839 lines
27 KiB
C#
839 lines
27 KiB
C#
/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
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* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 20-Dec-17
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* Studio: Tayx
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*
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* Git repo: https://github.com/Tayx94/graphy
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using System;
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using UnityEngine;
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using System.IO;
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using UnityEditor;
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namespace Tayx.Graphy
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{
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[CustomEditor(typeof(GraphyManager))]
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internal class GraphyManagerEditor : Editor
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{
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/* ----- TODO: ----------------------------
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* Add summaries to the variables.
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* Add summaries to the functions.
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* --------------------------------------*/
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#region Variables -> Private
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private GraphyManager m_target;
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private int[] m_spectrumSizeValues =
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{
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128,
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256,
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512,
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1024,
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2048,
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4096,
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8192
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};
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#region Section -> Settings
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private SerializedProperty m_graphyMode;
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private SerializedProperty m_enableOnStartup;
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private SerializedProperty m_keepAlive;
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private SerializedProperty m_background;
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private SerializedProperty m_backgroundColor;
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private SerializedProperty m_enableHotkeys;
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private SerializedProperty m_toggleModeKeyCode;
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private SerializedProperty m_toggleModeCtrl;
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private SerializedProperty m_toggleModeAlt;
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private SerializedProperty m_toggleActiveKeyCode;
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private SerializedProperty m_toggleActiveCtrl;
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private SerializedProperty m_toggleActiveAlt;
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private SerializedProperty m_graphModulePosition;
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#endregion
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#region Section -> FPS
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private bool m_fpsModuleInspectorToggle = true;
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private SerializedProperty m_fpsModuleState;
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private SerializedProperty m_goodFpsColor;
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private SerializedProperty m_goodFpsThreshold;
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private SerializedProperty m_cautionFpsColor;
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private SerializedProperty m_cautionFpsThreshold;
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private SerializedProperty m_criticalFpsColor;
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private SerializedProperty m_fpsGraphResolution;
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private SerializedProperty m_fpsTextUpdateRate;
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#endregion
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#region Section -> RAM
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private bool m_ramModuleInspectorToggle = true;
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private SerializedProperty m_ramModuleState;
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private SerializedProperty m_allocatedRamColor;
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private SerializedProperty m_reservedRamColor;
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private SerializedProperty m_monoRamColor;
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private SerializedProperty m_ramGraphResolution;
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private SerializedProperty m_ramTextUpdateRate;
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#endregion
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#region Section -> Audio
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private bool m_audioModuleInspectorToggle = true;
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private SerializedProperty m_findAudioListenerInCameraIfNull;
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private SerializedProperty m_audioListener;
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private SerializedProperty m_audioModuleState;
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private SerializedProperty m_audioGraphColor;
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private SerializedProperty m_audioGraphResolution;
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private SerializedProperty m_audioTextUpdateRate;
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private SerializedProperty m_FFTWindow;
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private SerializedProperty m_spectrumSize;
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#endregion
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#region Section -> Advanced Settings
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private bool m_advancedModuleInspectorToggle = true;
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private SerializedProperty m_advancedModulePosition;
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private SerializedProperty m_advancedModuleState;
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#endregion
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#endregion
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#region Methods -> Unity Callbacks
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private void OnEnable()
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{
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m_target = (GraphyManager)target;
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SerializedObject serObj = serializedObject;
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#region Section -> Settings
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m_graphyMode = serObj.FindProperty("m_graphyMode");
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m_enableOnStartup = serObj.FindProperty("m_enableOnStartup");
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m_keepAlive = serObj.FindProperty("m_keepAlive");
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m_background = serObj.FindProperty("m_background");
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m_backgroundColor = serObj.FindProperty("m_backgroundColor");
