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266 lines
9.3 KiB
266 lines
9.3 KiB
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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using UnityEngine; |
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using UnityEngine.Serialization; |
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using UnityEditor; |
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using System.Collections.Generic; |
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using System.Linq; |
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namespace Fungus.EditorUtils |
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{ |
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/// <summary> |
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/// Temp hidden object which lets us use the entire inspector window to inspect the block command list. |
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/// </summary> |
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public class BlockInspector : ScriptableObject |
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{ |
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[FormerlySerializedAs("sequence")] |
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public Block block; |
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} |
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/// <summary> |
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/// Custom editor for the temp hidden object. |
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/// </summary> |
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[CustomEditor (typeof(BlockInspector), true)] |
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public class BlockInspectorEditor : Editor |
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{ |
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protected Vector2 blockScrollPos; |
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protected Vector2 commandScrollPos; |
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protected bool resize = false; |
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protected bool clamp = false; |
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protected float topPanelHeight = 50; |
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protected float windowHeight = 0f; |
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// Cache the block and command editors so we only create and destroy them |
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// when a different block / command is selected. |
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protected BlockEditor activeBlockEditor; |
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protected CommandEditor activeCommandEditor; |
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protected Command activeCommand; // Command currently being inspected |
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// Cached command editors to avoid creating / destroying editors more than necessary |
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// This list is static so persists between |
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protected static List<CommandEditor> cachedCommandEditors = new List<CommandEditor>(); |
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protected void OnDestroy() |
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{ |
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ClearEditors(); |
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} |
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protected void OnEnable() |
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{ |
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ClearEditors(); |
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} |
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protected void OnDisable() |
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{ |
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ClearEditors(); |
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} |
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protected void ClearEditors() |
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{ |
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foreach (CommandEditor commandEditor in cachedCommandEditors) |
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{ |
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DestroyImmediate(commandEditor); |
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} |
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cachedCommandEditors.Clear(); |
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activeCommandEditor = null; |
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} |
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public override void OnInspectorGUI () |
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{ |
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BlockInspector blockInspector = target as BlockInspector; |
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if (blockInspector.block == null) |
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{ |
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return; |
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} |
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var block = blockInspector.block; |
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if (block == null) |
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{ |
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return; |
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} |
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var flowchart = (Flowchart)block.GetFlowchart(); |
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if (activeBlockEditor == null || |
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!block.Equals(activeBlockEditor.target)) |
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{ |
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DestroyImmediate(activeBlockEditor); |
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activeBlockEditor = Editor.CreateEditor(block) as BlockEditor; |
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} |
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activeBlockEditor.DrawBlockName(flowchart); |
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UpdateWindowHeight(); |
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float width = EditorGUIUtility.currentViewWidth; |
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float height = windowHeight; |
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// Using a custom rect area to get the correct 5px indent for the scroll views |
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Rect blockRect = new Rect(5, topPanelHeight, width - 5, height + 10); |
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GUILayout.BeginArea(blockRect); |
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blockScrollPos = GUILayout.BeginScrollView(blockScrollPos, GUILayout.Height(flowchart.BlockViewHeight)); |
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activeBlockEditor.DrawBlockGUI(flowchart); |
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GUILayout.EndScrollView(); |
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Command inspectCommand = null; |
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if (flowchart.SelectedCommands.Count == 1) |
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{ |
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inspectCommand = flowchart.SelectedCommands[0]; |
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} |
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if (Application.isPlaying && |
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inspectCommand != null && |
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!inspectCommand.ParentBlock.Equals(block)) |
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{ |
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GUILayout.EndArea(); |
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Repaint(); |
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return; |
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} |
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// Only change the activeCommand at the start of the GUI call sequence |
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if (Event.current.type == EventType.Layout) |
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{ |
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activeCommand = inspectCommand; |
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} |
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DrawCommandUI(flowchart, inspectCommand); |
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} |
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/// <summary> |
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/// In Unity 5.4, Screen.height returns the pixel height instead of the point height |
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/// of the inspector window. We can use EditorGUIUtility.currentViewWidth to get the window width |
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/// but we have to use this horrible hack to find the window height. |
