An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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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<CommandEditor> cachedCommandEditors = new List<CommandEditor>();
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 != null && 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;
}
}
}
}