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

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.UI;
using UnityEngine.EventSystems;
#if CURVEDUI_TMP || TMP_PRESENT
using TMPro;
#endif
#if CURVEDUI_STEAMVR_2
using Valve.VR;
using System.Reflection;
using System;
#endif
namespace CurvedUI {
[CustomEditor(typeof(CurvedUISettings))]
[ExecuteInEditMode]
public class CurvedUISettingsEditor : Editor {
#pragma warning disable 414
bool ShowRemoveCurvedUI = false;
static bool ShowAdvaced = false;
bool loadingCustomDefine = false;
static bool CUIeventSystemPresent = false;
private bool inPrefabMode = false;
[SerializeField][HideInInspector]
Dictionary<CurvedUIInputModule.CUIControlMethod, string> m_controlMethodDefineDict;
#if CURVEDUI_STEAMVR_2
SteamVR_Action_Boolean[] steamVRActions;
string[] steamVRActionsPaths;
#endif
#pragma warning restore 414
#region LIFECYCLE
void Awake()
{
AddCurvedUIComponents();
}
void OnEnable()
{
//if we're firing OnEnable, this means any compilation has ended. We're good!
loadingCustomDefine = false;
//look for CurvedUI custom EventSystem -> we'll check later if it makes sense to have one.
CUIeventSystemPresent = (FindObjectsOfType(typeof(CurvedUIEventSystem)).Length > 0);
//hacky way to make sure event is connected only once, but it works!
#if UNITY_2018_1_OR_NEWER
EditorApplication.hierarchyChanged -= AddCurvedUIComponents;
EditorApplication.hierarchyChanged -= AddCurvedUIComponents;
EditorApplication.hierarchyChanged += AddCurvedUIComponents;
#else
//hacky way to make sure event is connected only once, but it works!
EditorApplication.hierarchyWindowChanged -= AddCurvedUIComponents;
EditorApplication.hierarchyWindowChanged -= AddCurvedUIComponents;
EditorApplication.hierarchyWindowChanged += AddCurvedUIComponents;
#endif
//Warnings-------------------------------------//
if (Application.isPlaying)
{
CurvedUISettings myTarget = (CurvedUISettings)target;
//Canvas' layer not included in RaycastLayerMask warning
if (!IsInLayerMask(myTarget.gameObject.layer, CurvedUIInputModule.Instance.RaycastLayerMask) &&
myTarget.Interactable)
{
Debug.LogError("CURVEDUI: " + WarningLayerNotIncluded, myTarget.gameObject);
}
//check if the currently selected control method is enabled in editor.
//Otherwise, show error.
string define = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
foreach(var key in ControlMethodDefineDict.Keys)
{
if(myTarget.ControlMethod == key && !define.Contains(ControlMethodDefineDict[key]))
Debug.LogError("CURVEDUI: Selected control method (" + key.ToString() + ") is not enabled. " +
"Enable it on CurvedUISettings component", myTarget.gameObject);
}
}
#if CURVEDUI_STEAMVR_2
//Get action and their paths to show in the popup.
steamVRActions = SteamVR_Input.GetActions<SteamVR_Action_Boolean>();
steamVRActionsPaths = new string[] { "None" };
if (steamVRActions != null && steamVRActions.Length > 0)
{
List<string> enumList = new List<string>();
//add all action paths to list.
for (int i = 0; i < steamVRActions.Length; i++)
enumList.Add(steamVRActions[i].fullPath);
enumList.Add("None"); //need a way to null that field, so add None as last pick.
//replace forward slashes with backslack instead. Otherwise they will not show up.
