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

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2023-07-24 16:38:13 +03:00
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
// Sci-Fi Ship Controller. Copyright (c) 2018-2022 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
[CustomEditor(typeof(ShipDockingStation))]
public class ShipDockingStationEditor : Editor
{
#region Enumerations
#endregion
#region Custom Editor private variables
private ShipDockingStation shipDockingStation;
private SSCManager sscManager;
// 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 GUIStyle foldoutStyleNoLabel;
private static GUIStyle toggleCompactButtonStyleNormal = null; // Small Toggle button. e.g. G(izmo) on/off
private static GUIStyle toggleCompactButtonStyleToggled = null;
private float defaultEditorLabelWidth = 0f;
private float defaultEditorFieldWidth = 0f;
// Similar to isSceneDirtyRequired (SceneView variabled) but used for Inspector modifications.
private bool isSceneModified = false;
private int dockingPointMoveDownPos = -1;
private int dockingPointInsertPos = -1;
private int dockingPointDeletePos = -1;
#endregion
#region SceneView Variables
private bool isSceneDirtyRequired = false;
private Quaternion sceneViewTrfmRotation = Quaternion.identity;
private ShipDockingPoint dockingPointComponent = null;
private Vector3 componentHandlePosition = Vector3.zero;
//private Vector3 gizmoPosition = Vector3.zero;
private Quaternion componentHandleRotation = Quaternion.identity;
private float relativeHandleSize = 1f;
private Color fadedGizmoColour;
#endregion
#region GUIContent General
private readonly static GUIContent headerContent = new GUIContent("This module enables you to dock other ships with this gameobject or Ship");
private readonly static GUIContent[] tabTexts = { new GUIContent("General"), new GUIContent("Events") };
private readonly static GUIContent initialiseOnAwakeContent = new GUIContent("Initialise on Awake", "If enabled, Initialise() will be called as soon as Awake() runs. " +
"This should be disabled if you are instantiating the Ship or ShipDockingStation through code and using the Docking API methods.");
private readonly static GUIContent gizmoToggleBtnContent = new GUIContent("G", "Toggle gizmos and visualisations on/off for all items in the scene view");
private readonly static GUIContent gizmoBtnContent = new GUIContent("G", "Toggle gizmos on/off in the scene view");
private readonly static GUIContent gizmoFindBtnContent = new GUIContent("F", "Find (select) in the scene view.");
private readonly static GUIContent resetBtnContent = new GUIContent("R", "Reset");
private readonly static GUIContent dockingPointExportJsonContent = new GUIContent("Export Json", "Export Docking Points to a json file");
private readonly static GUIContent dockingPointImportJsonContent = new GUIContent("Import Json", "Import Docking Points from a json file");
#endregion
#region GUIContent Events
private readonly static GUIContent onPreUndockContent = new GUIContent("", "Methods that get called immediately before Undock or UndockDelayed are executed. WARNING: Do NOT call UndockShip from this event.");
private readonly static GUIContent onPostDockedContent = new GUIContent("", "Methods that get called immediately after docking is complete. WARNING: Do NOT call DockShip from this event.");
#endregion
#region GUIContent Ship Docking Point
private readonly static GUIContent dkgPtRelativePositionContent = new GUIContent("Relative Position", "Local position relative to the ShipDockingStation tranform position");
private readonly static GUIContent dkgPtRelativeRotationContent = new GUIContent("Relative Rotation", "Docking Point rotation relative, in degrees, to the ShipDockingStation rotation");
private readonly static GUIContent dkgPtEntryPathContent = new GUIContent("Docking Entry Path", "The optional Path (stored as a guidHash) which identifies the entry path a ship can take to dock at this docking point");
