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