rabidus-test/Assets/SCSM/SciFiShipController/Editor/EffectsModuleEditor.cs

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C#
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2023-07-24 16:38:13 +03:00
using UnityEngine;
using UnityEditor;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
[CustomEditor(typeof(EffectsModule))]
public class EffectsModuleEditor : Editor
{
#region Custom Editor private variables
// Formatting and style variables
//private string txtColourName = "Black";
//private Color defaultTextColour = Color.black;
private string labelText;
private GUIStyle labelFieldRichText;
private GUIStyle helpBoxRichText;
private GUIStyle buttonCompact;
private float defaultEditorLabelWidth = 0f;
private float defaultEditorFieldWidth = 0f;
#endregion
#region GUIContent
private readonly static GUIContent headerContent = new GUIContent("<b>Effects Module</b>\n\nThis module enables you to implement effects behaviour on the object it is attached to. If including an Audio Source with a clip, it should be attached to the same gameobject as this script.");
private readonly static GUIContent usePoolingContent = new GUIContent("Use Pooling", "Use the Pooling system to manage create, re-use, and destroy effects objects.");
private readonly static GUIContent minPoolSizeContent = new GUIContent("Min Pool Size", "When using the Pooling system, this is the number of effects objects kept in reserve for spawning and despawning.");
private readonly static GUIContent maxPoolSizeContent = new GUIContent("Max Pool Size", "When using the Pooling system, this is the maximum number of effects objects permitted in the scene at any one time.");
private readonly static GUIContent despawnTimeContent = new GUIContent("Despawn Time", "After this time (in seconds), the effects object is automatically despawned or removed from the scene.");
private readonly static GUIContent isReparentedContent = new GUIContent("Is Reparented", "Does this object get parented to another object when activated? If so, it will be reparented to the pool transform after use.");
private readonly static GUIContent defaultVolumeContent = new GUIContent("Default Volume", "If an audio source is included, the volume can be optionally set at runtime in C# code to the default volume.");
#endregion
#region Serialized Properties
private SerializedProperty usePoolingProp;
private SerializedProperty minPoolSizeProp;
private SerializedProperty maxPoolSizeProp;
private SerializedProperty isReparentedProp;
private SerializedProperty defaultVolumeProp;
#endregion
#region Events
public void OnEnable()
{
//effectsModule = (EffectsModule)target;
// Used in Richtext labels
//if (EditorGUIUtility.isProSkin) { txtColourName = "White"; defaultTextColour = new Color(180f / 255f, 180f / 255f, 180f / 255f, 1f); }
// Keep compiler happy - can remove this later if it isn't required
//if (defaultTextColour.a > 0f) { }
defaultEditorLabelWidth = 150f; // EditorGUIUtility.labelWidth;
defaultEditorFieldWidth = EditorGUIUtility.fieldWidth;
#region Find Properties
usePoolingProp = serializedObject.FindProperty("usePooling");
isReparentedProp = serializedObject.FindProperty("isReparented");
defaultVolumeProp = serializedObject.FindProperty("defaultVolume");
#endregion
}
#endregion
#region OnInspectorGUI
// This function overides what is normally seen in the inspector window
// This allows stuff like buttons to be drawn there
public override void OnInspectorGUI()
{
#region Initialise
EditorGUIUtility.labelWidth = defaultEditorLabelWidth;
EditorGUIUtility.fieldWidth = defaultEditorFieldWidth;
#endregion
#region Configure Buttons and Styles
// Set up rich text GUIStyles
helpBoxRichText = new GUIStyle("HelpBox");
helpBoxRichText.richText = true;
labelFieldRichText = new GUIStyle("Label");
labelFieldRichText.richText = true;
buttonCompact = new GUIStyle("Button");
buttonCompact.fontSize = 10;
#endregion
// Read in all the properties
serializedObject.Update();
GUILayout.BeginVertical("HelpBox");
EditorGUILayout.LabelField("<b>Sci-Fi Ship Controller</b> Version " + ShipControlModule.SSCVersion + " " + ShipControlModule.SSCBetaVersion, labelFieldRichText);
GUILayout.EndVertical();
EditorGUILayout.LabelField(headerContent, helpBoxRichText);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.PropertyField(usePoolingProp, usePoolingContent);
if (usePoolingProp.boolValue)
{
minPoolSizeProp = serializedObject.FindProperty("minPoolSize");
maxPoolSizeProp = serializedObject.FindProperty("maxPoolSize");
EditorGUILayout.PropertyField(minPoolSizeProp, minPoolSizeContent);
EditorGUILayout.PropertyField(maxPoolSizeProp, maxPoolSizeContent);
if (minPoolSizeProp.intValue > maxPoolSizeProp.intValue) { maxPoolSizeProp.intValue = minPoolSizeProp.intValue; }
EditorGUILayout.PropertyField(isReparentedProp, isReparentedContent);
}
EditorGUILayout.PropertyField(serializedObject.FindProperty("despawnTime"), despawnTimeContent);
EditorGUILayout.PropertyField(defaultVolumeProp, defaultVolumeContent);
EditorGUILayout.EndVertical();
// Apply property changes
serializedObject.ApplyModifiedProperties();
}
#endregion
}
}