|
|
|
using UnityEngine;
|
|
|
|
using UnityEngine.Serialization;
|
|
|
|
using UnityEditor;
|
|
|
|
using System.Collections;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
|
|
|
namespace Fungus
|
|
|
|
{
|
|
|
|
/**
|
|
|
|
* Temp hidden object which lets us use the entire inspector window to inspect
|
|
|
|
* the block command list.
|
|
|
|
*/
|
|
|
|
public class BlockInspector : ScriptableObject
|
|
|
|
{
|
|
|
|
[FormerlySerializedAs("sequence")]
|
|
|
|
public Block block;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Custom editor for the temp hidden object.
|
|
|
|
*/
|
|
|
|
[CustomEditor (typeof(BlockInspector), true)]
|
|
|
|
public class BlockInspectorEditor : Editor
|
|
|
|
{
|
|
|
|
protected Vector2 blockScrollPos;
|
|
|
|
protected Vector2 commandScrollPos;
|
|
|
|
protected bool resize = false;
|
|
|
|
protected float topPanelHeight = 50;
|
|
|
|
|
|
|
|
// Cache the block and command editors so we only create and destroy them
|
|
|
|
// when a different block / command is selected.
|
|
|
|
protected BlockEditor activeBlockEditor;
|
|
|
|
protected CommandEditor activeCommandEditor;
|
|
|
|
protected Command activeCommand; // Command currently being inspected
|
|
|
|
|
|
|
|
// Cached command editors to avoid creating / destroying editors more than necessary
|
|
|
|
protected Dictionary<Command, CommandEditor> cachedCommandEditors = new Dictionary<Command, CommandEditor>();
|
|
|
|
|
|
|
|
protected void OnDisable()
|
|
|
|
{
|
|
|
|
foreach (CommandEditor commandEditor in cachedCommandEditors.Values)
|
|
|
|
{
|
|
|
|
DestroyImmediate(commandEditor);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public override void OnInspectorGUI ()
|
|
|
|
{
|
|
|
|
BlockInspector blockInspector = target as BlockInspector;
|
|
|
|
Block block = blockInspector.block;
|
|
|
|
|
|
|
|
if (block == null)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Flowchart flowchart = block.GetFlowchart();
|
|
|
|
|
|
|
|
if (activeBlockEditor == null ||
|
|
|
|
block != activeBlockEditor.target)
|
|
|
|
{
|
|
|
|
DestroyImmediate(activeBlockEditor);
|
|
|
|
activeBlockEditor = Editor.CreateEditor(block) as BlockEditor;
|
|
|
|
}
|
|
|
|
|
|
|
|
activeBlockEditor.DrawBlockName(flowchart);
|
|
|
|
|
|
|
|
// Using a custom rect area to get the correct 5px indent for the scroll views
|
|
|
|
Rect blockRect = new Rect(5, topPanelHeight, Screen.width - 6, Screen.height - 70);
|
|
|
|
GUILayout.BeginArea(blockRect);
|
|
|
|
|
|
|
|
blockScrollPos = GUILayout.BeginScrollView(blockScrollPos, GUILayout.Height(flowchart.blockViewHeight));
|
|
|
|
activeBlockEditor.DrawBlockGUI(flowchart);
|
|
|
|
GUILayout.EndScrollView();
|
|
|
|
|
|
|
|
Command inspectCommand = null;
|
|
|
|
if (flowchart.selectedCommands.Count == 1)
|
|
|
|
{
|
|
|
|
inspectCommand = flowchart.selectedCommands[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Application.isPlaying &&
|
|
|
|
inspectCommand != null &&
|
|
|
|
inspectCommand.parentBlock != block)
|
|
|
|
{
|
|
|
|
GUILayout.EndArea();
|
|
|
|
Repaint();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Only change the activeCommand at the start of the GUI call sequence
|
|
|
|
if (Event.current.type == EventType.Layout)
|
|
|
|
{
|
|
|
|
activeCommand = inspectCommand;
|
|
|
|
}
|
|
|
|
|
|
|
|
DrawCommandUI(flowchart, inspectCommand);
|
|
|
|
}
|
|
|
|
|
|
|
|
public void DrawCommandUI(Flowchart flowchart, Command inspectCommand)
|
|
|
|
{
|
|
|
|
ResizeScrollView(flowchart);
|
|
|
|
|
|
|
|
GUILayout.Space(7);
|
|
|
|
|
|
|
|
activeBlockEditor.DrawButtonToolbar();
|
|
|
|
|
|
|
|
commandScrollPos = GUILayout.BeginScrollView(commandScrollPos);
|
|
|
|
|
|
|
|
if (inspectCommand != null)
|
|
|
|
{
|
|
|
|
if (activeCommandEditor == null ||
|
|
|
|
inspectCommand != activeCommandEditor.target)
|
|
|
|
{
|
|
|
|
// See if we have a cached version of the command editor already,
|
|
|
|
// if not then create a new one.
