using System.Collections.Generic; using UnityEditor; using UnityEditorInternal; using UnityEngine; using SceneSelectorInternal; public partial class SceneSelector : EditorWindow { private class PreferencesWindow : EditorWindow { private class Styles { public GUIStyle itemBorder; public GUIStyle buttonVisibilityOn; public GUIStyle buttonVisibilityOff; } private const string kWindowCaption = "Scene Selector Preferences"; private const float kHeaderHeight = 0.0f; private const float kItemHeight = 24.0f; private const float kVisibilityButtonSize = 16.0f; public static float kColorMarkerFieldSize = Mathf.Ceil(Helper.kColorMarkerNormalSize * 1.41f + 8.0f); private static readonly Color kItemBorderColor = new Color(1.0f, 1.0f, 1.0f, 0.16f); private SceneSelector _owner; private ColorSelectorWindow _colorSelectorWindow; private ReorderableList _itemsReorderableList; private Styles _styles; private Vector2 _windowScrollPosition; private List items => _owner._storage.items; public static PreferencesWindow Open(SceneSelector owner) { var window = GetWindow(true, kWindowCaption, true); window.Init(owner); return window; } private void OnEnable() { wantsMouseMove = true; } private void OnDisable() { _owner.SaveStorage(); if (_colorSelectorWindow != null) _colorSelectorWindow.Close(); } private void OnGUI() { EnsureStyles(); Helper.RepaintOnMouseMove(this); DrawWindow(); } public void RepaintAll() { RepaintOwner(); Repaint(); } private void Init(SceneSelector owner) { _owner = owner; CreateReorderableList(); } private void CreateReorderableList() { _itemsReorderableList = new ReorderableList(items, typeof(Item), true, true, false, false); _itemsReorderableList.drawElementCallback = DrawItem; _itemsReorderableList.drawElementBackgroundCallback = DrawItemBackground; _itemsReorderableList.onReorderCallback = OnReorder; _itemsReorderableList.headerHeight = kHeaderHeight; _itemsReorderableList.elementHeight = kItemHeight; } private void DrawWindow() { using (var scrollScope = new EditorGUILayout.ScrollViewScope(_windowScrollPosition)) { GUILayout.Space(4.0f); _itemsReorderableList.DoLayoutList(); _windowScrollPosition = scrollScope.scrollPosition; } } private void DrawItem(Rect rect, int index, bool isActive, bool isFocused) { var item = items[index]; var gameScene = item.gameScene; if (gameScene != null) { var colorMarkerRect = rect; colorMarkerRect.width = colorMarkerRect.height; if (Helper.DrawColorMarker(colorMarkerRect, item.color, true, true)) { var colorSelectorRect = GUIUtility.GUIToScreenRect(colorMarkerRect); _colorSelectorWindow = ColorSelectorWindow.Open(colorSelectorRect, this, item); } var itemLabelRect = rect; itemLabelRect.x += colorMarkerRect.width; itemLabelRect.width -= kVisibilityButtonSize + colorMarkerRect.width; GUI.Label(itemLabelRect, gameScene.name); var visibilityButtonRect = new Rect(rect); visibilityButtonRect.width = kVisibilityButtonSize; visibilityButtonRect.height = kVisibilityButtonSize; visibilityButtonRect.x = itemLabelRect.x + itemLabelRect.width; visibilityButtonRect.y += (rect.height - visibilityButtonRect.height) * 0.5f; var visibilityStyle = item.isVisible ? _styles.buttonVisibilityOn : _styles.buttonVisibilityOff; if (GUI.Button(visibilityButtonRect, GUIContent.none, visibilityStyle)) { item.isVisible = !item.isVisible; RepaintOwner(); } } } private void DrawItemBackground(Rect rect, int index, bool isActive, bool isFocused) { ReorderableList.defaultBehaviours.DrawElementBackground(rect, index, isActive, isFocused, true); using (Helper.ReplaceColor.With(kItemBorderColor)) { GUI.Box(rect, GUIContent.none, _styles.itemBorder); } } private void OnReorder(ReorderableList _) { RepaintOwner(); } private void RepaintOwner() { _owner.Repaint(); } private void EnsureStyles() { if (_styles == null) { _styles = new Styles(); _styles.itemBorder = new GUIStyle(GUI.skin.GetStyle("HelpBox")); _styles.buttonVisibilityOn = new GUIStyle(GUI.skin.label); _styles.buttonVisibilityOn.padding = new RectOffset(0, 0, 0, 0); _styles.buttonVisibilityOn.normal.background = EditorGUIUtility.FindTexture("d_scenevis_visible"); _styles.buttonVisibilityOn.hover.background = EditorGUIUtility.FindTexture("d_scenevis_visible_hover"); _styles.buttonVisibilityOff = new GUIStyle(GUI.skin.label); _styles.buttonVisibilityOff.padding = new RectOffset(0, 0, 0, 0); _styles.buttonVisibilityOff.normal.background = EditorGUIUtility.FindTexture("d_scenevis_hidden"); _styles.buttonVisibilityOff.hover.background = EditorGUIUtility.FindTexture("d_scenevis_hidden_hover"); } } } }