using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace HighlightPlus { [CustomEditor(typeof(HighlightEffect))] [CanEditMultipleObjects] public class HighlightEffectEditor : Editor { SerializedProperty profile, profileSync, ignoreObjectVisibility, reflectionProbes, ignore, previewInEditor, effectGroup, effectGroupLayer, alphaCutOff, cullBackFaces; SerializedProperty highlighted, fadeInDuration, fadeOutDuration, flipY, constantWidth; SerializedProperty overlay, overlayColor, overlayAnimationSpeed, overlayMinIntensity, overlayBlending; SerializedProperty outline, outlineColor, outlineWidth, outlineQuality, outlineDownsampling, outlineAlwaysOnTop, outlineOptimalBlit, outlineBlitDebug; SerializedProperty glow, glowWidth, glowQuality, glowDownsampling, glowHQColor, glowDithering, glowMagicNumber1, glowMagicNumber2, glowAnimationSpeed, glowPasses, glowAlwaysOnTop, glowOptimalBlit, glowBlitDebug; SerializedProperty innerGlow, innerGlowWidth, innerGlowColor, innerGlowAlwaysOnTop; SerializedProperty seeThrough, seeThroughIntensity, seeThroughTintAlpha, seeThroughTintColor; SerializedProperty targetFX, targetFXTexture, targetFXColor, targetFXCenter, targetFXRotationSpeed, targetFXInitialScale, targetFXEndScale, targetFXTransitionDuration, targetFXStayDuration; HighlightEffect thisEffect; bool profileChanged, enableProfileApply; void OnEnable() { profile = serializedObject.FindProperty("profile"); profileSync = serializedObject.FindProperty("profileSync"); ignoreObjectVisibility = serializedObject.FindProperty("ignoreObjectVisibility"); reflectionProbes = serializedObject.FindProperty ("reflectionProbes"); ignore = serializedObject.FindProperty("ignore"); previewInEditor = serializedObject.FindProperty("previewInEditor"); effectGroup = serializedObject.FindProperty("effectGroup"); effectGroupLayer = serializedObject.FindProperty("effectGroupLayer"); alphaCutOff = serializedObject.FindProperty("alphaCutOff"); cullBackFaces = serializedObject.FindProperty("cullBackFaces"); highlighted = serializedObject.FindProperty("_highlighted"); fadeInDuration = serializedObject.FindProperty("fadeInDuration"); fadeOutDuration = serializedObject.FindProperty("fadeOutDuration"); flipY = serializedObject.FindProperty("flipY"); constantWidth = serializedObject.FindProperty("constantWidth"); overlay = serializedObject.FindProperty("overlay"); overlayColor = serializedObject.FindProperty("overlayColor"); overlayAnimationSpeed = serializedObject.FindProperty("overlayAnimationSpeed"); overlayMinIntensity = serializedObject.FindProperty("overlayMinIntensity"); overlayBlending = serializedObject.FindProperty("overlayBlending"); outline = serializedObject.FindProperty("outline"); outlineColor = serializedObject.FindProperty("outlineColor"); outlineWidth = serializedObject.FindProperty("outlineWidth"); outlineQuality = serializedObject.FindProperty("outlineQuality"); outlineAlwaysOnTop = serializedObject.FindProperty("outlineAlwaysOnTop"); outlineOptimalBlit = serializedObject.FindProperty("outlineOptimalBlit"); outlineBlitDebug = serializedObject.FindProperty("outlineBlitDebug"); outlineDownsampling = serializedObject.FindProperty("outlineDownsampling"); glow = serializedObject.FindProperty("glow"); glowWidth = serializedObject.FindProperty("glowWidth"); glowQuality = serializedObject.FindProperty("glowQuality"); glowHQColor = serializedObject.FindProperty("glowHQColor"); glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed"); glowDithering = serializedObject.FindProperty("glowDithering"); glowMagicNumber1 = serializedObject.FindProperty("glowMagicNumber1"); glowMagicNumber2 = serializedObject.FindProperty("glowMagicNumber2"); glowAnimationSpeed = serializedObject.FindProperty("glowAnimationSpeed"); glowPasses = serializedObject.FindProperty("glowPasses"); glowAlwaysOnTop = serializedObject.FindProperty("glowAlwaysOnTop"); glowOptimalBlit = serializedObject.FindProperty("glowOptimalBlit"); glowBlitDebug = serializedObject.FindProperty("glowBlitDebug"); glowDownsampling = serializedObject.FindProperty("glowDownsampling"); innerGlow = serializedObject.FindProperty("innerGlow"); innerGlowColor = serializedObject.FindProperty("innerGlowColor"); innerGlowWidth = serializedObject.FindProperty("innerGlowWidth"); innerGlowAlwaysOnTop = serializedObject.FindProperty("innerGlowAlwaysOnTop"); seeThrough = serializedObject.FindProperty("seeThrough"); seeThroughIntensity = serializedObject.FindProperty("seeThroughIntensity"); seeThroughTintAlpha = serializedObject.FindProperty("seeThroughTintAlpha"); seeThroughTintColor = serializedObject.FindProperty("seeThroughTintColor"); targetFX = serializedObject.FindProperty("targetFX"); targetFXTexture = serializedObject.FindProperty("targetFXTexture"); targetFXRotationSpeed = serializedObject.FindProperty("targetFXRotationSpeed"); targetFXInitialScale = serializedObject.FindProperty("targetFXInitialScale"); targetFXEndScale = serializedObject.FindProperty("targetFXEndScale"); targetFXColor = serializedObject.FindProperty("targetFXColor"); targetFXCenter = serializedObject.FindProperty("targetFXCenter"); targetFXTransitionDuration = serializedObject.FindProperty("targetFXTransitionDuration"); targetFXStayDuration = serializedObject.FindProperty("targetFXStayDuration"); thisEffect = (HighlightEffect)target; thisEffect.Refresh(); } public override void OnInspectorGUI() { bool isManager = thisEffect.GetComponent() != null; EditorGUILayout.Separator(); serializedObject.Update(); EditorGUILayout.BeginHorizontal(); HighlightProfile prevProfile = (HighlightProfile)profile.objectReferenceValue; EditorGUILayout.PropertyField(profile, new GUIContent("Profile", "Create or load stored presets.")); if (profile.objectReferenceValue != null) { if (prevProfile != profile.objectReferenceValue) { profileChanged = true; } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("", GUILayout.Width(EditorGUIUtility.labelWidth)); if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) { CreateProfile(); profileChanged = false; enableProfileApply = false; GUIUtility.ExitGUI(); return; } if (GUILayout.Button(new GUIContent("Load", "Updates settings with the profile configuration."), GUILayout.Width(60))) { profileChanged = true; } if (!enableProfileApply) GUI.enabled = false; if (GUILayout.Button(new GUIContent("Save", "Updates profile configuration with changes in this inspector."), GUILayout.Width(60))) { enableProfileApply = false; profileChanged = false; thisEffect.profile.Save(thisEffect); EditorUtility.SetDirty(thisEffect.profile); GUIUtility.ExitGUI(); return; } GUI.enabled = true; EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(profileSync, new GUIContent("Sync With Profile", "If disabled, profile settings will only be loaded when clicking 'Load' which allows you to customize settings after loading a profile and keep those changes.")); EditorGUILayout.BeginHorizontal(); } else { if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) { CreateProfile(); GUIUtility.ExitGUI(); return; } } EditorGUILayout.EndHorizontal(); if (isManager) { EditorGUILayout.HelpBox("These are default settings for highlighted objects. If the highlighted object already has a Highlight Effect component, those properties will be used.", MessageType.Info); } else { EditorGUILayout.PropertyField(previewInEditor); } EditorGUILayout.PropertyField(ignoreObjectVisibility); if (thisEffect.staticChildren) { EditorGUILayout.HelpBox("This GameObject or one of its children is marked as static. If highlight is not visible, add a MeshCollider to them.", MessageType.Warning); } EditorGUILayout.PropertyField(reflectionProbes); EditorGUILayout.Separator(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Highlight Options", EditorStyles.boldLabel); if (GUILayout.Button("Help", GUILayout.Width(50))) { EditorUtility.DisplayDialog("Quick Help", "Move the mouse over a setting for a short description.\n\nVisit kronnect.com's forum for support, questions and more cool assets.\n\nIf you like Highlight Plus please rate it or leave a review on the Asset Store! Thanks.", "Ok"); } EditorGUILayout.EndHorizontal(); EditorGUI.BeginChangeCheck(); if (!isManager) { EditorGUILayout.PropertyField(ignore, new GUIContent("Ignore", "This object won't be highlighted.")); if (!ignore.boolValue) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(highlighted); if (EditorGUI.EndChangeCheck()) { foreach (HighlightEffect effect in targets) { effect.SetHighlighted(highlighted.boolValue); } } } } if (!ignore.boolValue) { EditorGUILayout.PropertyField(effectGroup, new GUIContent("Include", "Additional objects to highlight. Pro tip: when highlighting multiple objects at the same time include them in the same layer or under the same parent.")); if (effectGroup.intValue == (int)TargetOptions.Layer) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(effectGroupLayer, new GUIContent("Layer")); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField(alphaCutOff, new GUIContent("Alpha