EmitOnceProperty;
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SignalEmitter m_Signal;
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GameObject m_BoundGameObject;
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PlayableDirector m_AssociatedDirector;
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bool m_TargetsHaveTheSameBinding;
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readonly Dictionary<Component, Editor> m_Editors = new Dictionary<Component, Editor>();
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readonly Dictionary<Component, bool> m_Foldouts = new Dictionary<Component, bool>();
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List<Component> m_Receivers = new List<Component>();
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static GUIStyle s_FoldoutStyle;
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internal static GUIStyle foldoutStyle
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{
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get
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{
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if (s_FoldoutStyle == null)
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{
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s_FoldoutStyle = new GUIStyle(EditorStyles.foldout) { fontStyle = FontStyle.Bold };
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}
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return s_FoldoutStyle;
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}
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}
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public SignalAsset signalAsset
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{
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get
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{
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var emitter = target as SignalEmitter;
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return signalAssetSameValue ? emitter.asset : null;
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}
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set
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{
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AssignSignalAsset(value);
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}
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}
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bool signalAssetSameValue
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{
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get
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{
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var emitters = targets.Cast<SignalEmitter>().ToList();
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return emitters.Select(x => x.asset).Distinct().Count() == 1;
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}
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}
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void OnEnable()
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{
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Undo.undoRedoPerformed += OnUndoRedo; // subscribe to the event
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m_Signal = target as SignalEmitter;
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m_RetroactiveProperty = serializedObject.FindProperty("m_Retroactive");
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m_EmitOnceProperty = serializedObject.FindProperty("m_EmitOnce");
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// In a vast majority of the cases, when this becomes enabled,
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// the timeline window will be focused on the correct timeline
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// in which case TimelineEditor.inspectedDirector is safe to use
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m_AssociatedDirector = TimelineEditor.inspectedDirector;
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UpdateState();
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}
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internal override bool IsEnabled()
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{
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return TimelineUtility.IsCurrentSequenceValid() && !IsCurrentSequenceReadOnly() && base.IsEnabled();
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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using (var changeScope = new EditorGUI.ChangeCheckScope())
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{
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var property = serializedObject.GetIterator();
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var expanded = true;
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while (property.NextVisible(expanded))
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{
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expanded = false;
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if (SkipField(property.propertyPath))
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continue;
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EditorGUILayout.PropertyField(property, true);
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}
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DrawSignalFlags();
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UpdateState();
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DrawNameSelectorAndSignalList();
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if (changeScope.changed)
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{
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serializedObject.ApplyModifiedProperties();
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TimelineEditor.Refresh(RefreshReason.ContentsModified | RefreshReason.WindowNeedsRedraw);
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}
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}
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}
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internal override void OnHeaderIconGUI(Rect iconRect)
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{
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using (new EditorGUI.DisabledScope(!TimelineUtility.IsCurrentSequenceValid() || IsCurrentSequenceReadOnly()))
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{
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GUI.Label(iconRect, Styles.SignalEmitterIcon);
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}
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}
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internal override Rect DrawHeaderHelpAndSettingsGUI(Rect r)
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{
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using (new EditorGUI.DisabledScope(!TimelineUtility.IsCurrentSequenceValid() || IsCurrentSequenceReadOnly()))
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{
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var helpSize = EditorStyles.iconButton.CalcSize(EditorGUI.GUIContents.helpIcon);
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const int kTopMargin = 5;
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return EditorGUIUtility.DrawEditorHeaderItems(new Rect(r.xMax - helpSize.x, r.y + kTopMargin, helpSize.x, helpSize.y), targets);
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}
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}
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IEnumerable<SignalAsset> ISignalAssetProvider.AvailableSignalAssets()
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{
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return SignalManager.assets;
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}
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void ISignalAssetProvider.CreateNewSignalAsset(string path)
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{
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var newSignalAsset = SignalManager.CreateSignalAssetInstance(path);
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AssignSignalAsset(newSignalAsset);
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var receivers = m_Receivers.OfType<SignalReceiver>().ToList();