for (int index = 0; index < enumList.Count; index++)
enumList[index] = enumList[index].Replace('/', '\\');
steamVRActionsPaths = enumList.ToArray();
}
#endif
}
#endregion
public override void OnInspectorGUI()
{
//initial settings------------------------------------//
CurvedUISettings myTarget = (CurvedUISettings)target;
if (target == null) return;
GUI.changed = false;
EditorGUIUtility.labelWidth = 150;
#if UNITY_2018_3_OR_NEWER
inPrefabMode = (UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage() != null);
#endif
//Version----------------------------------------------//
GUILayout.Label("Version " + CurvedUISettings.Version, EditorStyles.miniLabel);
//Warnings------------------------------------------//
//Canvas is on layer that is not part of RaycastLayerMask
if(!IsInLayerMask(myTarget.gameObject.layer, CurvedUIInputModule.Instance.RaycastLayerMask) && myTarget.Interactable)
{
EditorGUILayout.HelpBox(WarningLayerNotIncluded, MessageType.Error);
GUILayout.Space(30);
}
//Improper event system warning
if (CUIeventSystemPresent == false)
{
EditorGUILayout.HelpBox("Unity UI may become unresponsive in VR if game window loses focus. " +
"Use CurvedUIEventSystem instead of standard EventSystem component to solve this issue.",
MessageType.Warning);
GUILayout.BeginHorizontal();
GUILayout.Space(146);
if (GUILayout.Button("Use CurvedUI Event System")) SwapEventSystem();
GUILayout.EndHorizontal();
GUILayout.Space(30);
}
//-----------------------------------------------------//
//Control methods--------------------------------------//
DrawControlMethods();
//shape settings----------------------------------------//
GUILayout.Label("Shape", EditorStyles.boldLabel);
myTarget.Shape = (CurvedUISettings.CurvedUIShape)EditorGUILayout.EnumPopup("Canvas Shape", myTarget.Shape);
switch (myTarget.Shape)
{
case CurvedUISettings.CurvedUIShape.CYLINDER:
{
myTarget.Angle = EditorGUILayout.IntSlider("Angle", myTarget.Angle, -360, 360);
myTarget.PreserveAspect = EditorGUILayout.Toggle("Preserve Aspect", myTarget.PreserveAspect);
break;
}
case CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL:
{
myTarget.Angle = EditorGUILayout.IntSlider("Angle", myTarget.Angle, -360, 360);
myTarget.PreserveAspect = EditorGUILayout.Toggle("Preserve Aspect", myTarget.PreserveAspect);
break;
}
case CurvedUISettings.CurvedUIShape.RING:
{
myTarget.RingExternalDiameter = Mathf.Clamp(EditorGUILayout.IntField("External Diameter", myTarget.RingExternalDiameter), 1, 100000);
myTarget.Angle = EditorGUILayout.IntSlider("Angle", myTarget.Angle, 0, 360);
myTarget.RingFill = EditorGUILayout.Slider("Fill", myTarget.RingFill, 0.0f, 1.0f);
myTarget.RingFlipVertical = EditorGUILayout.Toggle("Flip Canvas Vertically", myTarget.RingFlipVertical);
break;
}
case CurvedUISettings.CurvedUIShape.SPHERE:
{
GUILayout.BeginHorizontal();
GUILayout.Space(150);
EditorGUILayout.HelpBox("Sphere shape is more expensive than a Cylinder shape. Keep this in mind when working on mobile VR.", MessageType.Info);
GUILayout.EndHorizontal();
GUILayout.Space(10);
if (myTarget.PreserveAspect)
{
myTarget.Angle = EditorGUILayout.IntSlider("Angle", myTarget.Angle, -360, 360);
}
else {
myTarget.Angle = EditorGUILayout.IntSlider("Horizontal Angle", myTarget.Angle, 0, 360);
myTarget.VerticalAngle = EditorGUILayout.IntSlider("Vertical Angle", myTarget.VerticalAngle, 0, 180);
}
myTarget.PreserveAspect = EditorGUILayout.Toggle("Preserve Aspect", myTarget.PreserveAspect);
break;
}
}//end of shape settings-------------------------------//
//180 degree warning ----------------------------------//
if ((myTarget.Shape != CurvedUISettings.CurvedUIShape.RING && myTarget.Angle.Abs() > 180) ||
(myTarget.Shape == CurvedUISettings.CurvedUIShape.SPHERE && myTarget.VerticalAngle > 180))
Draw180DegreeWarning();
//advanced settings------------------------------------//
GUILayout.Space(30);
if (!ShowAdvaced)
{
if (GUILayout.Button("Show Advanced Settings"))
{
ShowAdvaced = true;
loadingCustomDefine = false;
}
}
else
{
//hide advances settings button.
