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C#
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2021-12-28 11:25:09 +08:00
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
using UnityEngine.UI;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIDissolve))]
[CanEditMultipleObjects]
public class UIDissolveEditor : BaseMeshEffectEditor
{
static int s_NoiseTexId;
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spWidth = serializedObject.FindProperty("m_Width");
_spColor = serializedObject.FindProperty("m_Color");
_spSoftness = serializedObject.FindProperty("m_Softness");
_spColorMode = serializedObject.FindProperty("m_ColorMode");
_spNoiseTexture = serializedObject.FindProperty("m_NoiseTexture");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spReverse = serializedObject.FindProperty("m_Reverse");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
s_NoiseTexId = Shader.PropertyToID ("_NoiseTex");
_shader = Shader.Find ("TextMeshPro/Distance Field (UIDissolve)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIDissolve)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIDissolve)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UIDissolve> ())
{
var mat = d.material;
if (d.isTMPro && mat && mat.HasProperty(s_NoiseTexId))
{
ColorMode colorMode =
mat.IsKeywordEnabled ("ADD") ? ColorMode.Add
: mat.IsKeywordEnabled ("SUBTRACT") ? ColorMode.Subtract
: mat.IsKeywordEnabled ("FILL") ? ColorMode.Fill
: ColorMode.Multiply;
Texture noiseTexture = mat.GetTexture(s_NoiseTexId);
if (d.colorMode != colorMode || d.noiseTexture != noiseTexture)
{
var so = new SerializedObject (d);
so.FindProperty ("m_ColorMode").intValue = (int)colorMode;
so.FindProperty ("m_NoiseTexture").objectReferenceValue = noiseTexture;
so.ApplyModifiedProperties ();
}
}
}
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spEffectFactor);
EditorGUILayout.PropertyField(_spWidth);
EditorGUILayout.PropertyField(_spSoftness);
EditorGUILayout.PropertyField(_spColor);
bool isAnyTMPro = targets.Cast<UIDissolve>().Any(x => x.isTMPro);
using (new EditorGUI.DisabledGroupScope (isAnyTMPro))
{
EditorGUILayout.PropertyField (_spColorMode);
EditorGUILayout.PropertyField (_spNoiseTexture);
}
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
EditorGUILayout.PropertyField(_spKeepAspectRatio);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
EditorGUILayout.PropertyField(_spReverse);
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Play", "ButtonLeft"))
{
(target as UIDissolve).Play();
}
if (GUILayout.Button("Stop", "ButtonRight"))
{
(target as UIDissolve).Stop();
}
}
var c = target as UIDissolve;
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {
if(mat.shader == _spriteShader)
{
mat.shaderKeywords = c.material.shaderKeywords;
mat.SetTexture ("_NoiseTex", c.material.GetTexture ("_NoiseTex"));
}
});
ShowCanvasChannelsWarning ();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectFactor;
SerializedProperty _spWidth;
SerializedProperty _spColor;
SerializedProperty _spSoftness;
SerializedProperty _spColorMode;
SerializedProperty _spNoiseTexture;
SerializedProperty _spEffectArea;
SerializedProperty _spKeepAspectRatio;
SerializedProperty _spReverse;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}