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-rw-r--r--Assets/Scripts/Editor/InspectorUtility.cs169
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diff --git a/Assets/Scripts/Editor/InspectorUtility.cs b/Assets/Scripts/Editor/InspectorUtility.cs
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--- a/Assets/Scripts/Editor/InspectorUtility.cs
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-using UnityEngine;
-using UnityEditor;
-using System;
-using System.Collections.Generic;
-using System.IO;
-
-/// <summary>
-/// Collection of tools and helpers for drawing inspectors
-/// </summary>
-public class InspectorUtility
-{
- /// <summary>Put multiple properties on a single inspector line, with
- /// optional label overrides. Passing null as a label (or sublabel) override will
- /// cause the property's displayName to be used as a label. For no label at all,
- /// pass GUIContent.none.</summary>
- /// <param name="rect">Rect in which to draw</param>
- /// <param name="label">Main label</param>
- /// <param name="props">Properties to place on the line</param>
- /// <param name="subLabels">Sublabels for the properties</param>
- public static void MultiPropertyOnLine(
- Rect rect,
- GUIContent label,
- SerializedProperty[] props, GUIContent[] subLabels)
- {
- if (props == null || props.Length == 0)
- return;
-
- const int hSpace = 2;
- int indentLevel = EditorGUI.indentLevel;
- float labelWidth = EditorGUIUtility.labelWidth;
-
- float totalSubLabelWidth = 0;
- int numBoolColumns = 0;
- List<GUIContent> actualLabels = new List<GUIContent>();
- for (int i = 0; i < props.Length; ++i)
- {
- GUIContent sublabel = new GUIContent(props[i].displayName, props[i].tooltip);
- if (subLabels != null && subLabels.Length > i && subLabels[i] != null)
- sublabel = subLabels[i];
- actualLabels.Add(sublabel);
- totalSubLabelWidth += GUI.skin.label.CalcSize(sublabel).x;
- if (i > 0)
- totalSubLabelWidth += hSpace;
- // Special handling for toggles, or it looks stupid
- if (props[i].propertyType == SerializedPropertyType.Boolean)
- {
- totalSubLabelWidth += rect.height;
- ++numBoolColumns;
- }
- }
-
- float subFieldWidth = rect.width - labelWidth - totalSubLabelWidth;
- float numCols = props.Length - numBoolColumns;
- float colWidth = numCols == 0 ? 0 : subFieldWidth / numCols;
-
- // Main label. If no first sublabel, then main label must take on that
- // role, for mouse dragging value-scrolling support
- int subfieldStartIndex = 0;
- if (label == null)
- label = new GUIContent(props[0].displayName, props[0].tooltip);
- if (actualLabels[0] != GUIContent.none)
- rect = EditorGUI.PrefixLabel(rect, label);
- else
- {
- rect.width = labelWidth + colWidth;
- EditorGUI.PropertyField(rect, props[0], label);
- rect.x += rect.width + hSpace;
- subfieldStartIndex = 1;
- }
-
- for (int i = subfieldStartIndex; i < props.Length; ++i)
- {
- EditorGUI.indentLevel = 0;
- EditorGUIUtility.labelWidth = GUI.skin.label.CalcSize(actualLabels[i]).x;
- if (props[i].propertyType == SerializedPropertyType.Boolean)
- {
- rect.width = EditorGUIUtility.labelWidth + rect.height;
- props[i].boolValue = EditorGUI.ToggleLeft(rect, actualLabels[i], props[i].boolValue);
- }
- else
- {
- rect.width = EditorGUIUtility.labelWidth + colWidth;
- EditorGUI.PropertyField(rect, props[i], actualLabels[i]);
- }
- rect.x += rect.width + hSpace;
- }
-
- EditorGUIUtility.labelWidth = labelWidth;
- EditorGUI.indentLevel = indentLevel;
- }
-
- /// <summary>
- /// Normalize a curve so that each of X and Y axes ranges from 0 to 1
- /// </summary>
- /// <param name="curve">Curve to normalize</param>
- /// <returns>The normalized curve</returns>
- public static AnimationCurve NormalizeCurve(AnimationCurve curve)
- {
- Keyframe[] keys = curve.keys;
- if (keys.Length > 0)
- {
- float minTime = keys[0].time;
- float maxTime = minTime;
- float minVal = keys[0].value;
- float maxVal = minVal;
- for (int i = 0; i < keys.Length; ++i)
- {
- minTime = Mathf.Min(minTime, keys[i].time);
- maxTime = Mathf.Max(maxTime, keys[i].time);
- minVal = Mathf.Min(minVal, keys[i].value);
- maxVal = Mathf.Max(maxVal, keys[i].value);
- }
- float range = maxTime - minTime;
- float timeScale = range < 0.0001f ? 1 : 1 / range;
- range = maxVal - minVal;
- float valScale = range < 1 ? 1 : 1 / range;
- float valOffset = 0;
- if (range < 1)
- {
- if (minVal > 0 && minVal + range <= 1)
- valOffset = minVal;
- else
- valOffset = 1 - range;
- }
- for (int i = 0; i < keys.Length; ++i)
- {
- keys[i].time = (keys[i].time - minTime) * timeScale;
- keys[i].value = ((keys[i].value - minVal) * valScale) + valOffset;
- }
- curve.keys = keys;
- }
- return curve;
- }
-
- /// <summary>
- /// Remove the "Cinemachine" prefix, then call the standard Unity Nicify.
- /// </summary>
- /// <param name="name">The name to nicify</param>
- /// <returns>The nicified name</returns>
- public static string NicifyClassName(string name)
- {
- if (name.StartsWith("Cinemachine"))
- name = name.Substring(11); // Trim the prefix
- return ObjectNames.NicifyVariableName(name);
- }
-
- // Temporarily here
- /// <summary>
- /// Create a game object. Uses ObjectFactory if the Unity version is sufficient.
- /// </summary>
- /// <param name="name">Name to give the object</param>
- /// <param name="types">Optional components to add</param>
- /// <returns></returns>
- public static GameObject CreateGameObject(string name, params Type[] types)
- {
- return ObjectFactory.CreateGameObject(name, types);
- }
-
- /// <summary>
- /// Force a repaint of the Game View
- /// </summary>
- /// <param name="unused">Like it says</param>
- public static void RepaintGameView(UnityEngine.Object unused = null)
- {
- EditorApplication.QueuePlayerLoopUpdate();
- UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
- }
-
-}