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