2023-10-10 15:03:37 +03:00
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 . I nstance . 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
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//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);
2023-10-10 15:03:37 +03:00
#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
}
}