private readonly static GUIContent dkgPtExitPathContent = new GUIContent("Undocking Exit Path", "The optional Path (stored as a guidHash) which identifies the exit path a ship can take to depart from this docking point");
private readonly static GUIContent dkgPtHoverHeightContent = new GUIContent("Hover Height", "This is the optimum height above the docking point in the relative up direction, a ship hovers before arriving or departing");
private readonly static GUIContent dkgPtDockedShipContent = new GUIContent("Assigned Ship", "The Ship in the scene that is currently docked, docking or undocking with the Ship Docking Point. This assigned ship requires a Ship Docking component.");
#endregion
#region Serialized Properties - General
private SerializedProperty selectedTabIntProp;
private SerializedProperty dkgPtListProp;
private SerializedProperty dkgPtProp;
private SerializedProperty dkgPtShowInEditorProp;
private SerializedProperty dkgPtEntryPathGUIDHashProp;
private SerializedProperty dkgPtExitPathGUIDHashProp;
private SerializedProperty dkgPtDockedShipProp;
private SerializedProperty dkgPtSelectedInSceneViewProp;
private SerializedProperty dkgPtShowGizmosInSceneViewProp;
private SerializedProperty isDockingPointListExpandedProp;
private SerializedProperty initialiseOnAwakeProp;
#endregion
#region Serialized Properties - Events
private SerializedProperty onPreUndockProp;
private SerializedProperty onPostDockedProp;
#endregion
#region Events
public void OnEnable()
{
shipDockingStation = (ShipDockingStation)target;
// Only use if require scene view interaction
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui -= SceneGUI;
SceneView.duringSceneGui += SceneGUI;
#else
SceneView.onSceneGUIDelegate -= SceneGUI;
SceneView.onSceneGUIDelegate += SceneGUI;
#endif
// 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 - General
selectedTabIntProp = serializedObject.FindProperty("selectedTabInt");
initialiseOnAwakeProp = serializedObject.FindProperty("initialiseOnAwake");
#endregion
#region Find Properties - Events
onPreUndockProp = serializedObject.FindProperty("onPreUndock");
onPostDockedProp = serializedObject.FindProperty("onPostDocked");
#endregion
// Reset GUIStyles
toggleCompactButtonStyleNormal = null;
toggleCompactButtonStyleToggled = null;
foldoutStyleNoLabel = null;
if (sscManager == null) { sscManager = SSCManager.GetOrCreateManager(); }
if (shipDockingStation != null && shipDockingStation.shipDockingPointList != null)
{
// If a docking point is marked as selected, turn off the transform tools
if (shipDockingStation.shipDockingPointList.Exists(dp => dp.selectedInSceneView == true))
{
Tools.hidden = true;
}
}
}
/// <summary>
/// Called when the gameobject loses focus or Unity Editor enters/exits
/// play mode
/// </summary>
void OnDestroy()
{
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui -= SceneGUI;
#else
SceneView.onSceneGUIDelegate -= SceneGUI;
#endif
// Always unhide Unity tools when losing focus on this gameObject
Tools.hidden = false;
}
/// <summary>
/// Gets called automatically 10 times per second
/// Comment out if not required
/// </summary>
void OnInspectorUpdate()
{
// OnInspectorGUI() only registers events when the mouse is positioned over the custom editor window
// This code forces OnInspectorGUI() to run every frame, so it registers events even when the mouse
// is positioned over the scene view
if (shipDockingStation.allowRepaint) { Repaint(); }
}
#endregion
#region Private Methods
// <summary>
/// Draw the toolbar using the supplied array of tab text.
/// </summary>
/// <param name="tabGUIContent"></param>
private void DrawToolBar(GUIContent[] tabGUIContent)
{
int prevTab = selectedTabIntProp.intValue;
// Show a toolbar to allow the user to switch between viewing different areas
selectedTabIntProp.intValue = GUILayout.Toolbar(selectedTabIntProp.intValue, tabGUIContent);
// When switching tabs, disable focus on previous control
if (prevTab != selectedTabIntProp.intValue) { GUI.FocusControl(null); }
}
/// <summary>
/// Draw gizmos and editable handles in the scene view
/// </summary>
/// <param name="sv"></param>