if (GUILayout.Button("Hide Advanced Settings")) ShowAdvaced = false;
GUILayout.Space(20);
//InputModule Options - only if we're not in prefab mode.
if (!inPrefabMode)
{
CurvedUIInputModule.Instance.RaycastLayerMask = LayerMaskField("Raycast Layer Mask",
CurvedUIInputModule.Instance.RaycastLayerMask);
//pointer override
GUILayout.Space(20);
CurvedUIInputModule.Instance.PointerTransformOverride = (Transform)EditorGUILayout.ObjectField("Pointer Override", CurvedUIInputModule.Instance.PointerTransformOverride, typeof(Transform), true);
GUILayout.BeginHorizontal();
GUILayout.Space(150);
GUILayout.Label("(Optional) If set, its position and forward (blue) direction will be used to point at canvas.", EditorStyles.helpBox);
GUILayout.EndHorizontal();
}
else
{
EditorGUILayout.HelpBox("Some settings are hidden in Prefab Mode", MessageType.Warning);
}
//quality
GUILayout.Space(20);
myTarget.Quality = EditorGUILayout.Slider("Quality", myTarget.Quality, 0.1f, 3.0f);
GUILayout.BeginHorizontal();
GUILayout.Space(150);
GUILayout.Label("Smoothness of the curve. Bigger values mean more subdivisions. Decrease for better performance. Default 1", EditorStyles.helpBox);
GUILayout.EndHorizontal();
//common options
myTarget.Interactable = EditorGUILayout.Toggle("Interactable", myTarget.Interactable);
myTarget.BlocksRaycasts = EditorGUILayout.Toggle("Blocks Raycasts", myTarget.BlocksRaycasts);
if (myTarget.Shape != CurvedUISettings.CurvedUIShape.SPHERE) myTarget.ForceUseBoxCollider =
EditorGUILayout.Toggle("Force Box Colliders Use", myTarget.ForceUseBoxCollider);
//add components button
GUILayout.Space(20);
GUILayout.BeginHorizontal();
GUILayout.Label("Components", GUILayout.Width(146));
if (GUILayout.Button("Add Curved Effect To Children")) AddCurvedUIComponents();
GUILayout.EndHorizontal();
//remove components button
GUILayout.BeginHorizontal();
GUILayout.Label("", GUILayout.Width(146));
if (!ShowRemoveCurvedUI)
{
if (GUILayout.Button("Remove CurvedUI from Canvas")) ShowRemoveCurvedUI = true;
}
else {
if (GUILayout.Button("Remove CurvedUI")) RemoveCurvedUIComponents();
if (GUILayout.Button("Cancel")) ShowRemoveCurvedUI = false;
}
GUILayout.EndHorizontal();
//documentation link
GUILayout.Space(20);
GUILayout.BeginHorizontal();
GUILayout.Label("Documentation", GUILayout.Width(146));
if (GUILayout.Button("Open in web browser")) Help.BrowseURL("https://docs.google.com/document/d/10hNcvOMissNbGgjyFyV1MS7HwkXXE6270A6Ul8h8pnQ/edit");
GUILayout.EndHorizontal();
}//end of Advanced settings---------------------------//
GUILayout.Space(20);
//final settings
if (GUI.changed && myTarget != null)
EditorUtility.SetDirty(myTarget);
}
#region CUSTOM GUI ELEMENTS
void DrawControlMethods()
{
GUILayout.Label("Global Settings", EditorStyles.boldLabel);
//Do not allow to change Global Settings in Prefab Mode
//These are stored in CurvedUInputModule
if (inPrefabMode)
{
EditorGUILayout.HelpBox(
"Some global settings (including Control Method) are hidden in Prefab Mode. These are stored on CurvedUIInputModule component which cannot be accessed now.",
MessageType.Warning);
return;
}
//Control Method dropdown--------------------------------//