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if (signalAsset != null && receivers.Count == 1 && !receivers.Any(r => r.IsSignalAssetHandled(newSignalAsset))) // Only when one receiver is present
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{
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receivers[0].AddNewReaction(newSignalAsset); // Add reaction on the first receiver from the list
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ApplyChangesAndRefreshReceivers();
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}
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}
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void UpdateState()
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{
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m_BoundGameObject = GetBoundGameObject(m_Signal.parent, m_AssociatedDirector);
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m_Receivers = m_BoundGameObject == null || m_BoundGameObject.Equals(null)
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? new List<Component>()
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: m_BoundGameObject.GetComponents<Component>().Where(t => t is INotificationReceiver).ToList();
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m_TargetsHaveTheSameBinding = targets.Cast<SignalEmitter>()
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.Select(x => GetBoundGameObject(x.parent, m_AssociatedDirector))
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.Distinct().Count() == 1;
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}
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Editor GetOrCreateReceiverEditor(Component c)
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{
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Editor ret;
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if (m_Editors.TryGetValue(c, out ret))
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{
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return ret;
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}
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ret = CreateEditorWithContext(new Object[] { c }, target);
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m_Editors[c] = ret;
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if (!m_Foldouts.ContainsKey(c))
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{
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m_Foldouts[c] = true;
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}
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return ret;
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}
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void OnDisable()
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{
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Undo.undoRedoPerformed -= OnUndoRedo;
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}
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void OnDestroy()
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{
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foreach (var editor in m_Editors)
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{
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DestroyImmediate(editor.Value);
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}
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m_Editors.Clear();
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}
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void OnUndoRedo()
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{
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ApplyChangesAndRefreshReceivers();
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}
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void ApplyChangesAndRefreshReceivers()
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{
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foreach (var receiverInspector in m_Editors.Values.OfType<SignalReceiverInspector>())
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{
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receiverInspector.SetAssetContext(signalAsset);
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}
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}
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void DrawNameSelectorAndSignalList()
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{
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using (var change = new EditorGUI.ChangeCheckScope())
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{
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DrawSignal();
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DrawReceivers();
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if (change.changed)
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{
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ApplyChangesAndRefreshReceivers();
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}
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}
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}
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void DrawReceivers()
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{
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if (!m_TargetsHaveTheSameBinding)
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{
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EditorGUILayout.HelpBox(Styles.MultiEditNotSupportedOnDifferentBindings, MessageType.None);
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return;
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}
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if (targets.OfType<SignalEmitter>().Select(x => x.asset).Distinct().Count() > 1)
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{
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EditorGUILayout.HelpBox(Styles.MultiEditNotSupportedOnDifferentSignals, MessageType.None);
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return;
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}
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//do not display the receiver if the current timeline is not the same as the emitter's timeline
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//can happen if the inspector is locked
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if (m_Signal.parent != null && m_Signal.parent.timelineAsset != TimelineEditor.inspectedAsset)
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return;
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if (m_BoundGameObject != null)
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{
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if (!m_Receivers.Any(x => x is SignalReceiver))
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{
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EditorGUILayout.Separator();
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var message = string.Format(Styles.NoSignalReceiverComponent, m_BoundGameObject.name);
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SignalUtility.DrawCenteredMessage(message);
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if (SignalUtility.DrawCenteredButton(Styles.AddSignalReceiverComponent))
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AddReceiverComponent();
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}
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foreach (var receiver in m_Receivers)
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{
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var editor = GetOrCreateReceiverEditor(receiver);
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if (DrawReceiverHeader(receiver))
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{
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editor.OnInspectorGUI();
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}
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}
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}
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else if (m_AssociatedDirector != null) //not in asset mode
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{
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EditorGUILayout.HelpBox(Styles.NoBoundGO, MessageType.None);
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}