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m_enableHotkeys = serObj.FindProperty("m_enableHotkeys");
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m_toggleModeKeyCode = serObj.FindProperty("m_toggleModeKeyCode");
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m_toggleModeCtrl = serObj.FindProperty("m_toggleModeCtrl");
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m_toggleModeAlt = serObj.FindProperty("m_toggleModeAlt");
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m_toggleActiveKeyCode = serObj.FindProperty("m_toggleActiveKeyCode");
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m_toggleActiveCtrl = serObj.FindProperty("m_toggleActiveCtrl");
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m_toggleActiveAlt = serObj.FindProperty("m_toggleActiveAlt");
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m_graphModulePosition = serObj.FindProperty("m_graphModulePosition");
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#endregion
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#region Section -> FPS
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m_fpsModuleState = serObj.FindProperty("m_fpsModuleState");
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m_goodFpsColor = serObj.FindProperty("m_goodFpsColor");
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m_goodFpsThreshold = serObj.FindProperty("m_goodFpsThreshold");
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m_cautionFpsColor = serObj.FindProperty("m_cautionFpsColor");
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m_cautionFpsThreshold = serObj.FindProperty("m_cautionFpsThreshold");
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m_criticalFpsColor = serObj.FindProperty("m_criticalFpsColor");
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m_fpsGraphResolution = serObj.FindProperty("m_fpsGraphResolution");
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m_fpsTextUpdateRate = serObj.FindProperty("m_fpsTextUpdateRate");
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#endregion
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#region Section -> RAM
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m_ramModuleState = serObj.FindProperty("m_ramModuleState");
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m_allocatedRamColor = serObj.FindProperty("m_allocatedRamColor");
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m_reservedRamColor = serObj.FindProperty("m_reservedRamColor");
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m_monoRamColor = serObj.FindProperty("m_monoRamColor");
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m_ramGraphResolution = serObj.FindProperty("m_ramGraphResolution");
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m_ramTextUpdateRate = serObj.FindProperty("m_ramTextUpdateRate");
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#endregion
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#region Section -> Audio
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m_findAudioListenerInCameraIfNull = serObj.FindProperty("m_findAudioListenerInCameraIfNull");
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m_audioListener = serObj.FindProperty("m_audioListener");
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m_audioModuleState = serObj.FindProperty("m_audioModuleState");
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m_audioGraphColor = serObj.FindProperty("m_audioGraphColor");
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m_audioGraphResolution = serObj.FindProperty("m_audioGraphResolution");
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m_audioTextUpdateRate = serObj.FindProperty("m_audioTextUpdateRate");
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m_FFTWindow = serObj.FindProperty("m_FFTWindow");
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m_spectrumSize = serObj.FindProperty("m_spectrumSize");
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#endregion
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#region Section -> Advanced Settings
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m_advancedModulePosition = serObj.FindProperty("m_advancedModulePosition");
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m_advancedModuleState = serObj.FindProperty("m_advancedModuleState");
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#endregion
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}
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#endregion
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#region Methods -> Public Override
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public override void OnInspectorGUI()
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{
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if (m_target == null && target == null)
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{
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base.OnInspectorGUI();
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return;
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}
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float defaultLabelWidth = EditorGUIUtility.labelWidth;
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float defaultFieldWidth = EditorGUIUtility.fieldWidth;
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//===== CONTENT REGION ========================================================================
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GUILayout.Space(20);
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#region Section -> Logo
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if (GraphyEditorStyle.ManagerLogoTexture != null)
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{
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GUILayout.Label
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(
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image: GraphyEditorStyle.ManagerLogoTexture,
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style: new GUIStyle(GUI.skin.GetStyle("Label"))
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{
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alignment = TextAnchor.UpperCenter
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}
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);
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GUILayout.Space(10);
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}
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else
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{
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EditorGUILayout.LabelField
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(
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label: "[ GRAPHY - MANAGER ]",
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style: GraphyEditorStyle.HeaderStyle1
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);
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}
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#endregion
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GUILayout.Space(5); //Extra pixels added when the logo is used.
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#region Section -> Settings
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EditorGUIUtility.labelWidth = 130;
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EditorGUIUtility.fieldWidth = 35;
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EditorGUILayout.PropertyField
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(
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m_graphyMode,
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new GUIContent
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(
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text: "Graphy Mode",
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tooltip: "LIGHT mode increases compatibility with mobile and older, less powerful GPUs, but reduces the maximum graph resolutions to 128."