CurvedUIInputModule.ControlMethod = (CurvedUIInputModule.CUIControlMethod)EditorGUILayout.EnumPopup("Control Method", CurvedUIInputModule.ControlMethod);
GUILayout.BeginHorizontal();
GUILayout.Space(150);
GUILayout.BeginVertical();
//Custom Settings for each Control Method---------------//
switch (CurvedUIInputModule.ControlMethod)
{
case CurvedUIInputModule.CUIControlMethod.MOUSE:
{
#if CURVEDUI_GOOGLEVR
EditorGUILayout.HelpBox("Enabling this control method will disable GoogleVR support.", MessageType.Warning);
DrawCustomDefineSwitcher("");
#else
GUILayout.Label("Basic Controller. Mouse on screen", EditorStyles.helpBox);
#endif
break;
}// end of MOUSE
case CurvedUIInputModule.CUIControlMethod.GAZE:
{
#if CURVEDUI_GOOGLEVR
EditorGUILayout.HelpBox("Enabling this control method will disable GoogleVR support.", MessageType.Warning);
DrawCustomDefineSwitcher("");
#else
GUILayout.Label("Center of Canvas's Event Camera acts as a pointer. Can be used with any headset. If you're on cardboard, you can use it instead of GOOGLEVR control method.", EditorStyles.helpBox);
CurvedUIInputModule.Instance.GazeUseTimedClick = EditorGUILayout.Toggle("Use Timed Click", CurvedUIInputModule.Instance.GazeUseTimedClick);
if (CurvedUIInputModule.Instance.GazeUseTimedClick)
{
GUILayout.Label("Clicks a button if player rests his gaze on it for a period of time. You can assign an image to be used as a progress bar.", EditorStyles.helpBox);
CurvedUIInputModule.Instance.GazeClickTimer = EditorGUILayout.FloatField("Click Timer (seconds)", CurvedUIInputModule.Instance.GazeClickTimer);
CurvedUIInputModule.Instance.GazeClickTimerDelay = EditorGUILayout.FloatField("Timer Start Delay", CurvedUIInputModule.Instance.GazeClickTimerDelay);
CurvedUIInputModule.Instance.GazeTimedClickProgressImage = (UnityEngine.UI.Image)EditorGUILayout.ObjectField("Progress Image To FIll", CurvedUIInputModule.Instance.GazeTimedClickProgressImage, typeof(UnityEngine.UI.Image), true);
}
#endif
break;
}// end of GAZE
case CurvedUIInputModule.CUIControlMethod.WORLD_MOUSE:
{
#if CURVEDUI_GOOGLEVR
EditorGUILayout.HelpBox("Enabling this control method will disable GoogleVR support.", MessageType.Warning);
DrawCustomDefineSwitcher("");
#else
GUILayout.Label("Mouse controller that is independent of the camera view. Use WorldSpaceMouseOnCanvas function to get its position.", EditorStyles.helpBox);
CurvedUIInputModule.Instance.WorldSpaceMouseSensitivity = EditorGUILayout.FloatField("Mouse Sensitivity", CurvedUIInputModule.Instance.WorldSpaceMouseSensitivity);
#endif
break;
}// end of WORLD_MOUSE
case CurvedUIInputModule.CUIControlMethod.CUSTOM_RAY:
{
#if CURVEDUI_GOOGLEVR
EditorGUILayout.HelpBox("Enabling this control method will disable GoogleVR support.", MessageType.Warning);
DrawCustomDefineSwitcher("");
#else
GUILayout.Label("Set a ray used to interact with canvas using CustomControllerRay function. Use CustomControllerButtonState bool to set button pressed state. Find both in CurvedUIInputModule class", EditorStyles.helpBox);
GUILayout.BeginHorizontal();
//GUILayout.Space(20);
GUILayout.FlexibleSpace();
if (GUILayout.Button("View code snippet")) Help.BrowseURL("https://docs.google.com/document/d/10hNcvOMissNbGgjyFyV1MS7HwkXXE6270A6Ul8h8pnQ/edit#heading=h.b164qm67xp15");