private void SceneGUI(SceneView sv)
{
if (shipDockingStation != null && shipDockingStation.gameObject.activeInHierarchy)
{
isSceneDirtyRequired = false;
// Get the rotation of the gameobject / transform in the scene
sceneViewTrfmRotation = Quaternion.LookRotation(shipDockingStation.transform.forward, shipDockingStation.transform.up);
Vector3 localScale = shipDockingStation.transform.localScale;
using (new Handles.DrawingScope(shipDockingStation.dockingPointGizmoColour))
{
int numDockingPoints = shipDockingStation.shipDockingPointList == null ? 0 : shipDockingStation.shipDockingPointList.Count;
for (int dpi = 0; dpi < numDockingPoints; dpi++)
{
dockingPointComponent = shipDockingStation.shipDockingPointList[dpi];
fadedGizmoColour = shipDockingStation.dockingPointGizmoColour;
// If this is not the selected Docking Point, show it a little more transparent
if (!dockingPointComponent.selectedInSceneView)
{
fadedGizmoColour.a *= 0.65f;
if (fadedGizmoColour.a < 0.1f) { fadedGizmoColour.a = shipDockingStation.dockingPointGizmoColour.a; }
}
if (dockingPointComponent.showGizmosInSceneView)
{
// Get component handle position
componentHandlePosition = shipDockingStation.transform.TransformPoint(new Vector3(dockingPointComponent.relativePosition.x / localScale.x, dockingPointComponent.relativePosition.y / localScale.y, dockingPointComponent.relativePosition.z / localScale.z));
relativeHandleSize = HandleUtility.GetHandleSize(componentHandlePosition);
// Get component handle rotation
componentHandleRotation = shipDockingStation.transform.rotation * Quaternion.Euler(dockingPointComponent.relativeRotation);
// Draw point in the scene that is non-interactable
if (Event.current.type == EventType.Repaint)
{
using (new Handles.DrawingScope(fadedGizmoColour))
{
// Forwards direction of the ship docking point
Handles.ArrowHandleCap(GUIUtility.GetControlID(FocusType.Passive), componentHandlePosition, componentHandleRotation, 1.25f * relativeHandleSize, EventType.Repaint);
// Draw the up direction with a sphere on top of a line
Quaternion upRotation = componentHandleRotation * Quaternion.Euler(270f, 0f, 0f);
Handles.DrawLine(componentHandlePosition, componentHandlePosition + upRotation * (Vector3.forward * relativeHandleSize * 1.25f));
Handles.SphereHandleCap(GUIUtility.GetControlID(FocusType.Passive), componentHandlePosition + (upRotation * (Vector3.forward * relativeHandleSize * 1.25f)), upRotation, 0.3f * relativeHandleSize, EventType.Repaint);
}
}
if (dockingPointComponent.selectedInSceneView)
{
// Choose which handle to draw based on which Unity tool is selected
if (Tools.current == Tool.Rotate)
{
EditorGUI.BeginChangeCheck();
// Draw a rotation handle
componentHandleRotation = Handles.RotationHandle(componentHandleRotation, componentHandlePosition);
// Use the rotation handle to edit the docking point direction
if (EditorGUI.EndChangeCheck())
{
isSceneDirtyRequired = true;
Undo.RecordObject(shipDockingStation, "Rotate Docking Point");
dockingPointComponent.relativeRotation = (Quaternion.Inverse(shipDockingStation.transform.rotation) * componentHandleRotation).eulerAngles;
}
}
#if UNITY_2017_3_OR_NEWER
else if (Tools.current == Tool.Move || Tools.current == Tool.Transform)
#else
else if (Tools.current == Tool.Move)
#endif
{
EditorGUI.BeginChangeCheck();
// Draw a movement handle
componentHandlePosition = Handles.PositionHandle(componentHandlePosition, sceneViewTrfmRotation);
// Use the position handle to edit the position of the weapon
if (EditorGUI.EndChangeCheck())
{
isSceneDirtyRequired = true;
Undo.RecordObject(shipDockingStation, "Move Docking Point");
//dockingPointComponent.relativePosition = shipDockingStation.transform.InverseTransformPoint(componentHandlePosition);
dockingPointComponent.relativePosition = shipDockingStation.transform.InverseTransformPoint(new Vector3(componentHandlePosition.x * localScale.x, componentHandlePosition.y * localScale.y, componentHandlePosition.z * localScale.z));
}
}
}
// If the docking point is not selected it will be faded, else it will be the original colour.