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)
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);
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GUILayout.Space(10);
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m_enableOnStartup.boolValue = EditorGUILayout.Toggle
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(
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new GUIContent
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(
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text: "Enable On Startup",
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tooltip: "If ticked, Graphy will be displayed by default on startup, otherwise it will initiate and hide."
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),
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value: m_enableOnStartup.boolValue
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);
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// This is a neat trick to hide Graphy in the Scene if it's going to be deactivated in play mode so that it doesn't use screen space.
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if (!Application.isPlaying)
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{
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m_target.GetComponent<Canvas>().enabled = m_enableOnStartup.boolValue;
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}
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m_keepAlive.boolValue = EditorGUILayout.Toggle
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(
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new GUIContent
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(
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text: "Keep Alive",
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tooltip: "If ticked, it will survive scene changes.\n\nCAREFUL, if you set Graphy as a child of another GameObject, the root GameObject will also survive scene changes. If you want to avoid that put Graphy in the root of the Scene as its own entity."
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),
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value: m_keepAlive.boolValue
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);
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GUILayout.Space(10);
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EditorGUILayout.BeginHorizontal();
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m_background.boolValue = EditorGUILayout.Toggle
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(
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new GUIContent
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(
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text: "Background",
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tooltip: "If ticked, it will show a background overlay to improve readability in cluttered scenes."
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),
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value: m_background.boolValue
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);
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m_backgroundColor.colorValue = EditorGUILayout.ColorField(m_backgroundColor.colorValue);
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EditorGUILayout.EndHorizontal();
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GUILayout.Space(10);
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m_enableHotkeys.boolValue = EditorGUILayout.Toggle
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(
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new GUIContent
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(
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text: "Enable Hotkeys",
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tooltip: "If ticked, it will enable the hotkeys to be able to modify Graphy in runtime with custom keyboard shortcuts."
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),
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value: m_enableHotkeys.boolValue
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);
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if (m_enableHotkeys.boolValue)
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUIUtility.labelWidth = 130;
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EditorGUIUtility.fieldWidth = 35;
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EditorGUILayout.PropertyField
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(
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m_toggleModeKeyCode,
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new GUIContent
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(
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text: "Toggle Mode Key",
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tooltip: "If ticked, it will require clicking this key and the other ones you have set up."
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)
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);
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EditorGUIUtility.labelWidth = 30;
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EditorGUIUtility.fieldWidth = 35;
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m_toggleModeCtrl.boolValue = EditorGUILayout.Toggle
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(
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new GUIContent
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(
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text: "Ctrl",
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tooltip: "If ticked, it will require clicking Ctrl and the other keys you have set up."
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),
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value: m_toggleModeCtrl.boolValue
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);
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m_toggleModeAlt.boolValue = EditorGUILayout.Toggle
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(
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new GUIContent
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(
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text: "Alt",
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tooltip: "If ticked, it will require clicking Alt and the other keys you have set up."
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),
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value: m_toggleModeAlt.boolValue
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);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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EditorGUIUtility.labelWidth = 130;
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EditorGUIUtility.fieldWidth = 35;
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EditorGUILayout.PropertyField
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(
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m_toggleActiveKeyCode,
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new GUIContent
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(
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text: "Toggle Active Key",
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tooltip: "If ticked, it will require clicking this key and the other ones you have set up."
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)
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);
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EditorGUIUtility.labelWidth = 30;
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EditorGUIUtility.fieldWidth = 35;
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m_toggleActiveCtrl.boolValue = EditorGUILayout.Toggle
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(
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new GUIContent
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(
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text: "Ctrl",
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tooltip: "If ticked, it will require clicking Ctrl and the other kesy you have set up."
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),
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value: m_toggleActiveCtrl.boolValue
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);
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m_toggleActiveAlt.boolValue = EditorGUILayout.Toggle
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(
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new GUIContent
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(
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text: "Alt",
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tooltip: "If ticked, it will require clicking Alt and the other keys you have set up."
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),
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value: m_toggleActiveAlt.boolValue
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);
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EditorGUILayout.EndHorizontal();
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}
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GUILayout.Space(15);
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EditorGUIUtility.labelWidth = 155;
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EditorGUIUtility.fieldWidth = 35;
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EditorGUILayout.PropertyField
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(
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m_graphModulePosition,
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new GUIContent
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(
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text: "Graph modules position",
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tooltip: "Defines in which corner the modules will be located."