GUILayout.EndHorizontal();
#endif
break;
}// end of CUSTOM_RAY
case CurvedUIInputModule.CUIControlMethod.STEAMVR_LEGACY:
{
#if CURVEDUI_STEAMVR_LEGACY
// vive enabled, we can show settings
GUILayout.Label("Use with SteamVR plugin 1.2 or below. Trigger acts a button", EditorStyles.helpBox);
CurvedUIInputModule.Instance.UsedHand = (CurvedUIInputModule.Hand)EditorGUILayout.EnumPopup("Used Controller", CurvedUIInputModule.Instance.UsedHand);
#else
GUILayout.Label("For SteamVR plugin 1.2 or below. Make sure you imported that SDK before enabling.", EditorStyles.helpBox);
DrawCustomDefineSwitcher(ControlMethodDefineDict[CurvedUIInputModule.CUIControlMethod.STEAMVR_LEGACY]);
#endif
break;
}// end of STEAMVR_LEGACY
case CurvedUIInputModule.CUIControlMethod.STEAMVR_2:
{
#if CURVEDUI_STEAMVR_2
GUILayout.Label("Use SteamVR controllers to interact with canvas. Requires SteamVR Plugin 2.0 or later.", EditorStyles.helpBox);
if(steamVRActions != null)
{
CurvedUIInputModule.Instance.UsedHand = (CurvedUIInputModule.Hand)EditorGUILayout.EnumPopup("Hand", CurvedUIInputModule.Instance.UsedHand);
//Find currently selected action in CurvedUIInputModule
int curSelected = steamVRActionsPaths.Length - 1;
for (int i = 0; i < steamVRActions.Length; i++)
{
//no action selected? select one that most likely deals with UI
if(CurvedUIInputModule.Instance.SteamVRClickAction == null && steamVRActions[i].GetShortName().Contains("UI"))
CurvedUIInputModule.Instance.SteamVRClickAction = steamVRActions[i];
//otherwise show currently selected
if (steamVRActions[i] == CurvedUIInputModule.Instance.SteamVRClickAction) //otherwise show selected
curSelected = i;
}
//Show popup
int newSelected = EditorGUILayout.Popup("Click With", curSelected, steamVRActionsPaths, EditorStyles.popup);
//assign selected SteamVR Action to CurvedUIInputMOdule
if (curSelected != newSelected)
{
//none has been selected
if (newSelected >= steamVRActions.Length)
CurvedUIInputModule.Instance.SteamVRClickAction = null;
else
CurvedUIInputModule.Instance.SteamVRClickAction = steamVRActions[newSelected];
}
}
else
{
//draw error
EditorGUILayout.HelpBox("No SteamVR Actions set up. Configure your SteamVR plugin first in Window > Steam VR Input", MessageType.Error);
}
#else
GUILayout.Label("For SteamVR plugin 2.0 or above. Make sure you imported that SDK before enabling.", EditorStyles.helpBox);
DrawCustomDefineSwitcher(ControlMethodDefineDict[CurvedUIInputModule.CUIControlMethod.STEAMVR_2]);
#endif
break;
}// end of STEAMVR_2
case CurvedUIInputModule.CUIControlMethod.OCULUSVR:
{
#if CURVEDUI_OCULUSVR
// oculus enabled, we can show settings
GUILayout.Label("Use Rift, Quest, Go, or GearVR controller to interact with your canvas.", EditorStyles.helpBox);
//hand property
CurvedUIInputModule.Instance.UsedHand = (CurvedUIInputModule.Hand)EditorGUILayout.EnumPopup("Hand", CurvedUIInputModule.Instance.UsedHand);
//button property
CurvedUIInputModule.Instance.OculusTouchInteractionButton = (OVRInput.Button)EditorGUILayout.EnumPopup("Interaction Button", CurvedUIInputModule.Instance.OculusTouchInteractionButton);
#else