using (new Handles.DrawingScope(fadedGizmoColour))
{
// Allow the user to select/deselect the docking point in the scene view
if (Handles.Button(componentHandlePosition, Quaternion.identity, 0.5f * relativeHandleSize, 0.25f * relativeHandleSize, Handles.SphereHandleCap))
{
if (dockingPointComponent.selectedInSceneView)
{
DeselectAllComponents();
dockingPointComponent.showInEditor = false;
}
else
{
DeselectAllComponents();
shipDockingStation.isDockingPointListExpanded = false;
ExpandList(shipDockingStation.shipDockingPointList, false);
dockingPointComponent.selectedInSceneView = true;
dockingPointComponent.showInEditor = true;
isSceneDirtyRequired = true;
// Hide Unity tools
Tools.hidden = true;
}
}
}
}
}
}
if (isSceneDirtyRequired && !Application.isPlaying)
{
isSceneDirtyRequired = false;
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
}
else
{
// Always unhide Unity tools and deselect all components when the object is disabled
Tools.hidden = false;
DeselectAllComponents();
}
}
/// <summary>
/// Expand (show) or collapse (hide) all items in a list in the editor
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="componentList"></param>
/// <param name="isExpanded"></param>
private void ExpandList<T>(List<T> componentList, bool isExpanded)
{
int numComponents = componentList == null ? 0 : componentList.Count;
if (numComponents > 0)
{
System.Type compType = typeof(T);
if (compType == typeof(ShipDockingPoint))
{
for (int cpi = 0; cpi < numComponents; cpi++)
{
(componentList[cpi] as ShipDockingPoint).showInEditor = isExpanded;
}
}
}
}
/// <summary>
/// Deselect all components in the scene view edit mode, and unhides the Unity tools
/// </summary>
private void DeselectAllComponents()
{
// Set all components to not be selected
if (shipDockingStation != null)
{
int numDockingPoints = shipDockingStation.shipDockingPointList == null ? 0 : shipDockingStation.shipDockingPointList.Count;
for (int dpi = 0; dpi < numDockingPoints; dpi++)
{
shipDockingStation.shipDockingPointList[dpi].selectedInSceneView = false;
}
}
// Unhide Unity tools
Tools.hidden = false;
}
/// <summary>
/// Toggle on/off the gizmos and visualisations of a list of components based
/// on the state of the first component in the list.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="componentList"></param>
private void ToggleGizmos<T>(List<T> componentList)
{
int numComponents = componentList == null ? 0 : componentList.Count;
if (numComponents > 0)
{
System.Type compType = typeof(T);
if (compType == typeof(ShipDockingPoint))
{
// Examine the first component
bool showGizmos = !(componentList[0] as ShipDockingPoint).showGizmosInSceneView;
// Toggle gizmos and visualisations to opposite of first member
for (int cpi = 0; cpi < numComponents; cpi++)
{
(componentList[cpi] as ShipDockingPoint).showGizmosInSceneView = showGizmos;
}
// When no Gizmos are shown , ensure we can see the standard Unity tools.
// This allows the user to move the ShipDockingStation gameobject
if (!showGizmos) { Tools.hidden = false; }
}
SceneView.RepaintAll();
}
}
/// <summary>
/// Draw a (F)ind button which will select the item in the scene view.
/// Automatically show Gizmo in scene view if it is currently disabled
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="componentList"></param>
/// <param name="showInEditorProp"></param>
/// <param name="selectedInSceneViewProp"></param>
/// <param name="showGizmoInSceneViewProp"></param>
private void SelectItemInSceneViewButton<T>(List<T> componentList, SerializedProperty showInEditorProp, SerializedProperty selectedInSceneViewProp, SerializedProperty showGizmoInSceneViewProp)
{
if (GUILayout.Button(gizmoFindBtnContent, buttonCompact, GUILayout.MaxWidth(20f)))
{
serializedObject.ApplyModifiedProperties();
DeselectAllComponents();
ExpandList(componentList, false);
serializedObject.Update();
selectedInSceneViewProp.boolValue = true;
showInEditorProp.boolValue = true;
showGizmoInSceneViewProp.boolValue = true;
// Hide Unity tools
Tools.hidden = true;
}
}
/// <summary>
/// Display the path name and give option to select one from the scene (from SSCManager)
/// </summary>
/// <param name="propPathGUIDHash"></param>
/// <param name="shipDockingPointIndex"></param>
/// <param name="isEntryPath"></param>
/// <param name="guiContent"></param>
private void DrawPathInspector(SerializedProperty propPathGUIDHash, int shipDockingPointIndex, bool isEntryPath, GUIContent guiContent)
{
GUILayout.BeginHorizontal();
#if UNITY_2019_3_OR_NEWER
EditorGUILayout.LabelField(guiContent, GUILayout.Width(defaultEditorLabelWidth - 25f));
#else
EditorGUILayout.LabelField(guiContent, GUILayout.Width(defaultEditorLabelWidth - 29f));
#endif
PathData pathData = sscManager.GetPath(propPathGUIDHash.intValue);
int selectedIdx = sscManager.pathDataList.FindIndex(path => path.guidHash == propPathGUIDHash.intValue);
if (GUILayout.Button("..", buttonCompact, GUILayout.MaxWidth(20f)))
{
// Apply property changes
serializedObject.ApplyModifiedProperties();
// Create a drop down list of all the paths
GenericMenu dropdown = new GenericMenu();
for (int i = 0; i < sscManager.pathDataList.Count; i++)
{
// Replace space #/%/& with different chars as Unity treats them as SHIFT/CTRL/ALT in menus.
