610 lines
25 KiB
C#
610 lines
25 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using AlicizaX.UI.Extension;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.UI;
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using AnimatorControllerParameterType = UnityEngine.AnimatorControllerParameterType;
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namespace UnityEngine.UI
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{
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[CanEditMultipleObjects]
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[CustomEditor(typeof(UXSelectable), true)]
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internal class UXSelectableEditor : Editor
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{
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private static bool s_ShowNavigation = false;
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public static string s_ShowNavigationKey = "SelectableEditor.ShowNavigation";
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GUIContent m_VisualizeNavigation = EditorGUIUtility.TrTextContent("Visualize", "Show navigation flows between selectable UI elements.");
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private static List<UXSelectableEditor> s_Editors = new List<UXSelectableEditor>();
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// 序列化属性(基类需要)
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protected SerializedProperty m_Navigation;
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protected SerializedProperty m_MainTransition;
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protected SerializedProperty m_Interactable;
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protected SerializedProperty m_animator;
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// 抽象皮肤(现在放在基类)
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protected GUISkin customSkin;
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// Tab 管理结构
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protected class EditorTab
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{
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public string title;
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public string iconName;
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public List<Action> callbacks = new List<Action>();
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public EditorTab(string t, string icon)
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{
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title = t;
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iconName = icon;
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}
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}
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private List<EditorTab> _tabs = new List<EditorTab>();
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private int _currentTabIndex = 0;
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protected virtual void OnEnable()
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{
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s_ShowNavigation = EditorPrefs.GetBool(s_ShowNavigationKey);
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s_Editors.Add(this);
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RegisterStaticOnSceneGUI();
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m_Navigation = serializedObject.FindProperty("m_Navigation");
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m_MainTransition = serializedObject.FindProperty("m_MainTransition");
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m_Interactable = serializedObject.FindProperty("m_Interactable");
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m_animator = serializedObject.FindProperty("_animator");
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// load customSkin once in base; 调整路径为你项目中 GUISkin 的实际路径(必要时修改)
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customSkin = AssetDatabase.LoadAssetAtPath<GUISkin>("Packages/com.alicizax.unity.ui.extension/Editor/Res/GUISkin/UIExtensionGUISkin.guiskin");
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// Ensure default Image tab exists and contains DrawSelectableInspector
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EnsureDefaultImageTab();
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}
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protected virtual void OnDisable()
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{
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s_Editors.Remove(this);
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RegisterStaticOnSceneGUI();
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_tabs.Clear();
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_currentTabIndex = 0;
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}
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#region Tab API (Register / Append / Remove / Unregister)
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/// <summary>
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/// 注册一个新 tab(如果已存在同名 tab,则替换其 icon 和清空回调,再加入 drawCallback)
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/// </summary>
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protected void RegisterTab(string title, string iconName, Action drawCallback)
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{
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if (string.IsNullOrEmpty(title)) return;
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var tab = _tabs.Find(t => t.title == title);
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if (tab == null)
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{
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tab = new EditorTab(title, iconName);
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_tabs.Add(tab);
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}
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else
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{
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tab.iconName = iconName;
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tab.callbacks.Clear();
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}
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if (drawCallback != null)
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tab.callbacks.Add(drawCallback);
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}
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/// <summary>
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/// 在已存在 tab 后追加一个 callback;若 tab 不存在则创建并追加。
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/// </summary>
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protected void AppendToTab(string title, Action drawCallback, bool last = true)
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{
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if (string.IsNullOrEmpty(title) || drawCallback == null) return;
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var tab = _tabs.Find(t => t.title == title);
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if (tab == null)
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{
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tab = new EditorTab(title, "d_DefaultAsset Icon");
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_tabs.Add(tab);
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}
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// 避免重复追加(简单判断)
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if (!tab.callbacks.Contains(drawCallback))
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{
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if (last)
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{
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tab.callbacks.Add(drawCallback);
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}