GUILayout.Label("Make sure you imported the SDK before enabling.", EditorStyles.helpBox);
DrawCustomDefineSwitcher(ControlMethodDefineDict[CurvedUIInputModule.CUIControlMethod.OCULUSVR]);
#endif
break;
}// end of OCULUSVR
case CurvedUIInputModule.CUIControlMethod.UNITY_XR:
{
#if CURVEDUI_UNITY_XR
// oculus enabled, we can show settings
GUILayout.Label("Use Unity XR Toolkit to interact with the canvas. You can choose UI button on the XRController itself.", EditorStyles.helpBox);
//hand property
CurvedUIInputModule.Instance.UsedHand = (CurvedUIInputModule.Hand)EditorGUILayout.EnumPopup("Hand", CurvedUIInputModule.Instance.UsedHand);
//assign controllers
2023-10-11 15:44:05 +03:00
//CurvedUIInputModule.Instance.RightXRController = (UnityEngine.XR.Interaction.Toolkit.XRController)EditorGUILayout.ObjectField("Right Controller",
// CurvedUIInputModule.Instance.RightXRController, typeof(UnityEngine.XR.Interaction.Toolkit.XRController), true);
//CurvedUIInputModule.Instance.LeftXRController = (UnityEngine.XR.Interaction.Toolkit.XRController)EditorGUILayout.ObjectField("Left Controller",
// CurvedUIInputModule.Instance.LeftXRController, typeof(UnityEngine.XR.Interaction.Toolkit.XRController), true);
#else
GUILayout.Label("Make sure you imported Unity XR Toolkit before enabling.", EditorStyles.helpBox);
DrawCustomDefineSwitcher(ControlMethodDefineDict[CurvedUIInputModule.CUIControlMethod.UNITY_XR]);
#endif
break;
}// end of UNITY_XR
case CurvedUIInputModule.CUIControlMethod.GOOGLEVR:
{
#if CURVEDUI_GOOGLEVR
GUILayout.Label("Use GoogleVR Reticle to interact with canvas. Requires GoogleVR SDK 1.200.1 or later. Make sure you imported the SDK before enabling.", EditorStyles.helpBox);
#else
GUILayout.Label("Make sure you imported the GoogleVR SDK before enabling.", EditorStyles.helpBox);
DrawCustomDefineSwitcher(ControlMethodDefineDict[CurvedUIInputModule.CUIControlMethod.GOOGLEVR]);
#endif
break;
}// end of GOOGLEVR
}//end of CUIControlMethod Switch
GUILayout.EndVertical();
GUILayout.EndHorizontal();
GUILayout.Space(20);
}
/// <summary>
/// Draws the define switcher for different control methods.
/// Because different control methods use different API's that may not always be available,
/// CurvedUI needs to be recompile with different custom defines to fix this. This method
/// manages the defines.
/// </summary>
/// <param name="defineToSet">Switcho.</param>
void DrawCustomDefineSwitcher(string defineToSet)
{
GUILayout.BeginVertical();
GUILayout.Label("Press the [Enable] button to recompile scripts for this control method. Afterwards, you'll see more settings here.", EditorStyles.helpBox);
GUILayout.BeginHorizontal();
GUILayout.Space(50);
if (GUILayout.Button(loadingCustomDefine ? "Please wait..." : "Enable."))
{
loadingCustomDefine = true;
//retrieve current defines
string str = "";
str += PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
//remove unused curvedui defines - dictionary based.
string define = "";
foreach (var key in ControlMethodDefineDict.Keys)
{
define = ControlMethodDefineDict[key];
if (str.Contains(define))
{
if (str.Contains((";" + define)))
str = str.Replace((";" + define), "");
else
str = str.Replace(define, "");
}
}
//add this one, if not present.