string _pathName = string.IsNullOrEmpty(sscManager.pathDataList[i].name) ? "No Name" : sscManager.pathDataList[i].name.Replace(" #", "_#").Replace(" &", " &&").Replace(" %", "_%");
dropdown.AddItem(new GUIContent(_pathName), i == selectedIdx, UpdatePath, new Vector3Int(shipDockingPointIndex, isEntryPath ? 0 : 1, sscManager.pathDataList[i].guidHash));
}
dropdown.ShowAsContext();
SceneView.RepaintAll();
serializedObject.Update();
}
EditorGUILayout.LabelField(pathData != null ? (string.IsNullOrEmpty(pathData.name) ? "No Name" : pathData.name) : "No Path");
// Clear the current path setting
if (GUILayout.Button("X", buttonCompact, GUILayout.MaxWidth(20f))) { propPathGUIDHash.intValue = 0; }
GUILayout.EndHorizontal();
}
/// <summary>
/// Dropdown menu callback method used when a entry or exit path is selected
/// </summary>
/// <param name="obj"></param>
private void UpdatePath(object obj)
{
// The menu data is passed as 3 integers in a Vector3Int
// The index of the docking point in the list
// The selected Path guidHash
// which is being assigned to the location slot on the path.
if (obj != null && obj.GetType() == typeof(Vector3Int))
{
Vector3Int objData = (Vector3Int)obj;
bool isEntryPath = objData.y == 0;
if (shipDockingStation != null && shipDockingStation.shipDockingPointList != null)
{
Undo.RecordObject(shipDockingStation, "Set " + (isEntryPath ? "Entry" : "Exit") + " Path ");
if (isEntryPath)
{
shipDockingStation.shipDockingPointList[objData.x].guidHashEntryPath = objData.z;
}
else { shipDockingStation.shipDockingPointList[objData.x].guidHashExitPath = objData.z; }
}
}
}
#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
shipDockingStation.allowRepaint = false;
isSceneModified = false;
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;
// Set up the toggle buttons styles
if (toggleCompactButtonStyleNormal == null)
{
// Create a new button or else will effect the Button style for other buttons too
toggleCompactButtonStyleNormal = new GUIStyle("Button");
toggleCompactButtonStyleNormal.fontSize = 10;
toggleCompactButtonStyleToggled = new GUIStyle(toggleCompactButtonStyleNormal);
toggleCompactButtonStyleNormal.fontStyle = FontStyle.Normal;
toggleCompactButtonStyleToggled.fontStyle = FontStyle.Bold;
toggleCompactButtonStyleToggled.normal.background = toggleCompactButtonStyleToggled.active.background;
}
if (foldoutStyleNoLabel == null)
{
// When using a no-label foldout, don't forget to set the global
// EditorGUIUtility.fieldWidth to a small value like 15, then back
// to the original afterward.
foldoutStyleNoLabel = new GUIStyle(EditorStyles.foldout);
foldoutStyleNoLabel.fixedWidth = 0.01f;
}
#endregion
// Read in all the properties
serializedObject.Update();
#region Header Info and Buttons
SSCEditorHelper.SSCVersionHeader(labelFieldRichText);
EditorGUILayout.LabelField(headerContent, helpBoxRichText);
DrawToolBar(tabTexts);
#endregion
#region General Properties
if (selectedTabIntProp.intValue == 0)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.PropertyField(initialiseOnAwakeProp, initialiseOnAwakeContent);
EditorGUILayout.EndVertical();
#region Import and Export Docking Points as json
GUILayout.BeginHorizontal();
if (GUILayout.Button(dockingPointExportJsonContent, buttonCompact, GUILayout.Width(100f)))
{
string exportPath = EditorUtility.SaveFilePanel("Save Docking Points", "Assets", shipDockingStation.name + "_docking_points", "json");
if (shipDockingStation.SaveDockingPointDataAsJson(exportPath))
{
// Check if path is in Project folder
if (exportPath.Contains(Application.dataPath))
{
// Get the folder to highlight in the Project folder
string folderPath = SSCEditorHelper.GetAssetFolderFromFilePath(exportPath);
// Get the json file in the Project folder
exportPath = "Assets" + exportPath.Replace(Application.dataPath, "");
AssetDatabase.ImportAsset(exportPath);
SSCEditorHelper.HighlightFolderInProjectWindow(folderPath, true, true);
}
Debug.Log("ShipDockingStation docking points exported to " + exportPath);
}
GUIUtility.ExitGUI();
}
if (GUILayout.Button(dockingPointImportJsonContent, buttonCompact, GUILayout.Width(100f)))
{
string importPath = string.Empty, importFileName = string.Empty;
if (SSCEditorHelper.GetFilePathFromUser("Import Docking Point Data", SSCSetup.sscFolder, new string[] { "JSON", "json" }, false, ref importPath, ref importFileName))
{
List<ShipDockingPoint> importedDockingPointList = shipDockingStation.ImportDockingPointDataFromJson(importPath, importFileName);
int numImportedDockingPoints = importedDockingPointList == null ? 0 : importedDockingPointList.Count;
if (numImportedDockingPoints > 0)
{
serializedObject.ApplyModifiedProperties();
Undo.RecordObject(shipDockingStation, "Import Docking Points");
if (shipDockingStation.shipDockingPointList != null)
{
shipDockingStation.shipDockingPointList.Clear();
}
shipDockingStation.shipDockingPointList.AddRange(importedDockingPointList);
serializedObject.Update();
}
}
GUIUtility.ExitGUI();
}
GUILayout.EndHorizontal();
#endregion
#region Docking Points
// Checking the property for being NULL doesn't check if the list is actually null.
