FateViewer/Assets/Scripts/SimpleAnimationComponent/Editor/SimpleAnimationEditor.cs

93 lines
3.8 KiB
C#

using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(SimpleAnimation))]
public class SimpleAnimationEditor : Editor
{
static class Styles
{
public static GUIContent animation = new GUIContent("Animation", "The clip that will be played if Play() is called, or if \"Play Automatically\" is enabled");
public static GUIContent animations = new GUIContent("Animations", "These clips will define the States the component will start with");
public static GUIContent playAutomatically = new GUIContent("Play Automatically", "If checked, the default clip will automatically be played");
public static GUIContent animatePhysics = new GUIContent("Animate Physics", "If checked, animations will be updated at the same frequency as Fixed Update");
public static GUIContent cullingMode = new GUIContent("Culling Mode", "Controls what is updated when the object has been culled");
}
SerializedProperty clip;
SerializedProperty states;
SerializedProperty playAutomatically;
SerializedProperty animatePhysics;
SerializedProperty cullingMode;
void OnEnable()
{
clip = serializedObject.FindProperty("m_Clip");
states = serializedObject.FindProperty("m_States");
playAutomatically = serializedObject.FindProperty("m_PlayAutomatically");
animatePhysics = serializedObject.FindProperty("m_AnimatePhysics");
cullingMode = serializedObject.FindProperty("m_CullingMode");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(clip, Styles.animation);
EditorGUILayout.PropertyField(states, Styles.animations, true);
EditorGUILayout.PropertyField(playAutomatically, Styles.playAutomatically);
EditorGUILayout.PropertyField(animatePhysics, Styles.animatePhysics);
EditorGUILayout.PropertyField(cullingMode, Styles.cullingMode);
serializedObject.ApplyModifiedProperties();
}
}
[CustomPropertyDrawer(typeof(SimpleAnimation.EditorState))]
class StateDrawer : PropertyDrawer
{
class Styles
{
public static readonly GUIContent disabledTooltip = new GUIContent("", "The Default state cannot be edited, change the Animation clip to change the Default State");
}
// Draw the property inside the given rect
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// Using BeginProperty / EndProperty on the parent property means that
// prefab override logic works on the entire property.
EditorGUI.BeginProperty(position, label, property);
// Draw label
position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
EditorGUILayout.BeginHorizontal();
// Calculate rects
Rect clipRect = new Rect(position.x, position.y, position.width/2 - 5, position.height);
Rect nameRect = new Rect(position.x + position.width/2 + 5, position.y, position.width/2 - 5, position.height);
EditorGUI.BeginDisabledGroup(property.FindPropertyRelative("defaultState").boolValue);
EditorGUI.PropertyField(nameRect, property.FindPropertyRelative("clip"), GUIContent.none);
EditorGUI.PropertyField(clipRect, property.FindPropertyRelative("name"), GUIContent.none);
if (property.FindPropertyRelative("defaultState").boolValue)
{
EditorGUI.LabelField(position, Styles.disabledTooltip);
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.EndHorizontal();
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
}