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179 行
6.4 KiB
179 行
6.4 KiB
using UnityEngine;
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using UnityEditor;
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using System;
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using System.Linq;
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using UnityEditor.SceneManagement;
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namespace MLAgents
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{
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/// <summary>
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/// PropertyDrawer for ResetParameters. Defines how ResetParameters are displayed in the
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/// Inspector.
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/// </summary>
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[CustomPropertyDrawer(typeof(ResetParameters))]
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public class ResetParameterDrawer : PropertyDrawer
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{
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private ResetParameters _parameters;
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// The height of a line in the Unity Inspectors
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private const float LineHeight = 17f;
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// This is the prefix for the key when you add a reset parameter
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private const string NewKeyPrefix = "Param-";
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/// <summary>
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/// Computes the height of the Drawer depending on the property it is showing
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/// </summary>
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/// <param name="property">The property that is being drawn.</param>
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/// <param name="label">The label of the property being drawn.</param>
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/// <returns>The vertical space needed to draw the property.</returns>
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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LazyInitializeParameters(property, label);
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return (_parameters.Count + 2) * LineHeight;
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}
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/// <inheritdoc />
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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LazyInitializeParameters(property, label);
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position.height = LineHeight;
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EditorGUI.LabelField(position, label);
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position.y += LineHeight;
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var width = position.width / 2 - 24;
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var keyRect = new Rect(position.x + 20, position.y, width, position.height);
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var valueRect = new Rect(position.x + width + 30, position.y, width, position.height);
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DrawAddRemoveButtons(keyRect, valueRect);
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EditorGUI.BeginProperty(position, label, property);
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foreach (var parameter in _parameters)
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{
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var key = parameter.Key;
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var value = parameter.Value;
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keyRect.y += LineHeight;
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valueRect.y += LineHeight;
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EditorGUI.BeginChangeCheck();
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var newKey = EditorGUI.TextField(keyRect, key);
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if (EditorGUI.EndChangeCheck())
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{
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MarkSceneAsDirty();
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try
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{
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_parameters.Remove(key);
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_parameters.Add(newKey, value);
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}
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catch (Exception e)
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{
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Debug.Log(e.Message);
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}
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break;
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}
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EditorGUI.BeginChangeCheck();
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value = EditorGUI.FloatField(valueRect, value);
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if (EditorGUI.EndChangeCheck())
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{
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MarkSceneAsDirty();
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_parameters[key] = value;
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break;
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}
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}
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EditorGUI.EndProperty();
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}
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/// <summary>
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/// Draws the Add and Remove buttons.
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/// </summary>
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/// <param name="addRect">The rectangle for the Add New button.</param>
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/// <param name="removeRect">The rectangle for the Remove Last button.</param>
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private void DrawAddRemoveButtons(Rect addRect, Rect removeRect)
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{
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// This is the Add button
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if (_parameters.Count == 0)
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{
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addRect.width *= 2;
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}
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if (GUI.Button(addRect,
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new GUIContent("Add New", "Add a new item to the default reset parameters"),
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EditorStyles.miniButton))
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{
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MarkSceneAsDirty();
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AddParameter();
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}
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// If there are no items in the ResetParameters, Hide the Remove button
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if (_parameters.Count == 0)
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{
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return;
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}
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// This is the Remove button
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if (GUI.Button(removeRect,
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new GUIContent(
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"Remove Last", "Remove the last item from the default reset parameters"),
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EditorStyles.miniButton))
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{
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MarkSceneAsDirty();
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RemoveLastParameter();
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}
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}
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/// <summary>
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/// Signals that the property has been modified and requires the scene to be saved for
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/// the changes to persist. Only works when the Editor is not playing.
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/// </summary>
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private static void MarkSceneAsDirty()
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{
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if (!EditorApplication.isPlaying)
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{
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EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
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}
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}
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/// <summary>
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/// Ensures that the state of the Drawer is synchronized with the property.
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/// </summary>
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/// <param name="property">The SerializedProperty of the ResetParameters
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/// to make the custom GUI for.</param>
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/// <param name="label">The label of this property.</param>
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private void LazyInitializeParameters(SerializedProperty property, GUIContent label)
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{
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if (_parameters != null)
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{
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return;
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}
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var target = property.serializedObject.targetObject;
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_parameters = fieldInfo.GetValue(target) as ResetParameters;
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if (_parameters == null)
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{
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_parameters = new ResetParameters();
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fieldInfo.SetValue(target, _parameters);
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}
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}
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/// <summary>
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/// Removes the last ResetParameter from the ResetParameters
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/// </summary>
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private void RemoveLastParameter()
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{
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if (_parameters.Count > 0)
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{
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string key = _parameters.Keys.ToList()[_parameters.Count - 1];
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_parameters.Remove(key);
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}
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}
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/// <summary>
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/// Adds a new ResetParameter to the ResetParameters with a default name.
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/// </summary>
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private void AddParameter()
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{
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string key = NewKeyPrefix + _parameters.Count;
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var value = default(float);
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try
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{
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_parameters.Add(key, value);
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}
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catch (Exception e)
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{
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Debug.Log(e.Message);
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}
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}
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}
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}
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