if (shipDockingStation.shipDockingPointList == null)
{
// Apply property changes
serializedObject.ApplyModifiedProperties();
shipDockingStation.shipDockingPointList = new List<ShipDockingPoint>(10);
isSceneModified = true;
// Read in the properties
serializedObject.Update();
}
dkgPtListProp = serializedObject.FindProperty("shipDockingPointList");
int numDockingPoints = dkgPtListProp.arraySize;
#region Add-Remove Docking Points and Gizmos Buttons
// Reset button variables
dockingPointMoveDownPos = -1;
dockingPointInsertPos = -1;
dockingPointDeletePos = -1;
GUILayout.BeginHorizontal();
EditorGUI.indentLevel += 1;
EditorGUIUtility.fieldWidth = 15f;
isDockingPointListExpandedProp = serializedObject.FindProperty("isDockingPointListExpanded");
EditorGUI.BeginChangeCheck();
isDockingPointListExpandedProp.boolValue = EditorGUILayout.Foldout(isDockingPointListExpandedProp.boolValue, "", foldoutStyleNoLabel);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
ExpandList(shipDockingStation.shipDockingPointList, isDockingPointListExpandedProp.boolValue);
// Read in the properties
serializedObject.Update();
}
EditorGUI.indentLevel -= 1;
EditorGUIUtility.fieldWidth = defaultEditorFieldWidth;
EditorGUILayout.LabelField("<color=" + txtColourName + ">Ship Docking Points: " + numDockingPoints.ToString("00") + "</color>", labelFieldRichText);
if (numDockingPoints > 0)
{
if (GUILayout.Button(gizmoToggleBtnContent, GUILayout.MaxWidth(22f)))
{
serializedObject.ApplyModifiedProperties();
ToggleGizmos(shipDockingStation.shipDockingPointList);
isSceneModified = true;
serializedObject.Update();
}
}
if (GUILayout.Button("+", GUILayout.MaxWidth(30f)))
{
// Apply property changes
serializedObject.ApplyModifiedProperties();
Undo.RecordObject(shipDockingStation, "Add Docking Point");
shipDockingStation.shipDockingPointList.Add(new ShipDockingPoint());
DeselectAllComponents();
ExpandList(shipDockingStation.shipDockingPointList, false);
isSceneModified = true;
// Read in the properties
serializedObject.Update();
numDockingPoints = dkgPtListProp.arraySize;
if (numDockingPoints > 0)
{
// Force new docking point to be serialized in scene
dkgPtProp = dkgPtListProp.GetArrayElementAtIndex(numDockingPoints - 1);
dkgPtShowInEditorProp = dkgPtProp.FindPropertyRelative("showInEditor");
dkgPtShowInEditorProp.boolValue = !dkgPtShowInEditorProp.boolValue;
// Show the new docking point and select it in the scnee
dkgPtShowInEditorProp.boolValue = true;
dkgPtProp.FindPropertyRelative("showGizmosInSceneView").boolValue = true;
dkgPtProp.FindPropertyRelative("selectedInSceneView").boolValue = true;
Tools.hidden = true;
}
}
if (GUILayout.Button("-", GUILayout.MaxWidth(30f)))
{
if (numDockingPoints > 0) { dockingPointDeletePos = dkgPtListProp.arraySize - 1; }
}
GUILayout.EndHorizontal();
#endregion
#region Ship Docking Point List
numDockingPoints = dkgPtListProp.arraySize;
for (int dpIdx = 0; dpIdx < numDockingPoints; dpIdx++)
{
GUILayout.BeginVertical(EditorStyles.helpBox);
dkgPtProp = dkgPtListProp.GetArrayElementAtIndex(dpIdx);
dkgPtShowInEditorProp = dkgPtProp.FindPropertyRelative("showInEditor");
dkgPtShowGizmosInSceneViewProp = dkgPtProp.FindPropertyRelative("showGizmosInSceneView");
dkgPtSelectedInSceneViewProp = dkgPtProp.FindPropertyRelative("selectedInSceneView");
