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