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else
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{
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tab.callbacks.Insert(0, drawCallback);
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}
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}
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}
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/// <summary>
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/// 从指定 tab 中移除某个 callback(子类在 OnDisable 应该调用以清理)
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/// </summary>
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protected void RemoveCallbackFromTab(string title, Action drawCallback)
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{
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if (string.IsNullOrEmpty(title) || drawCallback == null) return;
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var tab = _tabs.Find(t => t.title == title);
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if (tab == null) return;
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tab.callbacks.RemoveAll(cb => cb == drawCallback);
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}
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/// <summary>
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/// 卸载整个 tab(移除该 title 的所有 callbacks 与 tab 本身)。
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/// 如果当前选中的索引超出范围,会自动修正为合法值。
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/// 注意:基类默认创建的 "Image" 页签通常不应被移除,若需要保护可以在此加判断。
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/// </summary>
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protected void UnregisterTab(string title)
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{
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if (string.IsNullOrEmpty(title)) return;
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_tabs.RemoveAll(t => t.title == title);
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// 修正当前索引,避免越界
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if (_tabs.Count == 0)
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{
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_currentTabIndex = 0;
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}
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else if (_currentTabIndex >= _tabs.Count)
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{
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_currentTabIndex = Mathf.Max(0, _tabs.Count - 1);
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}
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}
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private void EnsureDefaultImageTab()
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{
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// 如果还没有 Image tab,创建并把 DrawSelectableInspector 放到第一个 callback
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var tab = _tabs.Find(t => t.title == "Image");
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if (tab == null)
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{
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tab = new EditorTab("Image", "d_Texture Icon");
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_tabs.Insert(0, tab);
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}
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// 确保基类绘制在 Image 页签的第一个 callback (避免重复)
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if (!tab.callbacks.Contains(DrawSelectableInspector))
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tab.callbacks.Insert(0, DrawSelectableInspector);
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}
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#endregion
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protected void DrawToggleShowNavigation()
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{
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Rect toggleRect = EditorGUILayout.GetControlRect();
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toggleRect.xMin += EditorGUIUtility.labelWidth;
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EditorGUI.BeginChangeCheck();
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s_ShowNavigation = GUI.Toggle(toggleRect, s_ShowNavigation, m_VisualizeNavigation, EditorStyles.miniButton);
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if (EditorGUI.EndChangeCheck())
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{
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EditorPrefs.SetBool(s_ShowNavigationKey, s_ShowNavigation);
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SceneView.RepaintAll();
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}
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}
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#region Scene GUI visualization (unchanged)
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private void RegisterStaticOnSceneGUI()
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{
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SceneView.duringSceneGui -= StaticOnSceneGUI;
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if (s_Editors.Count > 0)
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SceneView.duringSceneGui += StaticOnSceneGUI;
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}
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private static void StaticOnSceneGUI(SceneView view)
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{
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if (!s_ShowNavigation)
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return;
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UXSelectable[] selectables = UXSelectable.allSelectablesArray;
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for (int i = 0; i < selectables.Length; i++)
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{
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UXSelectable s = selectables[i];
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if (StageUtility.IsGameObjectRenderedByCamera(s.gameObject, Camera.current))
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DrawNavigationForSelectable(s);
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}
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}
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private static void DrawNavigationForSelectable(UXSelectable sel)
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{
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if (sel == null)
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return;
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Transform transform = sel.transform;
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bool active = Selection.transforms.Any(e => e == transform);
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Handles.color = new Color(1.0f, 0.6f, 0.2f, active ? 1.0f : 0.4f);
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DrawNavigationArrow(-Vector2.right, sel, sel.FindSelectableOnLeft());
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DrawNavigationArrow(Vector2.up, sel, sel.FindSelectableOnUp());
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Handles.color = new Color(1.0f, 0.9f, 0.1f, active ? 1.0f : 0.4f);
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DrawNavigationArrow(Vector2.right, sel, sel.FindSelectableOnRight());
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DrawNavigationArrow(-Vector2.up, sel, sel.FindSelectableOnDown());
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}
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const float kArrowThickness = 2.5f;
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const float kArrowHeadSize = 1.2f;
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private static void DrawNavigationArrow(Vector2 direction, UXSelectable fromObj, UXSelectable toObj)