dkgPtEntryPathGUIDHashProp = dkgPtProp.FindPropertyRelative("guidHashEntryPath");
dkgPtExitPathGUIDHashProp = dkgPtProp.FindPropertyRelative("guidHashExitPath");
dkgPtDockedShipProp = dkgPtProp.FindPropertyRelative("dockedShip");
#region Docking Point Find/Move/Insert/Delete buttons
GUILayout.BeginHorizontal();
EditorGUI.indentLevel += 1;
dkgPtShowInEditorProp.boolValue = EditorGUILayout.Foldout(dkgPtShowInEditorProp.boolValue, "Ship Docking Point " + (dpIdx + 1).ToString("00"));
EditorGUI.indentLevel -= 1;
// Find (select) in the scene
SelectItemInSceneViewButton(shipDockingStation.shipDockingPointList, dkgPtShowInEditorProp, dkgPtSelectedInSceneViewProp, dkgPtShowGizmosInSceneViewProp);
// Show Gizmos button
if (dkgPtShowGizmosInSceneViewProp.boolValue)
{
// Turn gizmos off
if (GUILayout.Button(gizmoBtnContent, toggleCompactButtonStyleToggled, GUILayout.MaxWidth(22f)))
{
dkgPtShowGizmosInSceneViewProp.boolValue = false;
// If it was selected, unselect it when turning gizmos off in the scene
if (dkgPtSelectedInSceneViewProp.boolValue)
{
dkgPtSelectedInSceneViewProp.boolValue = false;
Tools.hidden = false;
}
}
}
else { if (GUILayout.Button(gizmoBtnContent, toggleCompactButtonStyleNormal, GUILayout.MaxWidth(22f))) { dkgPtShowGizmosInSceneViewProp.boolValue = true; } }
// Move down button
if (GUILayout.Button("V", buttonCompact, GUILayout.MaxWidth(20f)) && numDockingPoints > 1) { dockingPointMoveDownPos = dpIdx; }
// Create duplicate button
if (GUILayout.Button("I", buttonCompact, GUILayout.MaxWidth(20f))) { dockingPointInsertPos = dpIdx; }
// Delete button
if (GUILayout.Button("X", buttonCompact, GUILayout.MaxWidth(20f))) { dockingPointDeletePos = dpIdx; }
GUILayout.EndHorizontal();
#endregion
if (dkgPtShowInEditorProp.boolValue)
{
EditorGUILayout.PropertyField(dkgPtProp.FindPropertyRelative("relativePosition"), dkgPtRelativePositionContent);
GUILayout.BeginHorizontal();
#if UNITY_2019_3_OR_NEWER
EditorGUILayout.LabelField(dkgPtRelativeRotationContent, GUILayout.Width(defaultEditorLabelWidth - 25f));
#else
EditorGUILayout.LabelField(dkgPtRelativeRotationContent, GUILayout.Width(defaultEditorLabelWidth - 29f));
#endif
if (GUILayout.Button(resetBtnContent, buttonCompact, GUILayout.MaxWidth(20f)))
{
dkgPtProp.FindPropertyRelative("relativeRotation").vector3Value = Vector3.zero;
}
EditorGUILayout.PropertyField(dkgPtProp.FindPropertyRelative("relativeRotation"), GUIContent.none);
GUILayout.EndHorizontal();
DrawPathInspector(dkgPtEntryPathGUIDHashProp, dpIdx, true, dkgPtEntryPathContent);
DrawPathInspector(dkgPtExitPathGUIDHashProp, dpIdx, false, dkgPtExitPathContent);
EditorGUILayout.PropertyField(dkgPtProp.FindPropertyRelative("hoverHeight"), dkgPtHoverHeightContent);
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(dkgPtDockedShipProp, dkgPtDockedShipContent);
if (EditorGUI.EndChangeCheck() && dkgPtDockedShipProp.objectReferenceValue != null && EditorUtility.IsPersistent(dkgPtDockedShipProp.objectReferenceValue))
{
Debug.LogWarning("ShipDockingStation - only ships in the scene can be assigned a docking point");
dkgPtDockedShipProp.objectReferenceValue = null;
}
}
// There is a bug here in 2019.4 and 2020.1 where the DisplayDialog causes formatting issues.
