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Refactor : 2021.2 Scene View Toolbar (#54)

* Base : Removed old toolbar code when in 2021.2

* Base work with buttons

* Fixed bad state upon creation

* Better Icons / Workflow for New LinkGameView

* Debug Behavior

* Moved File into Dedicated Folder

* Added New toolbar code as Partial in a separate file

* Fixed Namespace usage and compilation errors

* Updated Changelog

* Custom Scene View Delegate
/main
GitHub 3 年前
当前提交
bdfe0c3a
共有 33 个文件被更改,包括 2491 次插入6 次删除
  1. 4
      CHANGELOG.md
  2. 2
      Editor/CheckWindow/CheckWindow.cs
  3. 1
      Editor/GameViewLink/LinkGameView.cs
  4. 11
      Editor/SceneViewToolbar/SceneViewToolbar.cs
  5. 8
      Editor/SceneViewToolbar.meta
  6. 8
      Icons/SceneViewToolbar.meta
  7. 14
      Editor/SceneViewToolbar/SceneViewToolbar.Delegate.cs
  8. 11
      Editor/SceneViewToolbar/SceneViewToolbar.Delegate.cs.meta
  9. 311
      Editor/SceneViewToolbar/SceneViewToolbar.Overlays.cs
  10. 11
      Editor/SceneViewToolbar/SceneViewToolbar.Overlays.cs.meta
  11. 1001
      GFX~/Icons/PlayFromHere.afphoto
  12. 6
      Icons/SceneViewToolbar/POV.png
  13. 110
      Icons/SceneViewToolbar/POV.png.meta
  14. 40
      Icons/SceneViewToolbar/PlayFromHere.png
  15. 110
      Icons/SceneViewToolbar/PlayFromHere.png.meta
  16. 44
      Icons/SceneViewToolbar/PlayFromHere_Stop.png
  17. 110
      Icons/SceneViewToolbar/PlayFromHere_Stop.png.meta
  18. 4
      Icons/SceneViewToolbar/Camera.png
  19. 110
      Icons/SceneViewToolbar/Camera.png.meta
  20. 110
      Icons/SceneViewToolbar/CameraActive.png.meta
  21. 80
      Icons/SceneViewToolbar/CameraCM.png
  22. 110
      Icons/SceneViewToolbar/CameraCM.png.meta
  23. 3
      Icons/SceneViewToolbar/CheckResolve.png
  24. 98
      Icons/SceneViewToolbar/CheckResolve.png.meta
  25. 42
      Icons/SceneViewToolbar/Comments.png
  26. 98
      Icons/SceneViewToolbar/Comments.png.meta
  27. 40
      Icons/SceneViewToolbar/CameraActive.png
  28. 0
      /Editor/SceneViewToolbar/SceneViewToolbar.cs
  29. 0
      /Editor/SceneViewToolbar/SceneViewToolbar.cs.meta

4
CHANGELOG.md


## 2020.2.9
#### Added
* **Unity 2021.2**: Changed the **SceneViewToolbar** to use the new Overlays. Requires 2021.2.0a18 or newer, older versions still use the classic toolbar
#### Fixed
* Revised Iconography, Breadcrumb UI

2
Editor/CheckWindow/CheckWindow.cs


public class CheckWindow : EditorWindow
{
[MenuItem("Window/Gameplay Ingredients/Check and Resolve", priority = MenuItems.kWindowMenuPriority+30)]
static void OpenWindow()
public static void OpenWindow()
{
GetWindow<CheckWindow>(false);
}

1
Editor/GameViewLink/LinkGameView.cs


}
brain.enabled = value;
brain.ManualUpdate();
}
}

11
Editor/SceneViewToolbar/SceneViewToolbar.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

namespace GameplayIngredients.Editor
{
public static class SceneViewToolbar
public static partial class SceneViewToolbar
public delegate void SceneViewToolbarDelegate(SceneView sceneView);
public static event SceneViewToolbarDelegate OnSceneViewToolbarGUI;
#if !UNITY_2021_2_OR_NEWER
SceneView.duringSceneGui += OnSceneGUI;
SceneView.duringSceneGui += OnSceneGUI;
}
private static void OnSceneGUI(SceneView sceneView)

toolbar = new GUIStyle(EditorStyles.inspectorFullWidthMargins);
}
}
#endif
}
}

8
Editor/SceneViewToolbar.meta


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Icons/SceneViewToolbar.meta


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DefaultImporter:
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14
Editor/SceneViewToolbar/SceneViewToolbar.Delegate.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using GameplayIngredients.Comments.Editor;
namespace GameplayIngredients.Editor
{
public static partial class SceneViewToolbar
{
public delegate void SceneViewToolbarDelegate(SceneView sceneView);
public static event SceneViewToolbarDelegate OnSceneViewToolbarGUI;
}
}

