2021-12-28 11:25:09 +08:00

135 lines
4.1 KiB
C#

using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIShiny))]
[CanEditMultipleObjects]
public class UIShinyEditor : BaseMeshEffectEditor
{
//################################
// 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");
_spWidth = serializedObject.FindProperty("m_Width");
_spRotation = serializedObject.FindProperty("m_Rotation");
_spSoftness = serializedObject.FindProperty("m_Softness");
_spBrightness = serializedObject.FindProperty("m_Brightness");
_spGloss = serializedObject.FindProperty("m_Gloss");
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");
_shader = Shader.Find ("TextMeshPro/Distance Field (UIShiny)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIShiny)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIShiny)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spEffectFactor);
EditorGUILayout.PropertyField(_spWidth);
EditorGUILayout.PropertyField(_spRotation);
EditorGUILayout.PropertyField(_spSoftness);
EditorGUILayout.PropertyField(_spBrightness);
EditorGUILayout.PropertyField(_spGloss);
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Play", "ButtonLeft"))
{
(target as UIShiny).Play();
}
if (GUILayout.Button("Stop", "ButtonRight"))
{
(target as UIShiny).Stop();
}
}
var c = target as UIShiny;
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {});
ShowCanvasChannelsWarning ();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectFactor;
SerializedProperty _spWidth;
SerializedProperty _spRotation;
SerializedProperty _spSoftness;
SerializedProperty _spBrightness;
SerializedProperty _spGloss;
SerializedProperty _spEffectArea;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}