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}
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void DrawSignalFlags()
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{
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EditorGUILayout.PropertyField(m_RetroactiveProperty, Styles.RetroactiveLabel);
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EditorGUILayout.PropertyField(m_EmitOnceProperty, Styles.EmitOnceLabel);
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}
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void DrawSignal()
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{
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//should show button to create new signal if there are no signals asset in the project
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if (!SignalManager.assets.Any())
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{
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using (new EditorGUI.DisabledScope(true))
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{
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DrawNameSelector();
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}
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EditorGUILayout.Separator();
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SignalUtility.DrawCenteredMessage(Styles.ProjectHasNoSignalAsset);
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if (SignalUtility.DrawCenteredButton(Styles.CreateNewSignal))
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CreateNewSignalAsset(SignalUtility.GetNewSignalPath());
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EditorGUILayout.Separator();
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}
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else
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{
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DrawNameSelector();
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}
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}
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internal void CreateNewSignalAsset(string path)
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{
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if (!string.IsNullOrEmpty(path))
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((ISignalAssetProvider)this).CreateNewSignalAsset(path);
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GUIUtility.ExitGUI();
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}
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void AssignSignalAsset(SignalAsset newAsset)
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{
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foreach (var o in targets)
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{
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var signalEmitter = (SignalEmitter)o;
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UndoExtensions.RegisterMarker(signalEmitter, Styles.UndoCreateSignalAsset);
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signalEmitter.asset = newAsset;
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}
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}
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void DrawNameSelector()
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{
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SignalUtility.DrawSignalNames(this, EditorGUILayout.GetControlRect(), Styles.EmitSignalLabel, !signalAssetSameValue);
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}
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bool DrawReceiverHeader(Component receiver)
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{
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EditorGUILayout.Space();
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var lineRect = GUILayoutUtility.GetRect(10, 4, EditorStyles.inspectorTitlebar);
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DrawSplitLine(lineRect.y);
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var style = EditorGUIUtility.TrTextContentWithIcon(
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ObjectNames.NicifyVariableName(receiver.GetType().Name),
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AssetPreview.GetMiniThumbnail(receiver));
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m_Foldouts[receiver] =
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EditorGUILayout.Foldout(m_Foldouts[receiver], style, true, foldoutStyle);
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if (m_Foldouts[receiver])
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{
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DrawReceiverObjectField();
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}
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return m_Foldouts[receiver];
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}
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void DrawReceiverObjectField()
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{
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.ObjectField(Styles.ObjectLabel, m_BoundGameObject, typeof(GameObject), false);
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EditorGUI.EndDisabledGroup();
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}
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void AddReceiverComponent()
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{
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var receiver = Undo.AddComponent<SignalReceiver>(m_BoundGameObject);
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receiver.AddNewReaction(signalAsset);
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}
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static bool SkipField(string fieldName)
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{
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return fieldName == "m_Script" || fieldName == "m_Asset" || fieldName == "m_Retroactive" || fieldName == "m_EmitOnce";
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}
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static void DrawSplitLine(float y)
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{
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if (Event.current.type != EventType.Repaint) return;
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var width = EditorGUIUtility.currentViewWidth;
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var position = new Rect(0, y, width + 1, 1);
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if (EditorStyles.inspectorTitlebar != null)
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EditorStyles.inspectorTitlebar.Draw(position, false, false, false, false);
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}
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static GameObject GetBoundGameObject(TrackAsset track, PlayableDirector associatedDirector)
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{
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if (associatedDirector == null || track == null) //if in asset mode, no bound object for you
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return null;
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var boundObj = TimelineUtility.GetSceneGameObject(associatedDirector, track);
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//if the signal is on the timeline marker track and user did not set a binding, assume it's bound to PlayableDirector
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if (boundObj == null && track.timelineAsset.markerTrack == track)
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boundObj = associatedDirector.gameObject;
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return boundObj;
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}
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static bool IsCurrentSequenceReadOnly()
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{
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return TimelineWindow.instance.state.editSequence.isReadOnly;
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}
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}
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}
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