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{
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if (fromObj == null || toObj == null)
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return;
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Transform fromTransform = fromObj.transform;
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Transform toTransform = toObj.transform;
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Vector2 sideDir = new Vector2(direction.y, -direction.x);
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Vector3 fromPoint = fromTransform.TransformPoint(GetPointOnRectEdge(fromTransform as RectTransform, direction));
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Vector3 toPoint = toTransform.TransformPoint(GetPointOnRectEdge(toTransform as RectTransform, -direction));
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float fromSize = HandleUtility.GetHandleSize(fromPoint) * 0.05f;
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float toSize = HandleUtility.GetHandleSize(toPoint) * 0.05f;
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fromPoint += fromTransform.TransformDirection(sideDir) * fromSize;
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toPoint += toTransform.TransformDirection(sideDir) * toSize;
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float length = Vector3.Distance(fromPoint, toPoint);
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Vector3 fromTangent = fromTransform.rotation * direction * length * 0.3f;
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Vector3 toTangent = toTransform.rotation * -direction * length * 0.3f;
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Handles.DrawBezier(fromPoint, toPoint, fromPoint + fromTangent, toPoint + toTangent, Handles.color, null, kArrowThickness);
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Handles.DrawAAPolyLine(kArrowThickness, toPoint, toPoint + toTransform.rotation * (-direction - sideDir) * toSize * kArrowHeadSize);
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Handles.DrawAAPolyLine(kArrowThickness, toPoint, toPoint + toTransform.rotation * (-direction + sideDir) * toSize * kArrowHeadSize);
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}
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private static Vector3 GetPointOnRectEdge(RectTransform rect, Vector2 dir)
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{
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if (rect == null)
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return Vector3.zero;
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if (dir != Vector2.zero)
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dir /= Mathf.Max(Mathf.Abs(dir.x), Mathf.Abs(dir.y));
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dir = rect.rect.center + Vector2.Scale(rect.rect.size, dir * 0.5f);
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return dir;
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}
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#endregion
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/// <summary>
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/// 子类调用:绘制基类的通用 Inspector(Navigation / Interactable / Main Transition)
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/// </summary>
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protected void DrawSelectableInspector()
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{
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if (m_Navigation != null)
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{
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var modeProp = m_Navigation.FindPropertyRelative("m_Mode");
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EditorGUI.BeginChangeCheck();
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EditorGUI.showMixedValue = modeProp.hasMultipleDifferentValues;
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UXNavigation.Mode cur = (UXNavigation.Mode)modeProp.intValue;
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UXNavigation.Mode next = (UXNavigation.Mode)EditorGUILayout.EnumFlagsField("Navigation", cur);
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EditorGUI.showMixedValue = false;
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if (EditorGUI.EndChangeCheck())
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{
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modeProp.intValue = (int)next;
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}
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int explicitMask = (int)UXNavigation.Mode.Explicit;
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int value = modeProp.intValue;
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bool onlyExplicit = !modeProp.hasMultipleDifferentValues && (value & explicitMask) == explicitMask && (value & ~explicitMask) == 0;
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if (onlyExplicit)
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{
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EditorGUILayout.PropertyField(m_Navigation.FindPropertyRelative("m_SelectOnUp"));
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EditorGUILayout.PropertyField(m_Navigation.FindPropertyRelative("m_SelectOnDown"));
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EditorGUILayout.PropertyField(m_Navigation.FindPropertyRelative("m_SelectOnLeft"));
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EditorGUILayout.PropertyField(m_Navigation.FindPropertyRelative("m_SelectOnRight"));
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}
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serializedObject.ApplyModifiedProperties();
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}
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DrawToggleShowNavigation();
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if (customSkin != null)
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{
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var interactable = GUILayoutHelper.DrawToggle(m_Interactable.boolValue, customSkin, "Interactable");
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if (interactable != m_Interactable.boolValue)
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{
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(target as UXSelectable).Interactable = interactable;
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m_Interactable.boolValue = interactable;
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var selProp = serializedObject.FindProperty("m_SelectionState");
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if (selProp != null)
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{
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selProp.enumValueIndex = interactable ? (int)UXSelectable.SelectionState.Normal : (int)UXSelectable.SelectionState.Disabled;
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}
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}
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}
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GUILayout.Space(1);
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serializedObject.ApplyModifiedProperties();
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DrawSelfTransition();
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GUILayout.Space(5);
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}
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#region MainTransition helpers (moved to base)
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protected virtual void DrawSelfTransition()
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{
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if (m_MainTransition == null)
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return;
