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ModuleUI.cs
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236 lines (201 loc) · 8.74 KB
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using UnityEngine;
using System.Collections.Generic;
using UnityEditor.EditorTools;
namespace UnityEditor
{
abstract partial class ModuleUI : SerializedModule
{
public ParticleSystemUI m_ParticleSystemUI; // owner
private string m_DisplayName;
protected string m_ToolTip = "";
public SerializedProperty m_Enabled;
private VisibilityState m_VisibilityState;
public List<SerializedProperty> m_ModuleCurves = new List<SerializedProperty>();
private List<SerializedProperty> m_CurvesRemovedWhenFolded = new List<SerializedProperty>();
public enum VisibilityState
{
NotVisible = 0,
VisibleAndFolded = 1,
VisibleAndFoldedOut = 2
}
public bool visibleUI
{
get { return m_VisibilityState != VisibilityState.NotVisible; }
set { SetVisibilityState(value ? VisibilityState.VisibleAndFolded : VisibilityState.NotVisible); }
}
public bool foldout
{
get { return m_VisibilityState == VisibilityState.VisibleAndFoldedOut; }
set { SetVisibilityState(value ? VisibilityState.VisibleAndFoldedOut : VisibilityState.VisibleAndFolded); }
}
public bool enabled
{
get
{
return m_Enabled.boolValue;
}
set
{
if (m_Enabled.boolValue != value)
{
m_Enabled.boolValue = value;
if (value)
OnModuleEnable();
else
OnModuleDisable();
}
}
}
public bool enabledHasMultipleDifferentValues
{
get { return m_Enabled.hasMultipleDifferentValues; }
}
public string displayName
{
get { return m_DisplayName; }
}
public string toolTip
{
get { return m_ToolTip; }
}
public bool isWindowView
{
get { return m_ParticleSystemUI.m_ParticleEffectUI.m_Owner is ParticleSystemWindow; }
}
public ModuleUI(ParticleSystemUI owner, SerializedObject o, string name, string displayName)
: base(o, name)
{
Setup(owner, o, displayName, VisibilityState.NotVisible);
}
public ModuleUI(ParticleSystemUI owner, SerializedObject o, string name, string displayName, VisibilityState initialVisibilityState)
: base(o, name)
{
Setup(owner, o, displayName, initialVisibilityState);
}
private void Setup(ParticleSystemUI owner, SerializedObject o, string displayName, VisibilityState defaultVisibilityState)
{
m_ParticleSystemUI = owner;
m_DisplayName = displayName;
if (this is RendererModuleUI)
m_Enabled = GetProperty0("m_Enabled");
else
m_Enabled = GetProperty("enabled");
m_VisibilityState = VisibilityState.NotVisible;
foreach (Object obj in o.targetObjects)
{
VisibilityState state = (VisibilityState)SessionState.GetInt(GetUniqueModuleName(obj), (int)defaultVisibilityState);
m_VisibilityState = (VisibilityState)Mathf.Max((int)state, (int)m_VisibilityState); // use most visible state
}
CheckVisibilityState();
if (foldout)
Init();
}
protected abstract void Init();
public virtual void Validate() {}
public virtual float GetXAxisScalar() {return 1f; }
public abstract void OnInspectorGUI(InitialModuleUI initial);
public virtual void OnSceneViewGUI() {} // Like OnSceneGUI but only called once when in multi edit mode where OnSceneGUI is called for each target.
public virtual void UpdateCullingSupportedString(ref string text) {}
protected virtual void OnModuleEnable()
{
Undo.undoRedoEvent += UndoRedoPerformed;
Init(); // ensure initialized
}
public virtual void UndoRedoPerformed(in UndoRedoInfo info)
{
// If the undo operation has changed the module to now be disabled then we should remove any of its curves from the curve editor. (case 861424)
if (!enabled)
OnModuleDisable();
}
protected virtual void OnModuleDisable()
{
Undo.undoRedoEvent -= UndoRedoPerformed;
ParticleSystemCurveEditor psce = m_ParticleSystemUI.m_ParticleEffectUI.GetParticleSystemCurveEditor();
foreach (SerializedProperty curveProp in m_ModuleCurves)
{
if (psce.IsAdded(curveProp))
psce.RemoveCurve(curveProp);
}
}
internal void CheckVisibilityState()
{
bool isRendererModule = this is RendererModuleUI;
// Ensure disabled modules are only visible if show all modules is true. Except the renderer module, we want that
// to be shown always if the module is there which means that we have a ParticleSystemRenderer
if (!isRendererModule && !m_Enabled.boolValue && !ParticleEffectUI.GetAllModulesVisible())
SetVisibilityState(VisibilityState.NotVisible);
// Ensure enabled modules are visible
if (m_Enabled.boolValue && !visibleUI)
SetVisibilityState(VisibilityState.VisibleAndFolded);
}
protected virtual void SetVisibilityState(VisibilityState newState)
{
if (newState != m_VisibilityState)
{
if (newState == VisibilityState.VisibleAndFolded)
{
// Remove curves from the curveeditor when closing modules (and put them back when folding out again)
ParticleSystemCurveEditor psce = m_ParticleSystemUI.m_ParticleEffectUI.GetParticleSystemCurveEditor();
foreach (SerializedProperty curveProp in m_ModuleCurves)
{
if (psce.IsAdded(curveProp))
{
m_CurvesRemovedWhenFolded.Add(curveProp);
psce.SetVisible(curveProp, false);
}
}
psce.Refresh();
}
else if (newState == VisibilityState.VisibleAndFoldedOut)
{
ParticleSystemCurveEditor psce = m_ParticleSystemUI.m_ParticleEffectUI.GetParticleSystemCurveEditor();
foreach (SerializedProperty curveProp in m_CurvesRemovedWhenFolded)
{
psce.SetVisible(curveProp, true);
}
m_CurvesRemovedWhenFolded.Clear();
psce.Refresh();
}
m_VisibilityState = newState;
foreach (Object obj in serializedObject.targetObjects)
{
SessionState.SetInt(GetUniqueModuleName(obj), (int)m_VisibilityState);
}
if (newState == VisibilityState.VisibleAndFoldedOut)
Init();
}
}
protected ParticleSystem GetParticleSystem()
{
return m_Enabled.serializedObject.targetObject as ParticleSystem;
}
public ParticleSystemCurveEditor GetParticleSystemCurveEditor()
{
return m_ParticleSystemUI.m_ParticleEffectUI.GetParticleSystemCurveEditor();
}
public virtual bool DrawHeader(Rect rect, GUIContent label)
{
// When displaying prefab overrides, the whole UI is disabled, but we still need to be able to expand the modules to see the settings - this doesn't modify the asset
bool wasEnabled = GUI.enabled;
GUI.enabled = true;
EditorGUI.BeginChangeCheck();
label = EditorGUI.BeginProperty(rect, label, m_Enabled);
var toggleState = GUI.Toggle(rect, foldout, label, ParticleSystemStyles.Get().moduleHeaderStyle);
EditorGUI.EndProperty();
if (EditorGUI.EndChangeCheck())
ToolManager.RefreshAvailableTools();
GUI.enabled = wasEnabled;
return toggleState;
}
public void AddToModuleCurves(SerializedProperty curveProp)
{
m_ModuleCurves.Add(curveProp);
if (!foldout)
m_CurvesRemovedWhenFolded.Add(curveProp);
}
// See ParticleSystemGUI.cs for more ModuleUI GUI helper functions...
}
} // namespace UnityEditor