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)
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);
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#endregion
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GUILayout.Space(20);
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#region Section -> FPS
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m_fpsModuleInspectorToggle = EditorGUILayout.Foldout
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(
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m_fpsModuleInspectorToggle,
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content: " [ FPS ]",
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style: GraphyEditorStyle.FoldoutStyle
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);
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GUILayout.Space(5);
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if (m_fpsModuleInspectorToggle)
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{
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EditorGUILayout.PropertyField
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(
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m_fpsModuleState,
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new GUIContent
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(
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text: "Module state",
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tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
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)
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);
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GUILayout.Space(5);
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EditorGUILayout.LabelField("Fps thresholds and colors:");
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EditorGUI.indentLevel++;
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EditorGUILayout.BeginHorizontal();
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m_goodFpsThreshold.intValue = EditorGUILayout.IntField
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(
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new GUIContent
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(
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text: "- Good",
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tooltip: "When FPS rise above this value, this color will be used."
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),
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value: m_goodFpsThreshold.intValue
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);
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m_goodFpsColor.colorValue = EditorGUILayout.ColorField(m_goodFpsColor.colorValue);
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EditorGUILayout.EndHorizontal();
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if (m_goodFpsThreshold.intValue <= m_cautionFpsThreshold.intValue && m_goodFpsThreshold.intValue > 1)
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{
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m_cautionFpsThreshold.intValue = m_goodFpsThreshold.intValue - 1;
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}
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else if (m_goodFpsThreshold.intValue <= 1)
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{
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m_goodFpsThreshold.intValue = 2;
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}
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EditorGUILayout.BeginHorizontal();
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m_cautionFpsThreshold.intValue = EditorGUILayout.IntField
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(
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new GUIContent
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|
(
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text: "- Caution",
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tooltip: "When FPS falls between this and the Good value, this color will be used."
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),
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value: m_cautionFpsThreshold.intValue
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);
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m_cautionFpsColor.colorValue = EditorGUILayout.ColorField(m_cautionFpsColor.colorValue);
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EditorGUILayout.EndHorizontal();
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if (m_cautionFpsThreshold.intValue >= m_goodFpsThreshold.intValue)
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{
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m_cautionFpsThreshold.intValue = m_goodFpsThreshold.intValue - 1;
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}
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else if (m_cautionFpsThreshold.intValue <= 0)
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{
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m_cautionFpsThreshold.intValue = 1;
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}
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.IntField
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|
(
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new GUIContent
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|
(
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text: "- Critical",
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tooltip: "When FPS falls below the Caution value, this color will be used. (You can't have negative FPS, so this value is just for reference, it can't be changed)."
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),
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value: 0
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);
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m_criticalFpsColor.colorValue = EditorGUILayout.ColorField(m_criticalFpsColor.colorValue);
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EditorGUILayout.EndHorizontal();
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EditorGUI.indentLevel--;
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if (m_fpsModuleState.intValue == 0)
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{
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m_fpsGraphResolution.intValue = EditorGUILayout.IntSlider
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(
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new GUIContent
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|
(
|
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text: "Graph resolution",
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tooltip: "Defines the amount of points in the graph"
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),
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m_fpsGraphResolution.intValue,
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leftValue: 20,
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rightValue: m_graphyMode.intValue == 0 ? 300 : 128
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);
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}
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m_fpsTextUpdateRate.intValue = EditorGUILayout.IntSlider
|
|
(
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|
new GUIContent
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|
(
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text: "Text update rate",
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|
tooltip: "Defines the amount times the text is updated in 1 second."