if (defineToSet != "" && !str.Contains(defineToSet))
str += ";" + defineToSet;
//Submit defines. This will cause recompilation
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, str);
}
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
void Draw180DegreeWarning()
{
GUILayout.BeginHorizontal();
GUILayout.Space(150);
EditorGUILayout.HelpBox("Cavas with angle bigger than 180 degrees will not be interactable. \n" +
"This is caused by Unity Event System requirements. Use two canvases facing each other for fully interactive 360 degree UI.", MessageType.Warning);
GUILayout.EndHorizontal();
GUILayout.Space(10);
}
#endregion
#region HELPER FUNCTIONS
static List<string> layers;
static string[] layerNames;
public static LayerMask LayerMaskField (string label, LayerMask selected)
{
if (layers == null) {
layers = new List<string>();
layerNames = new string[4];
} else {
layers.Clear ();
}
int emptyLayers = 0;
for (int i=0;i<32;i++) {
string layerName = LayerMask.LayerToName (i);
if (layerName != "") {
for (;emptyLayers>0;emptyLayers--) layers.Add ("Layer "+(i-emptyLayers));
layers.Add (layerName);
} else {
emptyLayers++;
}
}
if (layerNames.Length != layers.Count) {
layerNames = new string[layers.Count];
}
for (int i=0;i<layerNames.Length;i++) layerNames[i] = layers[i];
selected.value = EditorGUILayout.MaskField (label,selected.value,layerNames);
return selected;
}
bool IsInLayerMask(int layer, LayerMask layermask)
{
return layermask == (layermask | (1 << layer));
}
Dictionary<CurvedUIInputModule.CUIControlMethod, string> ControlMethodDefineDict {
get
{
if (m_controlMethodDefineDict == null)
{
m_controlMethodDefineDict = new Dictionary<CurvedUIInputModule.CUIControlMethod, string>();
m_controlMethodDefineDict.Add(CurvedUIInputModule.CUIControlMethod.GOOGLEVR, "CURVEDUI_GOOGLEVR");
m_controlMethodDefineDict.Add(CurvedUIInputModule.CUIControlMethod.STEAMVR_LEGACY, "CURVEDUI_STEAMVR_LEGACY");
m_controlMethodDefineDict.Add(CurvedUIInputModule.CUIControlMethod.STEAMVR_2, "CURVEDUI_STEAMVR_2");
m_controlMethodDefineDict.Add(CurvedUIInputModule.CUIControlMethod.OCULUSVR, "CURVEDUI_OCULUSVR");
m_controlMethodDefineDict.Add(CurvedUIInputModule.CUIControlMethod.UNITY_XR, "CURVEDUI_UNITY_XR");
}
return m_controlMethodDefineDict;
}
}
void SwapEventSystem()
{
if (Application.isPlaying)
{
Debug.LogError("Cant do this in Play mode!");
return;
}
EventSystem system = FindObjectOfType<EventSystem>();
if (!(system is CurvedUIEventSystem))
{
system.AddComponentIfMissing<CurvedUIEventSystem>();
DestroyImmediate(system);
}
CUIeventSystemPresent = true;
}
/// <summary>
///Travel the hierarchy and add CurvedUIVertexEffect to every gameobject that can be bent.
/// </summary>
private void AddCurvedUIComponents()
{
if (target == null) return;
(target as CurvedUISettings).AddEffectToChildren();
}
/// <summary>
/// Removes all CurvedUI components from this canvas.
/// </summary>
private void RemoveCurvedUIComponents()
{
if (target == null) return;
//destroy TMP objects
List<CurvedUITMP> tmps = new List<CurvedUITMP>();
tmps.AddRange((target as CurvedUISettings).GetComponentsInChildren<CurvedUITMP>(true));
for (int i = 0; i < tmps.Count; i++)
{
DestroyImmediate(tmps[i]);
}
List<CurvedUITMPSubmesh> submeshes = new List<CurvedUITMPSubmesh>();
submeshes.AddRange((target as CurvedUISettings).GetComponentsInChildren<CurvedUITMPSubmesh>(true));
for (int i = 0; i < submeshes.Count; i++)
{
DestroyImmediate(submeshes[i]);
}
//destroy curving componenets
List<CurvedUIVertexEffect> comps = new List<CurvedUIVertexEffect>();
comps.AddRange((target as CurvedUISettings).GetComponentsInChildren<CurvedUIVertexEffect>(true));
for (int i = 0; i < comps.Count; i++)
{
if (comps[i].GetComponent<UnityEngine.UI.Graphic>() != null) comps[i].GetComponent<UnityEngine.UI.Graphic>().SetAllDirty();
DestroyImmediate(comps[i]);
}
//destroy raycasters
List<CurvedUIRaycaster> raycasters = new List<CurvedUIRaycaster>();
raycasters.AddRange((target as CurvedUISettings).GetComponents<CurvedUIRaycaster>());
for (int i = 0; i < raycasters.Count; i++)
{
DestroyImmediate(raycasters[i]);
}
DestroyImmediate(target);
}
#endregion
#region STRINGS
private static string WarningLayerNotIncluded = "This Canvas' layer " +
"is not included in the RaycastLayerMask. User will not be able to interact with it. " +
"Add its layer to RaycastLayerMask below to fix it, or set the " +
"Interactable property to False to dismiss this message.";
#endregion
}
}