Cut Off", "Only for semi-transparent objects. Leave this to zero for normal opaque objects.")); EditorGUILayout.PropertyField(cullBackFaces); EditorGUILayout.PropertyField(fadeInDuration); EditorGUILayout.PropertyField(fadeOutDuration); if ((PlayerSettings.virtualRealitySupported && ((outlineQuality.intValue == (int)QualityLevel.Highest && outline.floatValue > 0) || (glowQuality.intValue == (int)QualityLevel.Highest && glow.floatValue > 0)))) { EditorGUILayout.PropertyField(flipY, new GUIContent("Flip Y Fix", "Flips outline/glow effect to fix bug introduced in Unity 2019.1.0 when VR is enabled.")); } if (glowQuality.intValue != (int)QualityLevel.Highest || outlineQuality.intValue != (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(constantWidth, new GUIContent("Constant Width", "Compensates outline/glow width with depth increase.")); } EditorGUILayout.Separator(); EditorGUILayout.LabelField("Effects", EditorStyles.boldLabel); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(outline, "Outline", outline.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(outlineWidth, new GUIContent("Width")); EditorGUILayout.PropertyField(outlineColor, new GUIContent("Color")); EditorGUILayout.PropertyField(outlineQuality, new GUIContent("Quality", "Default and High use a mesh displacement technique. Highest quality can provide best look and also performance depending on the complexity of mesh.")); CheckVRSupport(outlineQuality.intValue); if (outlineQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(outlineDownsampling, new GUIContent("Downsampling")); } if (outlineQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(outlineOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer.")); if (outlineOptimalBlit.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(outlineBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen.")); if (outlineBlitDebug.boolValue && (!previewInEditor.boolValue || !highlighted.boolValue)) { EditorGUILayout.HelpBox("Enable \"Preview In Editor\" and \"Highlighted\" to display the outline Debug View.", MessageType.Warning); } EditorGUI.indentLevel--; } } GUI.enabled = outlineQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA(); EditorGUILayout.PropertyField(outlineAlwaysOnTop, new GUIContent("Always On Top", "Shows outline on top of any occluding objects.")); GUI.enabled = true; EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(glow, "Outer Glow", glow.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(glowWidth, new GUIContent("Width")); EditorGUILayout.PropertyField(glowQuality, new GUIContent("Quality", "Default and High use a mesh displacement technique. Highest quality can provide best look and also performance depending on the complexity of mesh.")); CheckVRSupport(glowQuality.intValue); if (glowQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(glowDownsampling, new GUIContent("Downsampling")); EditorGUILayout.PropertyField(glowHQColor, new GUIContent("Color")); } EditorGUILayout.PropertyField(glowAnimationSpeed, new GUIContent("Animation Speed")); if (glowQuality.intValue == (int)QualityLevel.Highest) { EditorGUILayout.PropertyField(glowOptimalBlit, new GUIContent("Optimal Blit", "Blits result over a section of the screen instead of rendering to the full screen buffer.")); if (glowOptimalBlit.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(glowBlitDebug, new GUIContent("Debug View", "Shows the blitting rectangle on the screen.")); if (glowBlitDebug.boolValue && (!previewInEditor.boolValue || !highlighted.boolValue)) { EditorGUILayout.HelpBox("Enable \"Preview In Editor\" and \"Highlighted\" to display the glow Debug View.", MessageType.Warning); } EditorGUI.indentLevel--; } GUI.enabled = glowQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA(); EditorGUILayout.PropertyField(glowAlwaysOnTop, new GUIContent("Always On Top", "Shows outer glow on top of any occluding objects.")); GUI.enabled = true; } else { GUI.enabled = glowQuality.intValue != (int)QualityLevel.Highest || CheckForwardMSAA(); EditorGUILayout.PropertyField(glowAlwaysOnTop, new GUIContent("Always On Top", "Shows outer glow on top of any occluding objects.")); GUI.enabled = true; EditorGUILayout.PropertyField(glowDithering, new GUIContent("Dithering")); if (glowDithering.