SignalEmitterInspector.cs
13 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using UnityObject = UnityEngine.Object;
namespace UnityEditor.Timeline.Signals
{
[CustomEditor(typeof(SignalEmitter), true)]
[CanEditMultipleObjects]
class SignalEmitterInspector : MarkerInspector, ISignalAssetProvider
{
SerializedProperty m_RetroactiveProperty;
SerializedProperty m_EmitOnceProperty;
SignalEmitter m_Signal;
GameObject m_BoundGameObject;
PlayableDirector m_AssociatedDirector;
bool m_TargetsHaveTheSameBinding;
readonly Dictionary<Component, Editor> m_Editors = new Dictionary<Component, Editor>();
readonly Dictionary<Component, bool> m_Foldouts = new Dictionary<Component, bool>();
List<Component> m_Receivers = new List<Component>();
static GUIStyle s_FoldoutStyle;
internal static GUIStyle foldoutStyle
{
get
{
if (s_FoldoutStyle == null)
{
s_FoldoutStyle = new GUIStyle(EditorStyles.foldout) {fontStyle = FontStyle.Bold};
}
return s_FoldoutStyle;
}
}
public SignalAsset signalAsset
{
get
{
var emitter = target as SignalEmitter;
return signalAssetSameValue ? emitter.asset : null;
}
set
{
AssignSignalAsset(value);
}
}
bool signalAssetSameValue
{
get
{
var emitters = targets.Cast<SignalEmitter>().ToList();
return emitters.Select(x => x.asset).Distinct().Count() == 1;
}
}
void OnEnable()
{
Undo.undoRedoPerformed += OnUndoRedo; // subscribe to the event
m_Signal = target as SignalEmitter;
m_RetroactiveProperty = serializedObject.FindProperty("m_Retroactive");
m_EmitOnceProperty = serializedObject.FindProperty("m_EmitOnce");
// In a vast majority of the cases, when this becomes enabled,
// the timeline window will be focused on the correct timeline
// in which case TimelineEditor.inspectedDirector is safe to use
m_AssociatedDirector = TimelineEditor.inspectedDirector;
UpdateState();
}
internal override bool IsEnabled()
{
return TimelineUtility.IsCurrentSequenceValid() && !IsCurrentSequenceReadOnly() && base.IsEnabled();
}
public override void OnInspectorGUI()
{
serializedObject.Update();
using (var changeScope = new EditorGUI.ChangeCheckScope())
{
var property = serializedObject.GetIterator();
var expanded = true;
while (property.NextVisible(expanded))
{
expanded = false;
if (SkipField(property.propertyPath))
continue;
EditorGUILayout.PropertyField(property, true);
}
DrawSignalFlags();
UpdateState();
DrawNameSelectorAndSignalList();
if (changeScope.changed)
{
serializedObject.ApplyModifiedProperties();
TimelineEditor.Refresh(RefreshReason.ContentsModified | RefreshReason.WindowNeedsRedraw);
}
}
}
internal override void OnHeaderIconGUI(Rect iconRect)
{
using (new EditorGUI.DisabledScope(!TimelineUtility.IsCurrentSequenceValid() || IsCurrentSequenceReadOnly()))
{
GUI.Label(iconRect, Styles.SignalEmitterIcon);
}
}
internal override Rect DrawHeaderHelpAndSettingsGUI(Rect r)
{
using (new EditorGUI.DisabledScope(!TimelineUtility.IsCurrentSequenceValid() || IsCurrentSequenceReadOnly()))
{
var helpSize = EditorStyles.iconButton.CalcSize(EditorGUI.GUIContents.helpIcon);
const int kTopMargin = 5;
return EditorGUIUtility.DrawEditorHeaderItems(new Rect(r.xMax - helpSize.x, r.y + kTopMargin, helpSize.x, helpSize.y), targets);
}
}
IEnumerable<SignalAsset> ISignalAssetProvider.AvailableSignalAssets()
{
return SignalManager.assets;
}
void ISignalAssetProvider.CreateNewSignalAsset(string path)
{
var newSignalAsset = SignalManager.CreateSignalAssetInstance(path);
AssignSignalAsset(newSignalAsset);
var receivers = m_Receivers.OfType<SignalReceiver>().ToList();
if (signalAsset != null && receivers.Count == 1 && !receivers.Any(r => r.IsSignalAssetHandled(newSignalAsset))) // Only when one receiver is present
{
receivers[0].AddNewReaction(newSignalAsset); // Add reaction on the first receiver from the list
ApplyChangesAndRefreshReceivers();
}
}
void UpdateState()
{
m_BoundGameObject = GetBoundGameObject(m_Signal.parent, m_AssociatedDirector);
m_Receivers = m_BoundGameObject == null || m_BoundGameObject.Equals(null)
? new List<Component>()
: m_BoundGameObject.GetComponents<Component>().Where(t => t is INotificationReceiver).ToList();
m_TargetsHaveTheSameBinding = targets.Cast<SignalEmitter>()
.Select(x => GetBoundGameObject(x.parent, m_AssociatedDirector))
.Distinct().Count() == 1;
}
Editor GetOrCreateReceiverEditor(Component c)
{
Editor ret;
if (m_Editors.TryGetValue(c, out ret))
{
return ret;
}
ret = CreateEditorWithContext(new Object[] {c}, target);
m_Editors[c] = ret;
if (!m_Foldouts.ContainsKey(c))
{
m_Foldouts[c] = true;
}
return ret;
}
void OnDisable()
{
Undo.undoRedoPerformed -= OnUndoRedo;
}
void OnDestroy()
{
foreach (var editor in m_Editors)
{
DestroyImmediate(editor.Value);
}
m_Editors.Clear();
}
void OnUndoRedo()
{
ApplyChangesAndRefreshReceivers();
}
