108 lines
4.2 KiB
C#
108 lines
4.2 KiB
C#
![]() |
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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#if UNITY_EDITOR
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using System;
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using UnityEditor;
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using UnityEngine;
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namespace Animancer.Editor
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{
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/// <summary>[Editor-Only] A custom Inspector for <see cref="IAnimancerComponent"/>s.</summary>
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/// https://kybernetik.com.au/animancer/api/Animancer.Editor/BaseAnimancerComponentEditor
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public abstract class BaseAnimancerComponentEditor : UnityEditor.Editor
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{
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/************************************************************************************************************************/
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[NonSerialized]
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private IAnimancerComponent[] _Targets;
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/// <summary><see cref="UnityEditor.Editor.targets"/> casted to <see cref="IAnimancerComponent"/>.</summary>
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public IAnimancerComponent[] Targets
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=> _Targets;
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/************************************************************************************************************************/
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/// <summary>Initializes this <see cref="UnityEditor.Editor"/>.</summary>
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protected virtual void OnEnable()
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{
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var targets = this.targets;
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_Targets = new IAnimancerComponent[targets.Length];
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GatherTargets();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Copies the <see cref="UnityEditor.Editor.targets"/> into the <see cref="_Targets"/> array.
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/// </summary>
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private void GatherTargets()
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{
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for (int i = 0; i < _Targets.Length; i++)
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_Targets[i] = (IAnimancerComponent)targets[i];
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}
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/************************************************************************************************************************/
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/// <summary>Called by the Unity editor to draw the custom Inspector GUI elements.</summary>
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public override void OnInspectorGUI()
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{
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// Normally the targets wouldn't change after OnEnable, but the trick AnimancerComponent.Reset uses to
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// swap the type of an existing component when a new one is added causes the old target to be destroyed.
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GatherTargets();
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serializedObject.Update();
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DoSerializedFieldsGUI();
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serializedObject.ApplyModifiedProperties();
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}
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/************************************************************************************************************************/
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/// <summary>Draws the rest of the Inspector fields after the Animator field.</summary>
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protected void DoSerializedFieldsGUI()
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{
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var property = serializedObject.GetIterator();
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if (!property.NextVisible(true))
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return;
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do
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{
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var path = property.propertyPath;
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if (path == "m_Script")
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continue;
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using (var label = PooledGUIContent.Acquire(property))
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{
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// Let the target try to override.
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if (DoOverridePropertyGUI(path, property, label))
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continue;
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// Otherwise draw the property normally.
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EditorGUILayout.PropertyField(property, label, true);
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}
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}
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while (property.NextVisible(false));
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}
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/************************************************************************************************************************/
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/// <summary>[Editor-Only]
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/// Draws any custom GUI for the `property`.
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/// The return value indicates whether the GUI should replace the regular call to
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/// <see cref="EditorGUILayout.PropertyField(SerializedProperty, GUIContent, bool, GUILayoutOption[])"/>.
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/// True = GUI was drawn, so don't draw the regular GUI.
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/// False = Draw the regular GUI.
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/// </summary>
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protected virtual bool DoOverridePropertyGUI(string path, SerializedProperty property, GUIContent label)
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=> false;
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/************************************************************************************************************************/
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}
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}
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#endif
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