11
Editor/SceneViewToolbar/SceneViewToolbar.Delegate.cs.meta


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311
Editor/SceneViewToolbar/SceneViewToolbar.Overlays.cs


#if UNITY_2021_2_OR_NEWER
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using GameplayIngredients.Comments.Editor;
using UnityEditor.Overlays;
using UnityEditor.Toolbars;
using UnityEngine.UIElements;
namespace GameplayIngredients.Editor
{
public static partial class SceneViewToolbar
{
[Overlay(typeof(SceneView), "Gameplay Ingredients", true)]
public class IngredientsToolbarOverlay : ToolbarOverlay
{
const string prefix = "IngredientsToolbarOverlay.";
public IngredientsToolbarOverlay() : base(
PlayFromHereButton.id,
LinkGameViewButton.id,
PointOfViewButton.id,
CommentsButton.id,
CheckResolveButton.id,
IngredientExplorerButton.id
)
{ }
protected override Layout supportedLayouts => Layout.HorizontalToolbar | Layout.VerticalToolbar;
#region PLAY FROM HERE
[EditorToolbarElement(id)]
public class PlayFromHereButton : EditorToolbarButton, IAccessContainerWindow
{
public const string id = prefix + "PlayFromHereButton";
public EditorWindow containerWindow { get; set; }
public PlayFromHereButton() : base()
{
this.SetEnabled(PlayFromHere.IsReady);
icon = EditorApplication.isPlaying ? Contents.playFromHere_Stop : Contents.playFromHere;
tooltip = "Play from Here";
clicked += OnClick;
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
}
private void EditorApplication_playModeStateChanged(PlayModeStateChange obj)
{
if (obj == PlayModeStateChange.EnteredPlayMode)
icon = Contents.playFromHere_Stop;
else if (obj == PlayModeStateChange.EnteredEditMode)
icon = Contents.playFromHere;
}
public void OnClick()
{
if (!EditorApplication.isPlaying)
PlayFromHere.Play(containerWindow as SceneView);
else
EditorApplication.isPlaying = false;
}
}
#endregion
#region LINK GAME VIEW
[EditorToolbarElement(id)]
public class LinkGameViewButton : EditorToolbarDropdownToggle, IAccessContainerWindow
{
public override bool value
{
get => base.value;
set
{
base.value = value;
OnValueChanged(value);
}
}
public const string id = prefix + "LinkGameViewButton";
public EditorWindow containerWindow { get; set; }
static List<LinkGameViewButton> buttons = new List<LinkGameViewButton>();
public LinkGameViewButton()
{
tooltip = "Link Game View";
dropdownClicked += OnClick;
SetValueWithoutNotify(LinkGameView.Active && LinkGameView.LockedSceneView == containerWindow as SceneView);
buttons.Add(this);
UpdateIcon();
}
~LinkGameViewButton()
{
if (LinkGameView.LockedSceneView == containerWindow as SceneView)
{
LinkGameView.LockedSceneView = null;
LinkGameView.Active = false;
}
buttons.Remove(this);
}
public void UpdateIcon()
{
if (LinkGameView.CinemachineActive)
icon = Contents.linkGameViewCM;
else
{
icon = (LinkGameView.Active && LinkGameView.LockedSceneView == containerWindow as SceneView) ? Contents.linkGameViewActive : Contents.linkGameView;
}
}
public void OnClick()
{
var m = new GenericMenu();
m.AddItem(new GUIContent("Link Camera"), LinkGameView.LockedSceneView == containerWindow as SceneView,
() =>
{
LinkGameView.CinemachineActive = false;
value = true;
UpdateIcon();
});
m.AddItem(new GUIContent("Cinemachine Preview"), LinkGameView.CinemachineActive,
() =>
{
LinkGameView.CinemachineActive = true;
value = true;
UpdateIcon();
});
m.DropDown(worldBound);
}
void OnValueChanged(bool newValue)
{
LinkGameView.Active = newValue;
if (LinkGameView.CinemachineActive && newValue == false)
LinkGameView.CinemachineActive = false;
else if (newValue && !LinkGameView.CinemachineActive)
LinkGameView.LockedSceneView = containerWindow as SceneView;
else
LinkGameView.LockedSceneView = null;
UpdateIcon();
foreach (var button in buttons)
{
if (LinkGameView.CinemachineActive)
{
button.SetValueWithoutNotify(true);
}
else if (button.containerWindow != containerWindow)
{
button.SetValueWithoutNotify(false);
}
button.UpdateIcon();
}
}
}
#endregion
#region POINT OF VIEW