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),
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m_fpsTextUpdateRate.intValue,
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leftValue: 1,
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rightValue: 60
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);
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}
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|
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#endregion
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|
|
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GUILayout.Space(20);
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|
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#region Section -> RAM
|
|
|
|
m_ramModuleInspectorToggle = EditorGUILayout.Foldout
|
|
(
|
|
m_ramModuleInspectorToggle,
|
|
content: " [ RAM ]",
|
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style: GraphyEditorStyle.FoldoutStyle
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|
);
|
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|
|
GUILayout.Space(5);
|
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|
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if (m_ramModuleInspectorToggle)
|
|
{
|
|
EditorGUILayout.PropertyField
|
|
(
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|
m_ramModuleState,
|
|
new GUIContent
|
|
(
|
|
text: "Module state",
|
|
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
|
|
)
|
|
);
|
|
|
|
GUILayout.Space(5);
|
|
|
|
EditorGUILayout.LabelField("Graph colors:");
|
|
|
|
EditorGUI.indentLevel++;
|
|
|
|
m_allocatedRamColor.colorValue = EditorGUILayout.ColorField
|
|
(
|
|
label: "- Allocated",
|
|
value: m_allocatedRamColor.colorValue
|
|
);
|
|
|
|
m_reservedRamColor.colorValue = EditorGUILayout.ColorField
|
|
(
|
|
label: "- Reserved",
|
|
value: m_reservedRamColor.colorValue
|
|
);
|
|
|
|
m_monoRamColor.colorValue = EditorGUILayout.ColorField
|
|
(
|
|
label: "- Mono",
|
|
value: m_monoRamColor.colorValue
|
|
);
|
|
|
|
EditorGUI.indentLevel--;
|
|
|
|
if (m_ramModuleState.intValue == 0)
|
|
{
|
|
m_ramGraphResolution.intValue = EditorGUILayout.IntSlider(
|
|
new GUIContent
|
|
(
|
|
text: "Graph resolution",
|
|
tooltip: "Defines the amount of points are in the graph"
|
|
),
|
|
m_ramGraphResolution.intValue,
|
|
leftValue: 20,
|
|
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
|
|
);
|
|
}
|
|
|
|
m_ramTextUpdateRate.intValue = EditorGUILayout.IntSlider
|
|
(
|
|
new GUIContent
|
|
(
|
|
text: "Text update rate",
|
|
tooltip: "Defines the amount times the text is updated in 1 second."
|
|
),
|
|
m_ramTextUpdateRate.intValue,
|
|
leftValue: 1,
|
|
rightValue: 60
|
|
);
|
|
}
|
|
|
|
#endregion
|
|
|
|
GUILayout.Space(20);
|
|
|
|
#region Section -> Audio
|
|
|
|
m_audioModuleInspectorToggle = EditorGUILayout.Foldout
|
|
(
|
|
m_audioModuleInspectorToggle,
|
|
content: " [ AUDIO ]",
|
|
style: GraphyEditorStyle.FoldoutStyle
|
|
);
|
|
|
|
GUILayout.Space(5);
|
|
|
|
if (m_audioModuleInspectorToggle)
|
|
{
|
|
EditorGUILayout.PropertyField
|
|
(
|
|
m_audioModuleState,
|
|
new GUIContent
|
|
(
|
|
text: "Module state",
|
|
tooltip: "FULL -> Text + Graph \nTEXT -> Just text \nOFF -> Turned off"
|
|
)
|
|
);
|
|
|
|
GUILayout.Space(5);
|
|
|
|
EditorGUILayout.PropertyField
|
|
(
|
|
m_findAudioListenerInCameraIfNull,
|
|
new GUIContent
|
|
(
|
|
text: "Find audio listener",
|
|
tooltip: "Tries to find the AudioListener in the Main camera in the scene. (if AudioListener is null)"
|
|
)
|
|
);
|
|
|
|
EditorGUILayout.PropertyField
|
|
(
|
|
m_audioListener,
|
|
new GUIContent
|
|
(
|
|
text: "Audio Listener",
|
|
tooltip: "Graphy will take the data from this Listener. If none are specified, it will try to get it from the Main Camera in the scene."
|
|
)
|
|
);
|
|
|
|
if (m_audioModuleState.intValue == 0)
|
|
{
|
|
m_audioGraphColor.colorValue = EditorGUILayout.ColorField
|
|
(
|
|
label: "Graph color",
|
|
value: m_audioGraphColor.colorValue
|
|
);
|
|
|
|
m_audioGraphResolution.intValue = EditorGUILayout.IntSlider
|
|
(
|
|
new GUIContent
|
|
(
|
|
text: "Graph resolution",
|
|
tooltip: "Defines the amount of points that are in the graph."