|
|
|
|
if (cachedCommandEditors.ContainsKey(inspectCommand))
|
|
|
|
{
|
|
|
|
activeCommandEditor = cachedCommandEditors[inspectCommand];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
activeCommandEditor = Editor.CreateEditor(inspectCommand) as CommandEditor;
|
|
|
|
cachedCommandEditors[inspectCommand] = activeCommandEditor;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (activeCommandEditor != null)
|
|
|
|
{
|
|
|
|
activeCommandEditor.DrawCommandInspectorGUI();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GUILayout.EndScrollView();
|
|
|
|
|
|
|
|
GUILayout.EndArea();
|
|
|
|
|
|
|
|
// Draw the resize bar after everything else has finished drawing
|
|
|
|
// This is mainly to avoid incorrect indenting.
|
|
|
|
Rect resizeRect = new Rect(0, topPanelHeight + flowchart.blockViewHeight + 1, Screen.width, 4f);
|
|
|
|
GUI.color = new Color(0.64f, 0.64f, 0.64f);
|
|
|
|
GUI.DrawTexture(resizeRect, EditorGUIUtility.whiteTexture);
|
|
|
|
resizeRect.height = 1;
|
|
|
|
GUI.color = new Color32(132, 132, 132, 255);
|
|
|
|
GUI.DrawTexture(resizeRect, EditorGUIUtility.whiteTexture);
|
|
|
|
resizeRect.y += 3;
|
|
|
|
GUI.DrawTexture(resizeRect, EditorGUIUtility.whiteTexture);
|
|
|
|
GUI.color = Color.white;
|
|
|
|
|
|
|
|
Repaint();
|
|
|
|
}
|
|
|
|
|
|
|
|
private void ResizeScrollView(Flowchart flowchart)
|
|
|
|
{
|
|
|
|
Rect cursorChangeRect = new Rect(0, flowchart.blockViewHeight + 1, Screen.width, 4f);
|
|
|
|
|
|
|
|
EditorGUIUtility.AddCursorRect(cursorChangeRect, MouseCursor.ResizeVertical);
|
|
|
|
|
|
|
|
if (Event.current.type == EventType.mouseDown && cursorChangeRect.Contains(Event.current.mousePosition))
|
|
|
|
{
|
|
|
|
resize = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (resize)
|
|
|
|
{
|
|
|
|
Undo.RecordObject(flowchart, "Resize view");
|
|
|
|
flowchart.blockViewHeight = Event.current.mousePosition.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Make sure block view is always visible
|
|
|
|
float height = flowchart.blockViewHeight;
|
|
|
|
height = Mathf.Max(200, height);
|
|
|
|
height = Mathf.Min(Screen.height - 200,height);
|
|
|
|
flowchart.blockViewHeight = height;
|
|
|
|
|
|
|
|
// Stop resizing if mouse is outside inspector window.
|
|
|
|
// This isn't standard Unity UI behavior but it is robust and safe.
|
|
|
|
if (resize && Event.current.type == EventType.mouseDrag)
|
|
|
|
{
|
|
|
|
Rect windowRect = new Rect(0, 0, Screen.width, Screen.height);
|
|
|
|
if (!windowRect.Contains(Event.current.mousePosition))
|
|
|
|
{
|
|
|
|
resize = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Event.current.type == EventType.MouseUp)
|
|
|
|
{
|
|
|
|
resize = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|