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GUILayout.BeginVertical(EditorStyles.helpBox);
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EditorGUILayout.LabelField("Main Transition", EditorStyles.boldLabel);
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SerializedProperty targetGraphic = m_MainTransition.FindPropertyRelative("targetGraphic");
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var graphic = targetGraphic.objectReferenceValue as Graphic;
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if (graphic == null)
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{
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graphic = (target as UXSelectable).GetComponent<Graphic>();
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if (targetGraphic != null)
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targetGraphic.objectReferenceValue = graphic;
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}
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SerializedProperty transition = m_MainTransition.FindPropertyRelative("transition");
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var currentTransition = GetTransition(transition);
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switch (currentTransition)
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{
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case Selectable.Transition.ColorTint:
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case Selectable.Transition.SpriteSwap:
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EditorGUILayout.PropertyField(targetGraphic);
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break;
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}
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EditorGUILayout.PropertyField(transition);
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Animator animator = null;
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if (target is UXSelectable anima)
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{
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animator = anima.GetComponent<Animator>();
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}
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else if (m_animator.objectReferenceValue != null)
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{
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animator = (Animator)m_animator.objectReferenceValue;
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}
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switch (currentTransition)
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{
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case Selectable.Transition.ColorTint:
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if (graphic == null)
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EditorGUILayout.HelpBox("需要Graphic组件来使用颜色过渡", MessageType.Warning);
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break;
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case Selectable.Transition.SpriteSwap:
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if (!(graphic is Image))
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EditorGUILayout.HelpBox("需要Image组件来使用精灵切换", MessageType.Warning);
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break;
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case Selectable.Transition.Animation:
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if (animator == null)
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EditorGUILayout.HelpBox("需要Animator组件来使用动画切换", MessageType.Warning);
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break;
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}
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switch (currentTransition)
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{
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case Selectable.Transition.ColorTint:
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CheckAndSetColorDefaults(m_MainTransition.FindPropertyRelative("colors"), targetGraphic);
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EditorGUILayout.PropertyField(m_MainTransition.FindPropertyRelative("colors"));
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break;
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case Selectable.Transition.SpriteSwap:
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EditorGUILayout.PropertyField(m_MainTransition.FindPropertyRelative("spriteState"));
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break;
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case Selectable.Transition.Animation:
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EditorGUILayout.PropertyField(m_MainTransition.FindPropertyRelative("animationTriggers"));
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if (animator == null || animator.runtimeAnimatorController == null)
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{
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if (GUILayout.Button("Auto Generate Animation"))
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{
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var animationTrigger = m_MainTransition.FindPropertyRelative("animationTriggers");
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var controller = GenerateSelectableAnimatorContoller(animationTrigger, target);
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if (controller != null)
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{
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if (animator == null)
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animator = (target as UXSelectable).gameObject.AddComponent<Animator>();
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UnityEditor.Animations.AnimatorController.SetAnimatorController(animator, controller);
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}
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}
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}
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break;
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}
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if (graphic != null && currentTransition != (Selectable.Transition)transition.enumValueIndex &&
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((Selectable.Transition)transition.enumValueIndex == Selectable.Transition.Animation ||
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(Selectable.Transition)transition.enumValueIndex == Selectable.Transition.None))
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{
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graphic.canvasRenderer.SetColor(Color.white);
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}
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EditorGUILayout.Space();
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GUILayout.EndVertical();
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}
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protected void CheckAndSetColorDefaults(SerializedProperty colorBlock, SerializedProperty targetGraphic)
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{
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if (colorBlock == null) return;
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bool isDirty = false;
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string[] colorProps = new string[] { "m_NormalColor", "m_HighlightedColor", "m_PressedColor", "m_SelectedColor", "m_DisabledColor" };
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foreach (var propName in colorProps)
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{
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SerializedProperty prop = colorBlock.FindPropertyRelative(propName);
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if (prop == null) continue;
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Color color = prop.colorValue;
