Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Editor/GUI/BaseAnimancerComponentEdito...

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2024-11-03 16:42:23 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only] A custom Inspector for <see cref="IAnimancerComponent"/>s.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer.Editor/BaseAnimancerComponentEditor
///
public abstract class BaseAnimancerComponentEditor : UnityEditor.Editor
{
/************************************************************************************************************************/
[NonSerialized]
private IAnimancerComponent[] _Targets;
/// <summary><see cref="UnityEditor.Editor.targets"/> casted to <see cref="IAnimancerComponent"/>.</summary>
public IAnimancerComponent[] Targets => _Targets;
/// <summary>The drawer for the <see cref="IAnimancerComponent.Playable"/>.</summary>
private readonly AnimancerPlayableDrawer
PlayableDrawer = new AnimancerPlayableDrawer();
/************************************************************************************************************************/
/// <summary>Initializes this <see cref="UnityEditor.Editor"/>.</summary>
protected virtual void OnEnable()
{
var targets = this.targets;
_Targets = new IAnimancerComponent[targets.Length];
GatherTargets();
}
/************************************************************************************************************************/
/// <summary>
/// Copies the <see cref="UnityEditor.Editor.targets"/> into the <see cref="_Targets"/> array.
/// </summary>
private void GatherTargets()
{
for (int i = 0; i < _Targets.Length; i++)
_Targets[i] = (IAnimancerComponent)targets[i];
}
/************************************************************************************************************************/
/// <summary>Called by the Unity editor to draw the custom Inspector GUI elements.</summary>
public override void OnInspectorGUI()
{
_LastRepaintTime = EditorApplication.timeSinceStartup;
// Normally the targets wouldn't change after OnEnable, but the trick AnimancerComponent.Reset uses to
// swap the type of an existing component when a new one is added causes the old target to be destroyed.
GatherTargets();
serializedObject.Update();
var area = GUILayoutUtility.GetRect(0, 0);
DoOtherFieldsGUI();
PlayableDrawer.DoGUI(_Targets);
area.yMax = GUILayoutUtility.GetLastRect().yMax;
AnimancerLayerDrawer.HandleDragAndDropAnimations(area, _Targets[0], 0);
serializedObject.ApplyModifiedProperties();
}
/************************************************************************************************************************/
[NonSerialized]
private double _LastRepaintTime = double.NegativeInfinity;
/// <summary>
/// If we have only one object selected and are in Play Mode, we need to constantly repaint to keep the
/// Inspector up to date with the latest details.
/// </summary>
public override bool RequiresConstantRepaint()
{
if (_Targets.Length != 1)
return false;
var target = _Targets[0];
if (!target.IsPlayableInitialized)
{
if (!EditorApplication.isPlaying ||
target.Animator == null ||
target.Animator.runtimeAnimatorController == null)
return false;
}
if (AnimancerPlayableDrawer.RepaintConstantly)
return true;
return EditorApplication.timeSinceStartup > _LastRepaintTime + AnimancerSettings.InspectorRepaintInterval;
}
/************************************************************************************************************************/
/// <summary>Draws the rest of the Inspector fields after the Animator field.</summary>
protected void DoOtherFieldsGUI()
{
var property = serializedObject.GetIterator();
if (!property.NextVisible(true))
return;
do
{
var path = property.propertyPath;
if (path == "m_Script")
continue;
using (ObjectPool.Disposable.AcquireContent(out var label, property))
{
// Let the target try to override.
if (DoOverridePropertyGUI(path, property, label))
continue;
// Otherwise draw the property normally.
EditorGUILayout.PropertyField(property, label, true);
}
}
while (property.NextVisible(false));
}
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Draws any custom GUI for the `property`.
/// The return value indicates whether the GUI should replace the regular call to
/// <see cref="EditorGUILayout.PropertyField(SerializedProperty, GUIContent, bool, GUILayoutOption[])"/> or
/// not. True = GUI was drawn, so don't draw the regular GUI. False = Draw the regular GUI.
/// </summary>
protected virtual bool DoOverridePropertyGUI(string path, SerializedProperty property, GUIContent label) => false;
/************************************************************************************************************************/
}
}
#endif