PO/Library/PackageCache/com.unity.ugui@1.0.0/Editor/UI/GraphicEditor.cs

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using System.Linq;
using UnityEditor.AnimatedValues;
using UnityEngine;
using UnityEngine.UI;
namespace UnityEditor.UI
{
/// <summary>
/// Editor class used to edit UI Graphics.
/// Extend this class to write your own graphic editor.
/// </summary>
[CustomEditor(typeof(MaskableGraphic), false)]
[CanEditMultipleObjects]
public class GraphicEditor : Editor
{
protected SerializedProperty m_Script;
protected SerializedProperty m_Color;
protected SerializedProperty m_Material;
protected SerializedProperty m_RaycastTarget;
protected SerializedProperty m_RaycastPadding;
protected SerializedProperty m_Maskable;
private GUIContent m_CorrectButtonContent;
protected AnimBool m_ShowNativeSize;
GUIContent m_PaddingContent;
GUIContent m_LeftContent;
GUIContent m_RightContent;
GUIContent m_TopContent;
GUIContent m_BottomContent;
static private bool m_ShowPadding = false;
protected virtual void OnDisable()
{
Tools.hidden = false;
m_ShowNativeSize.valueChanged.RemoveListener(Repaint);
}
protected virtual void OnEnable()
{
m_CorrectButtonContent = EditorGUIUtility.TrTextContent("Set Native Size", "Sets the size to match the content.");
m_PaddingContent = EditorGUIUtility.TrTextContent("Raycast Padding");
m_LeftContent = EditorGUIUtility.TrTextContent("Left");
m_RightContent = EditorGUIUtility.TrTextContent("Right");
m_TopContent = EditorGUIUtility.TrTextContent("Top");
m_BottomContent = EditorGUIUtility.TrTextContent("Bottom");
m_Script = serializedObject.FindProperty("m_Script");
m_Color = serializedObject.FindProperty("m_Color");
m_Material = serializedObject.FindProperty("m_Material");
m_RaycastTarget = serializedObject.FindProperty("m_RaycastTarget");
m_RaycastPadding = serializedObject.FindProperty("m_RaycastPadding");
m_Maskable = serializedObject.FindProperty("m_Maskable");
m_ShowNativeSize = new AnimBool(false);
m_ShowNativeSize.valueChanged.AddListener(Repaint);
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_Script);
AppearanceControlsGUI();
RaycastControlsGUI();
MaskableControlsGUI();
serializedObject.ApplyModifiedProperties();
}
/// <summary>
/// Set if the 'Set Native Size' button should be visible for this editor.
/// </summary>
/// <param name="show">Are we showing or hiding the AnimBool for the size.</param>
/// <param name="instant">Should the size AnimBool change instantly.</param>
protected void SetShowNativeSize(bool show, bool instant)
{
if (instant)
m_ShowNativeSize.value = show;
else
m_ShowNativeSize.target = show;
}
/// <summary>
/// GUI for showing a button that sets the size of the RectTransform to the native size for this Graphic.
/// </summary>
protected void NativeSizeButtonGUI()
{
if (EditorGUILayout.BeginFadeGroup(m_ShowNativeSize.faded))
{
EditorGUILayout.BeginHorizontal();
{
GUILayout.Space(EditorGUIUtility.labelWidth);
if (GUILayout.Button(m_CorrectButtonContent, EditorStyles.miniButton))
{
foreach (Graphic graphic in targets.Select(obj => obj as Graphic))
{
Undo.RecordObject(graphic.rectTransform, "Set Native Size");
graphic.SetNativeSize();
EditorUtility.SetDirty(graphic);
}
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndFadeGroup();
}
protected void MaskableControlsGUI()
{
EditorGUILayout.PropertyField(m_Maskable);
}
/// <summary>
/// GUI related to the appearance of the Graphic. Color and Material properties appear here.
/// </summary>
protected void AppearanceControlsGUI()
{
EditorGUILayout.PropertyField(m_Color);
EditorGUILayout.PropertyField(m_Material);
}
/// <summary>
/// GUI related to the Raycasting settings for the graphic.
/// </summary>
protected void RaycastControlsGUI()
{
EditorGUILayout.PropertyField(m_RaycastTarget);
m_ShowPadding = EditorGUILayout.Foldout(m_ShowPadding, m_PaddingContent);
if (m_ShowPadding)
{
using (var check = new EditorGUI.ChangeCheckScope())
{
EditorGUI.indentLevel++;
Vector4 newPadding = m_RaycastPadding.vector4Value;
newPadding.x = EditorGUILayout.FloatField(m_LeftContent, newPadding.x);
newPadding.z = EditorGUILayout.FloatField(m_RightContent, newPadding.z);
newPadding.w = EditorGUILayout.FloatField(m_TopContent, newPadding.w);
newPadding.y = EditorGUILayout.FloatField(m_BottomContent, newPadding.y);
if (check.changed)
{
m_RaycastPadding.vector4Value = newPadding;
}
EditorGUI.indentLevel--;
}
}
}
}
}