[EditorToolbarElement(id)]
public class PointOfViewButton : EditorToolbarDropdown, IAccessContainerWindow
{
public const string id = prefix + "PointOfViewButton";
public EditorWindow containerWindow { get; set; }
public PointOfViewButton()
{
icon = Contents.pointOfView;
tooltip = "Point of View";
clicked += OnClick;
}
public void OnClick()
{
SceneViewPOV.ShowPopup(worldBound, containerWindow as SceneView);
}
}
#endregion
#region COMMENTS
[EditorToolbarElement(id)]
public class CommentsButton : EditorToolbarButton, IAccessContainerWindow
{
public const string id = prefix + "CommentsButton";
public EditorWindow containerWindow { get; set; }
public CommentsButton()
{
icon = Contents.commentsWindow;
tooltip = "Open Comments Window";
clicked += OnClick;
}
public void OnClick()
{
CommentsWindow.Open();
}
}
#endregion
#region CHECK/RESOLVE
[EditorToolbarElement(id)]
public class CheckResolveButton : EditorToolbarButton, IAccessContainerWindow
{
public const string id = prefix + "CheckResolveButton";
public EditorWindow containerWindow { get; set; }
public CheckResolveButton()
{
icon = Contents.checkWindow;
tooltip = "Open Check/Resolve Window";
clicked += OnClick;
}
public void OnClick()
{
CheckWindow.OpenWindow();
}
}
#endregion
#region INGREDIENT EXPLORER
[EditorToolbarElement(id)]
public class IngredientExplorerButton : EditorToolbarButton, IAccessContainerWindow
{
public const string id = prefix + "IngredientExplorerButton";
public EditorWindow containerWindow { get; set; }
public IngredientExplorerButton()
{
icon = Contents.ingredientsExplorer;
tooltip = "Open Ingredients Explorer";
clicked += OnClick;
}
public void OnClick()
{
IngredientsExplorerWindow.OpenWindow();
}
}
#endregion
static class Contents
{
public static Texture2D playFromHere;
public static Texture2D playFromHere_Stop;
public static Texture2D pointOfView;
public static Texture2D linkGameView;
public static Texture2D linkGameViewActive;
public static Texture2D linkGameViewCM;
public static Texture2D checkWindow;
public static Texture2D commentsWindow;
public static Texture2D ingredientsExplorer;
static Contents()
{
playFromHere = EditorGUIUtility.Load("Packages/net.peeweek.gameplay-ingredients/Icons/SceneViewToolbar/PlayFromHere.png") as Texture2D;
playFromHere_Stop = EditorGUIUtility.Load("Packages/net.peeweek.gameplay-ingredients/Icons/SceneViewToolbar/PlayFromHere_Stop.png") as Texture2D;
pointOfView = EditorGUIUtility.Load("Packages/net.peeweek.gameplay-ingredients/Icons/SceneViewToolbar/POV.png") as Texture2D;
linkGameView = EditorGUIUtility.Load("Packages/net.peeweek.gameplay-ingredients/Icons/SceneViewToolbar/Camera.png") as Texture2D;
linkGameViewActive = EditorGUIUtility.Load("Packages/net.peeweek.gameplay-ingredients/Icons/SceneViewToolbar/CameraActive.png") as Texture2D;
linkGameViewCM = EditorGUIUtility.Load("Packages/net.peeweek.gameplay-ingredients/Icons/SceneViewToolbar/CameraCM.png") as Texture2D;
checkWindow = EditorGUIUtility.Load("Packages/net.peeweek.gameplay-ingredients/Icons/SceneViewToolbar/CheckResolve.png") as Texture2D;
commentsWindow = EditorGUIUtility.Load("Packages/net.peeweek.gameplay-ingredients/Icons/SceneViewToolbar/Comments.png") as Texture2D;
ingredientsExplorer = EditorGUIUtility.Load("Packages/net.peeweek.gameplay-ingredients/Icons/Misc/ic-callable.png") as Texture2D;
}
}
}
[Overlay(typeof(SceneView), "Custom (Gameplay Ingredients)", true)]
public class IngredientsCustomToolbarOverlay : Overlay, IAccessContainerWindow
{
EditorWindow IAccessContainerWindow.containerWindow { get; set; }
SceneView sceneView => containerWindow as SceneView;
protected override Layout supportedLayouts => Layout.HorizontalToolbar;
public override VisualElement CreatePanelContent()
{
return new IMGUIContainer(() =>
{
using(new GUILayout.HorizontalScope(EditorStyles.toolbar))
{
SceneViewToolbar.OnSceneViewToolbarGUI?.Invoke(sceneView);
}
});
}
}
}
}
#endif

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