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(glowMagicNumber1, new GUIContent("Magic Number 1")); EditorGUILayout.PropertyField(glowMagicNumber2, new GUIContent("Magic Number 2")); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField(glowPasses, true); } EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(innerGlow, "Inner Glow", innerGlow.floatValue > 0); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(innerGlowColor, new GUIContent("Color")); EditorGUILayout.PropertyField(innerGlowWidth, new GUIContent("Width")); EditorGUILayout.PropertyField(innerGlowAlwaysOnTop, new GUIContent("Always On Top", "Shows inner glow on top of any occluding objects.")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(overlay, "Overlay", overlay.floatValue > 0); if (overlay.floatValue < overlayMinIntensity.floatValue) { overlayMinIntensity.floatValue = overlay.floatValue; } EditorGUI.indentLevel++; EditorGUILayout.PropertyField(overlayColor, new GUIContent("Color")); EditorGUILayout.PropertyField(overlayBlending, new GUIContent("Blending")); EditorGUILayout.PropertyField(overlayMinIntensity, new GUIContent("Min Intensity")); if (overlayMinIntensity.floatValue > overlay.floatValue) { overlay.floatValue = overlayMinIntensity.floatValue; } EditorGUILayout.PropertyField(overlayAnimationSpeed, new GUIContent("Animation Speed")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(GUI.skin.box); DrawSectionField(targetFX, "Target", targetFX.boolValue); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(targetFXTexture, new GUIContent("Texture")); EditorGUILayout.PropertyField(targetFXColor, new GUIContent("Color")); EditorGUILayout.PropertyField(targetFXCenter, new GUIContent("Center", "Optionally assign a transform. Target will follow transform. If the object is skinned, you can also assign a bone to reflect currenct animation position.")); EditorGUILayout.PropertyField(targetFXRotationSpeed, new GUIContent("Rotation Speed")); EditorGUILayout.PropertyField(targetFXInitialScale, new GUIContent("Initial Scale")); EditorGUILayout.PropertyField(targetFXEndScale, new GUIContent("End Scale")); EditorGUILayout.PropertyField(targetFXTransitionDuration, new GUIContent("Transition Duration")); EditorGUILayout.PropertyField(targetFXStayDuration, new GUIContent("Stay Duration")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); } EditorGUILayout.BeginVertical(GUI.skin.box); EditorGUILayout.PropertyField(seeThrough); if (isManager && seeThrough.intValue == (int)SeeThroughMode.AlwaysWhenOccluded) { EditorGUILayout.HelpBox("This option is not valid in Manager.\nTo make an object always visible add a Highlight Effect component to the gameobject and enable this option on the component.", MessageType.Error); } EditorGUI.indentLevel++; EditorGUILayout.PropertyField(seeThroughIntensity, new GUIContent("Intensity")); EditorGUILayout.PropertyField(seeThroughTintAlpha, new GUIContent("Alpha")); EditorGUILayout.PropertyField(seeThroughTintColor, new GUIContent("Color")); EditorGUI.indentLevel--; EditorGUILayout.EndVertical(); if (serializedObject.ApplyModifiedProperties() || profileChanged) { if (thisEffect.profile != null) { if (profileChanged) { thisEffect.profile.Load(thisEffect); profileChanged = false; enableProfileApply = false; } else { enableProfileApply = true; } } foreach (HighlightEffect effect in targets) { effect.Refresh(); } } if (thisEffect != null && thisEffect.previewInEditor) { EditorUtility.SetDirty(thisEffect); } } void DrawSectionField(SerializedProperty property, string label, bool active) { EditorGUILayout.PropertyField(property, new GUIContent(active ? label + " •" : label)); } void CheckVRSupport(int qualityLevel) { if (qualityLevel == (int)QualityLevel.Highest && PlayerSettings.virtualRealitySupported) { if (PlayerSettings.stereoRenderingPath != StereoRenderingPath.MultiPass) { EditorGUILayout.HelpBox("Highest Quality only supports VR Multi-Pass as CommandBuffers do not support this VR mode yet. Either switch to 'High Quality' or change VR Stereo mode to Multi-Pass.", MessageType.Error); } } } bool CheckForwardMSAA() { if (QualitySettings.antiAliasing > 1) { if (Camera.main != null && Camera.main.allowMSAA) { EditorGUILayout.HelpBox("Effect will be shown always on top due to MSAA. To enable depth clipping disable MSAA first.", MessageType.Info); return false; } } return true; } #region Profile handling void CreateProfile() { HighlightProfile newProfile = ScriptableObject.CreateInstance(); newProfile.Save(thisEffect); AssetDatabase.CreateAsset(newProfile, "Assets/Highlight Plus Profile.asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = newProfile; thisEffect.profile = newProfile; } #endregion } }