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/// For one frame the windowheight will be 0, but it doesn't seem to be noticeable. |
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/// </summary> |
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protected void UpdateWindowHeight() |
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{ |
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EditorGUILayout.BeginVertical(); |
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GUILayout.FlexibleSpace(); |
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EditorGUILayout.EndVertical(); |
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Rect tempRect = GUILayoutUtility.GetLastRect(); |
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if (Event.current.type == EventType.Repaint) |
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{ |
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windowHeight = tempRect.height; |
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} |
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} |
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public void DrawCommandUI(Flowchart flowchart, Command inspectCommand) |
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{ |
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ResizeScrollView(flowchart); |
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GUILayout.Space(7); |
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activeBlockEditor.DrawButtonToolbar(); |
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commandScrollPos = GUILayout.BeginScrollView(commandScrollPos); |
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if (inspectCommand != null) |
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{ |
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if (activeCommandEditor == null || |
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!inspectCommand.Equals(activeCommandEditor.target)) |
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{ |
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// See if we have a cached version of the command editor already, |
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var editors = (from e in cachedCommandEditors where (e != null && (e.target.Equals(inspectCommand))) select e); |
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if (editors.Count() > 0) |
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{ |
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// Use cached editor |
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activeCommandEditor = editors.First(); |
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} |
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else |
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{ |
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// No cached editor, so create a new one. |
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activeCommandEditor = Editor.CreateEditor((Command)inspectCommand) as CommandEditor; |
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cachedCommandEditors.Add(activeCommandEditor); |
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} |
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} |
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if (activeCommandEditor != null) |
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{ |
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activeCommandEditor.DrawCommandInspectorGUI(); |
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} |
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} |
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GUILayout.EndScrollView(); |
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GUILayout.EndArea(); |
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// Draw the resize bar after everything else has finished drawing |
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// This is mainly to avoid incorrect indenting. |
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Rect resizeRect = new Rect(0, topPanelHeight + flowchart.BlockViewHeight + 1, Screen.width, 4f); |
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GUI.color = new Color(0.64f, 0.64f, 0.64f); |
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GUI.DrawTexture(resizeRect, EditorGUIUtility.whiteTexture); |
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resizeRect.height = 1; |
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GUI.color = new Color32(132, 132, 132, 255); |
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GUI.DrawTexture(resizeRect, EditorGUIUtility.whiteTexture); |
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resizeRect.y += 3; |
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GUI.DrawTexture(resizeRect, EditorGUIUtility.whiteTexture); |
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GUI.color = Color.white; |
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Repaint(); |
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} |
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private void ResizeScrollView(Flowchart flowchart) |
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{ |
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Rect cursorChangeRect = new Rect(0, flowchart.BlockViewHeight + 1, Screen.width, 4f); |
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EditorGUIUtility.AddCursorRect(cursorChangeRect, MouseCursor.ResizeVertical); |
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if (Event.current.type == EventType.mouseDown && cursorChangeRect.Contains(Event.current.mousePosition)) |
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{ |
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resize = true; |
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} |
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if (resize) |
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{ |
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Undo.RecordObject(flowchart, "Resize view"); |
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flowchart.BlockViewHeight = Event.current.mousePosition.y; |
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} |
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ClampBlockViewHeight(flowchart); |
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// Stop resizing if mouse is outside inspector window. |
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// This isn't standard Unity UI behavior but it is robust and safe. |
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if (resize && Event.current.type == EventType.mouseDrag) |
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{ |
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Rect windowRect = new Rect(0, 0, Screen.width, Screen.height); |
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if (!windowRect.Contains(Event.current.mousePosition)) |
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{ |
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resize = false; |
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} |
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} |
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if (Event.current.type == EventType.MouseUp) |
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{ |
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resize = false; |
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} |
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} |
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protected virtual void ClampBlockViewHeight(Flowchart flowchart) |
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{ |
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// Screen.height seems to temporarily reset to 480 for a single frame whenever a command like |
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// Copy, Paste, etc. happens. Only clamp the block view height when one of these operations is not occuring. |
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if (Event.current.commandName != "") |
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{ |
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clamp = false; |
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} |
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if (clamp) |
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{ |
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// Make sure block view is always clamped to visible area |
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float height = flowchart.BlockViewHeight; |
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height = Mathf.Max(200, height); |
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height = Mathf.Min(Screen.height - 200,height); |
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flowchart.BlockViewHeight = height; |
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} |
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if (Event.current.type == EventType.Repaint) |
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{ |
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clamp = true; |
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} |
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} |
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} |
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}
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