using UnityEngine; using UnityEngine.Serialization; using UnityEditor; using System.Collections; using System.Collections.Generic; using System.Linq; 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 bool clamp = 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 // This list is static so persists between protected static List cachedCommandEditors = new List(); protected void OnDestroy() { ClearEditors(); } protected void OnEnable() { ClearEditors(); } protected void OnDisable() { ClearEditors(); } protected void ClearEditors() { foreach (CommandEditor commandEditor in cachedCommandEditors) { DestroyImmediate(commandEditor); } cachedCommandEditors.Clear(); activeCommandEditor = null; } 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, var editors = (from e in cachedCommandEditors where (e.target == inspectCommand) select e); if (editors.Count() > 0) { // Use cached editor activeCommandEditor = editors.First(); } else { // No cached editor, so create a new one. activeCommandEditor = Editor.CreateEditor(inspectCommand) as CommandEditor; cachedCommandEditors.Add(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; } ClampBlockViewHeight(flowchart); // 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; } } protected virtual void ClampBlockViewHeight(Flowchart flowchart) { // Screen.height seems to temporarily reset to 480 for a single frame whenever a command like // Copy, Paste, etc. happens. Only clamp the block view height when one of these operations is not occuring. if (Event.current.commandName != "") { clamp = false; } if (clamp) { // Make sure block view is always clamped to visible area float height = flowchart.blockViewHeight; height = Mathf.Max(200, height); height = Mathf.Min(Screen.height - 200,height); flowchart.blockViewHeight = height; } if (Event.current.type == EventType.Repaint) { clamp = true; } } } }