rabidus-test/Assets/CurvedUI/Scripts/Editor/CurvedUIInputModuleEditor.cs

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.UI;
namespace CurvedUI {
[CustomEditor(typeof(CurvedUIInputModule))]
public class CurvedUIInputModuleEditor : Editor {
bool opened = false;
#if CURVEDUI_GOOGLEVR
bool isGVR = true;
#else
bool isGVR = false;
#endif
void OnEnable()
{
CurvedUIInputModule myTarget = (CurvedUIInputModule)target;
#if CURVEDUI_OCULUSVR
//automatically find Oculus Rig, if possible
if (myTarget.OculusCameraRig == null)
myTarget.OculusCameraRig = Object.FindObjectOfType<OVRCameraRig>();
#elif CURVEDUI_STEAMVR_LEGACY
//automatically find SteamVR Rig, if possible
if (myTarget.SteamVRControllerManager == null)
myTarget.SteamVRControllerManager = Object.FindObjectOfType<SteamVR_ControllerManager>();
#elif CURVEDUI_STEAMVR_2
//automatically find SteamVR Rig, if possible
if (myTarget.SteamVRPlayArea == null)
myTarget.SteamVRPlayArea = FindObjectOfType<Valve.VR.SteamVR_PlayArea>();
#endif
}
public override void OnInspectorGUI()
{
EditorGUILayout.HelpBox("Use CurvedUISettings component on your Canvas to configure CurvedUI", MessageType.Info);
if (isGVR)//on GVR we draw all the stuff.
{
DrawDefaultInspector();
}
else
{
if (opened)
{
if (GUILayout.Button("Hide Fields"))
opened = !opened;
DrawDefaultInspector();
}
else
{
if (GUILayout.Button("Show Fields"))
opened = !opened;
}
}
GUILayout.Space(20);
}
}
}