void ApplyChangesAndRefreshReceivers()
{
foreach (var receiverInspector in m_Editors.Values.OfType<SignalReceiverInspector>())
{
receiverInspector.SetAssetContext(signalAsset);
}
}
void DrawNameSelectorAndSignalList()
{
using (var change = new EditorGUI.ChangeCheckScope())
{
DrawSignal();
DrawReceivers();
if (change.changed)
{
ApplyChangesAndRefreshReceivers();
}
}
}
void DrawReceivers()
{
if (!m_TargetsHaveTheSameBinding)
{
EditorGUILayout.HelpBox(Styles.MultiEditNotSupportedOnDifferentBindings, MessageType.None);
return;
}
if (targets.OfType<SignalEmitter>().Select(x => x.asset).Distinct().Count() > 1)
{
EditorGUILayout.HelpBox(Styles.MultiEditNotSupportedOnDifferentSignals, MessageType.None);
return;
}
//do not display the receiver if the current timeline is not the same as the emitter's timeline
//can happen if the inspector is locked
if (m_Signal.parent != null && m_Signal.parent.timelineAsset != TimelineEditor.inspectedAsset)
return;
if (m_BoundGameObject != null)
{
if (!m_Receivers.Any(x => x is SignalReceiver))
{
EditorGUILayout.Separator();
var message = string.Format(Styles.NoSignalReceiverComponent, m_BoundGameObject.name);
SignalUtility.DrawCenteredMessage(message);
if (SignalUtility.DrawCenteredButton(Styles.AddSignalReceiverComponent))
AddReceiverComponent();
}
foreach (var receiver in m_Receivers)
{
var editor = GetOrCreateReceiverEditor(receiver);
if (DrawReceiverHeader(receiver))
{
editor.OnInspectorGUI();
}
}
}
else if (m_AssociatedDirector != null) //not in asset mode
{
EditorGUILayout.HelpBox(Styles.NoBoundGO, MessageType.None);
}
}
void DrawSignalFlags()
{
EditorGUILayout.PropertyField(m_RetroactiveProperty, Styles.RetroactiveLabel);
EditorGUILayout.PropertyField(m_EmitOnceProperty, Styles.EmitOnceLabel);
}
void DrawSignal()
{
//should show button to create new signal if there are no signals asset in the project
if (!SignalManager.assets.Any())
{
using (new EditorGUI.DisabledScope(true))
{
DrawNameSelector();
}
EditorGUILayout.Separator();
SignalUtility.DrawCenteredMessage(Styles.ProjectHasNoSignalAsset);
if (SignalUtility.DrawCenteredButton(Styles.CreateNewSignal))
CreateNewSignalAsset(SignalUtility.GetNewSignalPath());
EditorGUILayout.Separator();
}
else
{
DrawNameSelector();
}
}
internal void CreateNewSignalAsset(string path)
{
if (!string.IsNullOrEmpty(path))
((ISignalAssetProvider)this).CreateNewSignalAsset(path);
GUIUtility.ExitGUI();
}
void AssignSignalAsset(SignalAsset newAsset)
{
foreach (var o in targets)
{
var signalEmitter = (SignalEmitter)o;
UndoExtensions.RegisterMarker(signalEmitter, Styles.UndoCreateSignalAsset);
signalEmitter.asset = newAsset;
}
}
void DrawNameSelector()
{
SignalUtility.DrawSignalNames(this, EditorGUILayout.GetControlRect(), Styles.EmitSignalLabel, !signalAssetSameValue);
}
bool DrawReceiverHeader(Component receiver)
{
EditorGUILayout.Space();
var lineRect = GUILayoutUtility.GetRect(10, 4, EditorStyles.inspectorTitlebar);
DrawSplitLine(lineRect.y);
var style = EditorGUIUtility.TrTextContentWithIcon(
ObjectNames.NicifyVariableName(receiver.GetType().Name),
AssetPreview.GetMiniThumbnail(receiver));
m_Foldouts[receiver] =
EditorGUILayout.Foldout(m_Foldouts[receiver], style, true, foldoutStyle);
if (m_Foldouts[receiver])
{
DrawReceiverObjectField();
}
return m_Foldouts[receiver];
}
void DrawReceiverObjectField()
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField(Styles.ObjectLabel, m_BoundGameObject, typeof(GameObject), false);
EditorGUI.EndDisabledGroup();
}
void AddReceiverComponent()
{
var receiver = Undo.AddComponent<SignalReceiver>(m_BoundGameObject);
receiver.AddNewReaction(signalAsset);
}
static bool SkipField(string fieldName)
{
return fieldName == "m_Script" || fieldName == "m_Asset" || fieldName == "m_Retroactive" || fieldName == "m_EmitOnce";
}
static void DrawSplitLine(float y)
{
if (Event.current.type != EventType.Repaint) return;
var width = EditorGUIUtility.currentViewWidth;
var position = new Rect(0, y, width + 1, 1);
if (EditorStyles.inspectorTitlebar != null)
EditorStyles.inspectorTitlebar.Draw(position, false, false, false, false);
}
static GameObject GetBoundGameObject(TrackAsset track, PlayableDirector associatedDirector)
{
if (associatedDirector == null || track == null) //if in asset mode, no bound object for you
return null;
var boundObj = TimelineUtility.GetSceneGameObject(associatedDirector, track);
//if the signal is on the timeline marker track and user did not set a binding, assume it's bound to PlayableDirector
if (boundObj == null && track.timelineAsset.markerTrack == track)
boundObj = associatedDirector.gameObject;
return boundObj;
}
static bool IsCurrentSequenceReadOnly()
{
return TimelineWindow.instance.state.editSequence.isReadOnly;
}
}
}