|
|
),
|
|
m_audioGraphResolution.intValue,
|
|
leftValue: 20,
|
|
rightValue: m_graphyMode.intValue == 0 ? 300 : 128
|
|
);
|
|
|
|
// Forces the value to be a multiple of 3, this way the audio graph is painted correctly
|
|
if (m_audioGraphResolution.intValue % 3 != 0 && m_audioGraphResolution.intValue < 300)
|
|
{
|
|
m_audioGraphResolution.intValue += 3 - m_audioGraphResolution.intValue % 3;
|
|
}
|
|
//TODO: Figure out why a static version of the ForceMultipleOf3 isnt used.
|
|
}
|
|
|
|
EditorGUILayout.PropertyField
|
|
(
|
|
m_FFTWindow,
|
|
new GUIContent
|
|
(
|
|
text: "FFT Window",
|
|
tooltip: "Used to reduce leakage between frequency bins/bands. Note, the more complex window type, the better the quality, but reduced speed. \n\nSimplest is rectangular. Most complex is BlackmanHarris"
|
|
)
|
|
);
|
|
|
|
m_spectrumSize.intValue = EditorGUILayout.IntSlider
|
|
(
|
|
new GUIContent
|
|
(
|
|
text: "Spectrum size",
|
|
tooltip: "Has to be a power of 2 between 128-8192. The higher sample rate, the less precision but also more impact on performance. Careful with mobile devices"
|
|
),
|
|
m_spectrumSize.intValue,
|
|
leftValue: 128,
|
|
rightValue: 8192
|
|
);
|
|
|
|
int closestSpectrumIndex = 0;
|
|
int minDistanceToSpectrumValue = 100000;
|
|
|
|
for (int i = 0; i < m_spectrumSizeValues.Length; i++)
|
|
{
|
|
int newDistance = Mathf.Abs
|
|
(
|
|
value: m_spectrumSize.intValue - m_spectrumSizeValues[i]
|
|
);
|
|
|
|
if (newDistance < minDistanceToSpectrumValue)
|
|
{
|
|
minDistanceToSpectrumValue = newDistance;
|
|
closestSpectrumIndex = i;
|
|
}
|
|
}
|
|
|
|
m_spectrumSize.intValue = m_spectrumSizeValues[closestSpectrumIndex];
|
|
|
|
m_audioTextUpdateRate.intValue = EditorGUILayout.IntSlider
|
|
(
|
|
new GUIContent
|
|
(
|
|
text: "Text update rate",
|
|
tooltip: "Defines the amount times the text is updated in 1 second"
|
|
),
|
|
m_audioTextUpdateRate.intValue,
|
|
leftValue: 1,
|
|
rightValue: 60
|
|
);
|
|
}
|
|
|
|
#endregion
|
|
|
|
GUILayout.Space(20);
|
|
|
|
#region Section -> Advanced Settings
|
|
|
|
m_advancedModuleInspectorToggle = EditorGUILayout.Foldout
|
|
(
|
|
m_advancedModuleInspectorToggle,
|
|
content: " [ ADVANCED DATA ]",
|
|
style: GraphyEditorStyle.FoldoutStyle
|
|
);
|
|
|
|
GUILayout.Space(5);
|
|
|
|
if (m_advancedModuleInspectorToggle)
|
|
{
|
|
EditorGUILayout.PropertyField(m_advancedModulePosition);
|
|
|
|
EditorGUILayout.PropertyField
|
|
(
|
|
m_advancedModuleState,
|
|
new GUIContent
|
|
(
|
|
text: "Module state",
|
|
tooltip: "FULL -> Text \nOFF -> Turned off"
|
|
)
|
|
);
|
|
}
|
|
|
|
#endregion;
|
|
|
|
EditorGUIUtility.labelWidth = defaultLabelWidth;
|
|
EditorGUIUtility.fieldWidth = defaultFieldWidth;
|
|
|
|
serializedObject.ApplyModifiedProperties();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Methods -> Private
|
|
|
|
#endregion
|
|
}
|
|
} |