GQ_Communicate/GQ_TongXin/Assets/HighlightPlus/Editor/HighlightEffectEditor.cs

378 lines
23 KiB
C#

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<HighlightManager>() != 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<HighlightProfile>();
newProfile.Save(thisEffect);
AssetDatabase.CreateAsset(newProfile, "Assets/Highlight Plus Profile.asset");
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
Selection.activeObject = newProfile;
thisEffect.profile = newProfile;
}
#endregion
}
}