116 lines
4.5 KiB
C#
116 lines
4.5 KiB
C#
using UnityEditor;
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using UnityEditorInternal;
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using UnityEngine;
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using System.Linq;
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namespace Coffee.UIEffects.Editors
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{
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/// <summary>
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/// UIEffect editor.
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/// </summary>
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[CustomEditor(typeof(UITransitionEffect))]
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[CanEditMultipleObjects]
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public class UITransitionEffectEditor : Editor
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{
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SerializedProperty _spEffectMode;
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SerializedProperty _spEffectFactor;
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SerializedProperty _spEffectArea;
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SerializedProperty _spKeepAspectRatio;
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SerializedProperty _spDissolveWidth;
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SerializedProperty _spDissolveSoftness;
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SerializedProperty _spDissolveColor;
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SerializedProperty _spTransitionTexture;
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SerializedProperty _spPlay;
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SerializedProperty _spLoop;
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SerializedProperty _spLoopDelay;
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SerializedProperty _spDuration;
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SerializedProperty _spInitialPlayDelay;
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SerializedProperty _spUpdateMode;
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SerializedProperty _spPassRayOnHidden;
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/// <summary>
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/// This function is called when the object becomes enabled and active.
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/// </summary>
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protected void OnEnable()
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{
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_spEffectMode = serializedObject.FindProperty("m_EffectMode");
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_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
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_spEffectArea = serializedObject.FindProperty("m_EffectArea");
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_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
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_spDissolveWidth = serializedObject.FindProperty("m_DissolveWidth");
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_spDissolveSoftness = serializedObject.FindProperty("m_DissolveSoftness");
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_spDissolveColor = serializedObject.FindProperty("m_DissolveColor");
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_spTransitionTexture = serializedObject.FindProperty("m_TransitionTexture");
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var player = serializedObject.FindProperty("m_Player");
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_spPlay = player.FindPropertyRelative("play");
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_spDuration = player.FindPropertyRelative("duration");
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_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
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_spLoop = player.FindPropertyRelative("loop");
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_spLoopDelay = player.FindPropertyRelative("loopDelay");
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_spUpdateMode = player.FindPropertyRelative("updateMode");
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_spPassRayOnHidden = serializedObject.FindProperty("m_PassRayOnHidden");
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}
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/// <summary>
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/// Implement this function to make a custom inspector.
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/// </summary>
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public override void OnInspectorGUI()
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{
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//================
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// Effect setting.
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//================
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using (new MaterialDirtyScope(targets))
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EditorGUILayout.PropertyField(_spEffectMode);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(_spEffectFactor);
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if (_spEffectMode.intValue == (int) UITransitionEffect.EffectMode.Dissolve)
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{
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EditorGUILayout.PropertyField(_spDissolveWidth);
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EditorGUILayout.PropertyField(_spDissolveSoftness);
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EditorGUILayout.PropertyField(_spDissolveColor);
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}
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EditorGUI.indentLevel--;
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//================
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// Advanced option.
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//================
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EditorGUILayout.PropertyField(_spEffectArea);
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using (new MaterialDirtyScope(targets))
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EditorGUILayout.PropertyField(_spTransitionTexture);
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EditorGUILayout.PropertyField(_spKeepAspectRatio);
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EditorGUILayout.PropertyField(_spPassRayOnHidden);
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//================
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// Effect player.
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//================
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EditorGUILayout.PropertyField(_spPlay);
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EditorGUILayout.PropertyField(_spDuration);
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EditorGUILayout.PropertyField(_spInitialPlayDelay);
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EditorGUILayout.PropertyField(_spLoop);
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EditorGUILayout.PropertyField(_spLoopDelay);
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EditorGUILayout.PropertyField(_spUpdateMode);
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// Debug.
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using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
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using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
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{
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GUILayout.Label("Debug");
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if (GUILayout.Button("Show", "ButtonLeft"))
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{
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(target as UITransitionEffect).Show();
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}
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if (GUILayout.Button("Hide", "ButtonRight"))
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{
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(target as UITransitionEffect).Hide();
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}
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}
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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