powerfun-unity/Assets/Scripts/UI/UIEffect/Editor/UITransitionEffectEditor.cs
2021-12-28 11:25:09 +08:00

190 lines
6.2 KiB
C#

using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UITransitionEffect))]
[CanEditMultipleObjects]
public class UITransitionEffectEditor : 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");
_spEffectMode = serializedObject.FindProperty("m_EffectMode");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spDissolveWidth = serializedObject.FindProperty("m_DissolveWidth");
_spDissolveSoftness = serializedObject.FindProperty("m_DissolveSoftness");
_spDissolveColor = serializedObject.FindProperty("m_DissolveColor");
_spTransitionTexture = serializedObject.FindProperty("m_TransitionTexture");
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");
_spPassRayOnHidden = serializedObject.FindProperty("m_PassRayOnHidden");
s_NoiseTexId = Shader.PropertyToID("_NoiseTex");
_shader = Shader.Find("TextMeshPro/Distance Field (UITransition)");
_mobileShader = Shader.Find("TextMeshPro/Mobile/Distance Field (UITransition)");
_spriteShader = Shader.Find("TextMeshPro/Sprite (UITransition)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UITransitionEffect> ())
{
var mat = d.material;
if (d.isTMPro && mat && mat.HasProperty (s_NoiseTexId))
{
Texture noiseTexture = mat.GetTexture (s_NoiseTexId);
UITransitionEffect.EffectMode mode =
mat.IsKeywordEnabled ("CUTOFF") ? UITransitionEffect.EffectMode.Cutoff
: mat.IsKeywordEnabled ("FADE") ? UITransitionEffect.EffectMode.Fade
: mat.IsKeywordEnabled ("DISSOLVE") ? UITransitionEffect.EffectMode.Dissolve
: (UITransitionEffect.EffectMode)0;
if (mode == (UITransitionEffect.EffectMode)0)
{
mode = UITransitionEffect.EffectMode.Cutoff;
mat.EnableKeyword ("CUTOFF");
}
bool hasChanged = d.transitionTexture != noiseTexture || d.effectMode != mode;
if (hasChanged)
{
var so = new SerializedObject (d);
so.FindProperty ("m_TransitionTexture").objectReferenceValue = noiseTexture;
so.FindProperty ("m_EffectMode").intValue = (int)mode;
so.ApplyModifiedProperties ();
}
}
}
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
bool isAnyTMPro = targets.Cast<UITransitionEffect>().Any(x => x.isTMPro);
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(_spEffectMode);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(_spEffectFactor);
if (_spEffectMode.intValue == (int)UITransitionEffect.EffectMode.Dissolve)
{
EditorGUILayout.PropertyField(_spDissolveWidth);
EditorGUILayout.PropertyField(_spDissolveSoftness);
EditorGUILayout.PropertyField(_spDissolveColor);
}
EditorGUI.indentLevel--;
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(_spTransitionTexture);
EditorGUILayout.PropertyField(_spKeepAspectRatio);
EditorGUILayout.PropertyField(_spPassRayOnHidden);
//================
// 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("Show", "ButtonLeft"))
{
(target as UITransitionEffect).Show();
}
if (GUILayout.Button("Hide", "ButtonRight"))
{
(target as UITransitionEffect).Hide();
}
}
var current = target as UITransitionEffect;
current.ShowTMProWarning(_shader, _mobileShader, _spriteShader, mat =>
{
if (mat.shader == _spriteShader)
{
mat.shaderKeywords = current.material.shaderKeywords;
mat.SetTexture(s_NoiseTexId, current.material.GetTexture(s_NoiseTexId));
}
});
ShowCanvasChannelsWarning();
ShowMaterialEditors(current.materials, 1, current.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectMode;
SerializedProperty _spEffectFactor;
SerializedProperty _spEffectArea;
SerializedProperty _spKeepAspectRatio;
SerializedProperty _spDissolveWidth;
SerializedProperty _spDissolveSoftness;
SerializedProperty _spDissolveColor;
SerializedProperty _spTransitionTexture;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
SerializedProperty _spPassRayOnHidden;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}