// EndLayoutGroup: BeginLayoutGroup must be called first.
// No 2019_4 define but earlier versions still seem to work.
//#if UNITY_2019_3_OR_NEWER
//if (dockingPointDeletePos >=0 ) { GUILayout.BeginVertical(); }
//#endif
GUILayout.EndVertical();
}
#endregion
#region Move/Insert/Delete Docking Points
if (dockingPointDeletePos >= 0 || dockingPointInsertPos >= 0 || dockingPointMoveDownPos >= 0)
{
GUI.FocusControl(null);
// Don't permit multiple operations in the same pass
if (dockingPointMoveDownPos >= 0)
{
// Move down one position, or wrap round to start of list
if (dockingPointMoveDownPos < dkgPtListProp.arraySize - 1)
{
dkgPtListProp.MoveArrayElement(dockingPointMoveDownPos, dockingPointMoveDownPos + 1);
}
else { dkgPtListProp.MoveArrayElement(dockingPointMoveDownPos, 0); }
dockingPointMoveDownPos = -1;
}
else if (dockingPointInsertPos >= 0)
{
// NOTE: Undo doesn't work with Insert.
// Apply property changes before potential list changes
serializedObject.ApplyModifiedProperties();
shipDockingStation.shipDockingPointList.Insert(dockingPointInsertPos, new ShipDockingPoint(shipDockingStation.shipDockingPointList[dockingPointInsertPos]));
// Read all properties from the ShipDockingStation
serializedObject.Update();
// Hide original dockingPoint
dkgPtListProp.GetArrayElementAtIndex(dockingPointInsertPos + 1).FindPropertyRelative("showInEditor").boolValue = false;
dkgPtShowInEditorProp = dkgPtListProp.GetArrayElementAtIndex(dockingPointInsertPos).FindPropertyRelative("showInEditor");
// Force new dockingPoint to be serialized in scene
dkgPtShowInEditorProp.boolValue = !dkgPtShowInEditorProp.boolValue;
// Show inserted duplicate dockingPoint
dkgPtShowInEditorProp.boolValue = true;
// Ensure we can see the inserted docking point in the scene view
dkgPtListProp.GetArrayElementAtIndex(dockingPointInsertPos).FindPropertyRelative("showGizmosInSceneView").boolValue = true;
// Select the inserted docking point
serializedObject.ApplyModifiedProperties();
DeselectAllComponents();
shipDockingStation.shipDockingPointList[dockingPointInsertPos].selectedInSceneView = true;
Tools.hidden = true;
serializedObject.Update();
dockingPointInsertPos = -1;
isSceneModified = true;
}
else if (dockingPointDeletePos >= 0)
{
// In U2019.4+ DisplayDialog seems to trigger another OnInspectorGUI() and DeletePos is reset to -1.
int _deleteIndex = dockingPointDeletePos;
if (EditorUtility.DisplayDialog("Delete Ship Docking Point " + (dockingPointDeletePos + 1) + "?", "Docking Point " + (dockingPointDeletePos + 1).ToString("00") + " will be deleted\n\nThis action will remove the docking point from the list and cannot be undone.", "Delete Now", "Cancel"))
{
// If this docking point was selected, turn tools back on
if (dkgPtListProp.GetArrayElementAtIndex(_deleteIndex).FindPropertyRelative("selectedInSceneView").boolValue)
{
Tools.hidden = false;
}
dkgPtListProp.DeleteArrayElementAtIndex(_deleteIndex);
dockingPointDeletePos = -1;
}
}
#if UNITY_2019_3_OR_NEWER
serializedObject.ApplyModifiedProperties();
// In U2019.4+ avoid: EndLayoutGroup: BeginLayoutGroup must be called first.
if (!Application.isPlaying)
{
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
GUIUtility.ExitGUI();
#endif
}
#endregion
#endregion
}
#endregion
#region Events
else
{
// Label workaroud for content or tooltip not working with UnityEvents property drawer
EditorGUILayout.LabelField(onPreUndockContent, GUILayout.MaxHeight(5f));
EditorGUILayout.PropertyField(onPreUndockProp);
EditorGUILayout.LabelField(onPostDockedContent, GUILayout.MaxHeight(5f));
EditorGUILayout.PropertyField(onPostDockedProp);
}
#endregion
// Apply property changes
serializedObject.ApplyModifiedProperties();
#region Mark Scene Dirty if required
if (isSceneModified && !Application.isPlaying)
{
isSceneModified = false;
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
#endregion
shipDockingStation.allowRepaint = true;
}
#endregion
}
}