using UnityEngine; using System.Collections.Generic; using UnityEditor; namespace Pathfinding { /// Simple GUI utility functions public static class GUIUtilityx { static Stack colors = new Stack(); public static void PushTint (Color tint) { colors.Push(GUI.color); GUI.color *= tint; } public static void PopTint () { GUI.color = colors.Pop(); } public static Rect SliceRow (ref Rect rect, float height) { var r = new Rect(rect.x, rect.y, rect.width, height); rect.yMin += height + EditorGUIUtility.standardVerticalSpacing; return r; } public static Rect SliceColumn (ref Rect rect, float width, float spacing = 0) { var r = new Rect(rect.x, rect.y, width, rect.height); rect.xMin += width + spacing; return r; } } /// /// Editor helper for hiding and showing a group of GUI elements. /// Call order in OnInspectorGUI should be: /// - Begin /// - Header/HeaderLabel (optional) /// - BeginFade /// - [your gui elements] (if BeginFade returns true) /// - End /// public class FadeArea { Rect lastRect; float value; float lastUpdate; GUIStyle labelStyle; GUIStyle areaStyle; bool visible; Editor editor; /// /// Is this area open. /// This is not the same as if any contents are visible, use for that. /// public bool open; /// Animate dropdowns when they open and close public static bool fancyEffects; const float animationSpeed = 100f; public FadeArea (bool open, Editor editor, GUIStyle areaStyle, GUIStyle labelStyle = null) { this.areaStyle = areaStyle; this.labelStyle = labelStyle; this.editor = editor; visible = this.open = open; value = open ? 1 : 0; } void Tick () { if (Event.current.type == EventType.Repaint) { float deltaTime = Time.realtimeSinceStartup-lastUpdate; // Right at the start of a transition the deltaTime will // not be reliable, so use a very small value instead // until the next repaint if (value == 0f || value == 1f) deltaTime = 0.001f; deltaTime = Mathf.Clamp(deltaTime, 0.00001F, 0.1F); // Larger regions fade slightly slower deltaTime /= Mathf.Sqrt(Mathf.Max(lastRect.height, 100)); lastUpdate = Time.realtimeSinceStartup; float targetValue = open ? 1F : 0F; if (!Mathf.Approximately(targetValue, value)) { value += deltaTime*animationSpeed*Mathf.Sign(targetValue-value); value = Mathf.Clamp01(value); editor.Repaint(); if (!fancyEffects) { value = targetValue; } } else { value = targetValue; } } } public void Begin () { if (areaStyle != null) { lastRect = EditorGUILayout.BeginVertical(areaStyle); } else { lastRect = EditorGUILayout.BeginVertical(); } } public void HeaderLabel (string label) { GUILayout.Label(label, labelStyle); } public void Header (string label) { Header(label, ref open); } public void Header (string label, ref bool open) { if (GUILayout.Button(label, labelStyle)) { open = !open; editor.Repaint(); } this.open = open; } /// Hermite spline interpolation static float Hermite (float start, float end, float value) { return Mathf.Lerp(start, end, value * value * (3.0f - 2.0f * value)); } public bool BeginFade () { var hermite = Hermite(0, 1, value); visible = EditorGUILayout.BeginFadeGroup(hermite); GUIUtilityx.PushTint(new Color(1, 1, 1, hermite)); Tick(); // Another vertical group is necessary to work around // a kink of the BeginFadeGroup implementation which // causes the padding to change when value!=0 && value!=1 EditorGUILayout.BeginVertical(); return visible; } public void End () { EditorGUILayout.EndVertical(); if (visible) { // Some space that cannot be placed in the GUIStyle unfortunately GUILayout.Space(4); } EditorGUILayout.EndFadeGroup(); EditorGUILayout.EndVertical(); GUIUtilityx.PopTint(); } } /// Handles fading effects and also some custom GUI functions such as LayerMaskField public static class EditorGUILayoutx { static Dictionary layerNames = new Dictionary(); static long lastUpdateTick; static List dummyList = new List(); /// Displays a LayerMask field. /// Label to display /// Current LayerMask public static LayerMask LayerMaskField (string label, LayerMask selected) { if (Event.current.type == EventType.Layout && System.DateTime.UtcNow.Ticks - lastUpdateTick > 10000000L) { layerNames.Clear(); lastUpdateTick = System.DateTime.UtcNow.Ticks; } string[] currentLayerNames; if (!layerNames.TryGetValue(selected.value, out currentLayerNames)) { var layers = dummyList; layers.Clear(); int emptyLayers = 0; for (int i = 0; i < 32; i++) { string layerName = LayerMask.LayerToName(i); if (layerName != "") { for (; emptyLayers > 0; emptyLayers--) layers.Add("Layer "+(i-emptyLayers)); layers.Add(layerName); } else { emptyLayers++; if (((selected.value >> i) & 1) != 0 && selected.value != -1) { for (; emptyLayers > 0; emptyLayers--) layers.Add("Layer "+(i+1-emptyLayers)); } } } currentLayerNames = layerNames[selected.value] = layers.ToArray(); } selected.value = EditorGUILayout.MaskField(label, selected.value, currentLayerNames); return selected; } } }