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204 行
6.3 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace UnityEngine.Experimental.Rendering
{
public class DebugPanelUI
{
protected GameObject m_Root = null;
protected DebugPanel m_DebugPanel = null;
protected List<DebugItemUI> m_ItemsUI = new List<DebugItemUI>();
protected int m_SelectedItem = -1;
public bool empty { get { return m_DebugPanel.itemCount == 0; } }
public int itemCount { get { return m_ItemsUI.Count; } }
public DebugPanelUI()
{
}
public void SetDebugPanel(DebugPanel panel)
{
m_DebugPanel = panel;
}
public void BuildGUI(GameObject parent)
{
m_Root = new GameObject(string.Format("{0}", m_DebugPanel.name));
m_Root.transform.SetParent(parent.transform);
m_Root.transform.localPosition = Vector3.zero;
m_Root.transform.localScale = Vector3.one;
UI.VerticalLayoutGroup menuVL = m_Root.AddComponent<UI.VerticalLayoutGroup>();
menuVL.spacing = 5.0f;
menuVL.childControlWidth = true;
menuVL.childControlHeight = true;
menuVL.childForceExpandWidth = true;
menuVL.childForceExpandHeight = false;
RectTransform menuVLRectTransform = m_Root.GetComponent<RectTransform>();
menuVLRectTransform.pivot = new Vector2(0.0f, 0.0f);
menuVLRectTransform.localPosition = new Vector3(0.0f, 0.0f);
menuVLRectTransform.anchorMin = new Vector2(0.0f, 0.0f);
menuVLRectTransform.anchorMax = new Vector2(1.0f, 1.0f);
BuildGUIImpl(m_Root);
}
public void RebuildGUI()
{
if (m_Root == null)
return;
foreach (Transform child in m_Root.transform)
{
GameObject.Destroy(child.gameObject);
}
BuildGUIImpl(m_Root);
}
// Default Implementation: just build all items with provided handler.
public virtual void BuildGUIImpl(GameObject parent)
{
DebugMenuUI.CreateTextElement(string.Format("{0} Title", m_DebugPanel.name), m_DebugPanel.name, 14, TextAnchor.MiddleLeft, parent);
m_ItemsUI.Clear();
for (int i = 0; i < m_DebugPanel.itemCount; i++)
{
DebugItem item = m_DebugPanel.GetDebugItem(i);
#if UNITY_EDITOR
// We don't want runtime only items even in the "player" debug menu if we are in the editor.
if (item.runtimeOnly)
continue;
#endif
if(!item.editorOnly)
{
DebugItemHandler handler = item.handler; // Should never be null, we have at least the default handler
m_ItemsUI.Add(handler.BuildGUI(parent));
}
}
}
#if UNITY_EDITOR
// Default implementation for editor UI of a debug panel. Users may override this behavior.
// This will just display all items via their specific handlers in a vertical layout.
public virtual void OnEditorGUI()
{
using (new UnityEditor.EditorGUILayout.VerticalScope())
{
for (int i = 0; i < m_DebugPanel.itemCount; ++i)
{
m_DebugPanel.GetDebugItem(i).handler.OnEditorGUI();
}
}
}
#endif
public DebugItem GetSelectedDebugItem()
{
if (m_SelectedItem != -1)
{
return m_DebugPanel.GetDebugItem(m_SelectedItem);
}
return null;
}
public void ResetSelectedItem()
{
SetSelectedItem(-1);
}
void SetSelectedItem(int index)
{
if (m_SelectedItem != -1)
{
m_ItemsUI[m_SelectedItem].SetSelected(false);
}
m_SelectedItem = index;
if(m_SelectedItem != -1)
m_ItemsUI[m_SelectedItem].SetSelected(true);
}
public void SetSelected(bool value)
{
m_Root.SetActive(value);
if (value)
{
if (m_SelectedItem == -1)
{
NextItem();
}
else
SetSelectedItem(m_SelectedItem);
}
}
void NextItem()
{
if (m_ItemsUI.Count != 0)
{
int newSelected = (m_SelectedItem + 1) % m_ItemsUI.Count;
SetSelectedItem(newSelected);
}
}
void PreviousItem()
{
if (m_ItemsUI.Count != 0)
{
int newSelected = m_SelectedItem - 1;
if (newSelected == -1)
newSelected = m_ItemsUI.Count - 1;
SetSelectedItem(newSelected);
}
}
public void OnMoveHorizontal(float value)
{
if (m_SelectedItem != -1 && !m_DebugPanel.GetDebugItem(m_SelectedItem).readOnly)
{
if (value > 0.0f)
m_ItemsUI[m_SelectedItem].OnIncrement();
else
m_ItemsUI[m_SelectedItem].OnDecrement();
}
}
public void OnMoveVertical(float value)
{
if (value > 0.0f)
PreviousItem();
else
NextItem();
}
public void OnValidate()
{
if (m_SelectedItem != -1 && !m_DebugPanel.GetDebugItem(m_SelectedItem).readOnly)
m_ItemsUI[m_SelectedItem].OnValidate();
}
public void Update()
{
// A bit dirty... this will happen when we exit playmode.
// The problem happens when the persistent menu is not empty and we leave playmode.
// In this case, the gameObjects will be destroyed but not the ItemUIs (because we can't know when we exit playmode)
// To avoid accessing destroyed GameObjects we test the root...
if (m_Root == null)
return;
foreach (var itemUI in m_ItemsUI)
{
if (itemUI.dynamicDisplay)
itemUI.Update();
}
}
}
}