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if (color.r == 0 && color.g == 0 && color.b == 0 && color.a == 0)
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{
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isDirty = true;
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if (prop.name == "m_PressedColor")
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{
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prop.colorValue = new Color(0.7843137f, 0.7843137f, 0.7843137f, 1.0f);
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}
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else if (prop.name == "m_DisabledColor")
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{
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prop.colorValue = new Color(0.7843137f, 0.7843137f, 0.7843137f, 0.5f);
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}
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else
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{
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prop.colorValue = Color.white;
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}
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}
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}
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SerializedProperty fadeDuration = colorBlock.FindPropertyRelative("m_FadeDuration");
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SerializedProperty m_ColorMultiplier = colorBlock.FindPropertyRelative("m_ColorMultiplier");
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if (isDirty)
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{
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if (m_ColorMultiplier != null) m_ColorMultiplier.floatValue = 1f;
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if (fadeDuration != null) fadeDuration.floatValue = 0.1f;
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}
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var graphic = targetGraphic != null ? targetGraphic.objectReferenceValue as Graphic : null;
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if (graphic != null)
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{
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if (!EditorApplication.isPlaying)
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{
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SerializedProperty normalColorProp = colorBlock.FindPropertyRelative("m_NormalColor");
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if (normalColorProp != null)
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{
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Color color = normalColorProp.colorValue;
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graphic.canvasRenderer.SetColor(color);
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}
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}
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}
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}
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protected static UnityEditor.Animations.AnimatorController GenerateSelectableAnimatorContoller(SerializedProperty property, UnityEngine.Object targetObj)
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{
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if (targetObj == null || property == null)
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return null;
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var targetAsGO = (targetObj as UXSelectable);
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var path = GetSaveControllerPath(targetAsGO);
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if (string.IsNullOrEmpty(path))
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return null;
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SerializedProperty normalTrigger = property.FindPropertyRelative("m_NormalTrigger");
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SerializedProperty highlightedTrigger = property.FindPropertyRelative("m_HighlightedTrigger");
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SerializedProperty pressedTrigger = property.FindPropertyRelative("m_PressedTrigger");
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SerializedProperty selectedTrigger = property.FindPropertyRelative("m_SelectedTrigger");
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SerializedProperty disabledTrigger = property.FindPropertyRelative("m_DisabledTrigger");
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var normalName = string.IsNullOrEmpty(normalTrigger.stringValue) ? "Normal" : normalTrigger.stringValue;
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var highlightedName = string.IsNullOrEmpty(highlightedTrigger.stringValue) ? "Highlighted" : highlightedTrigger.stringValue;
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var pressedName = string.IsNullOrEmpty(pressedTrigger.stringValue) ? "Pressed" : pressedTrigger.stringValue;
|
||
var selectedName = string.IsNullOrEmpty(selectedTrigger.stringValue) ? "Selected" : selectedTrigger.stringValue;
|
||
var disabledName = string.IsNullOrEmpty(disabledTrigger.stringValue) ? "Disabled" : disabledTrigger.stringValue;
|
||
|
||
var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(path);
|
||
GenerateTriggerableTransition(normalName, controller);
|
||
GenerateTriggerableTransition(highlightedName, controller);
|
||
GenerateTriggerableTransition(pressedName, controller);
|
||
GenerateTriggerableTransition(selectedName, controller);
|
||
GenerateTriggerableTransition(disabledName, controller);
|
||
|
||
AssetDatabase.ImportAsset(path);
|
||
|
||
return controller;
|
||
}
|
||
|
||
private static AnimationClip GenerateTriggerableTransition(string name, UnityEditor.Animations.AnimatorController controller)
|
||
{
|
||
// Create the clip
|
||
var clip = UnityEditor.Animations.AnimatorController.AllocateAnimatorClip(name);
|
||
AssetDatabase.AddObjectToAsset(clip, controller);
|
||
|
||
// Create a state in the animatior controller for this clip
|
||
var state = controller.AddMotion(clip);
|
||
|
||
// Add a transition property
|
||
controller.AddParameter(name, AnimatorControllerParameterType.Trigger);
|
||
|
||
// Add an any state transition
|
||
var stateMachine = controller.layers[0].stateMachine;
|
||
var transition = stateMachine.AddAnyStateTransition(state);
|
||
transition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, name);
|
||
return clip;
|
||
}
|
||
|
||
private static string GetSaveControllerPath(UXSelectable target)
|
||
{
|
||
var defaultName = target != null ? target.gameObject.name : "NewController";
|
||
var message = string.Format("Create a new animator for the game object '{0}':", defaultName);
|
||
return EditorUtility.SaveFilePanelInProject("New Animation Contoller", defaultName, "controller", message);
|
||
}
|
||
|
||
protected static Selectable.Transition GetTransition(SerializedProperty transition)
|
||
{
|
||
if (transition == null) return Selectable.Transition.None;
|
||
return (Selectable.Transition)transition.enumValueIndex;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Tab drawing entry
|
||
|
||
public override void OnInspectorGUI()
|
||
{
|
||
serializedObject.Update();
|
||
DrawTabs();
|
||
serializedObject.ApplyModifiedProperties();
|
||
}
|
||
|
||
protected void DrawTabs()
|
||
{
|
||
if (_tabs == null || _tabs.Count == 0)
|
||
{
|
||
// fallback: draw base directly
|
||
DrawSelectableInspector();
|
||
return;
|
||
}
|
||
|
||
EditorGUILayout.BeginHorizontal();
|
||
|
||
for (int i = 0; i < _tabs.Count; i++)
|
||
{
|
||
var tab = _tabs[i];
|
||
bool isActive = (i == _currentTabIndex);
|
||
var style = new GUIStyle(EditorStyles.toolbarButton) { fixedHeight = 25, fontSize = 11, fontStyle = isActive ? FontStyle.Bold : FontStyle.Normal };
|
||
|
||
var content = new GUIContent(EditorGUIUtility.IconContent(tab.iconName).image, tab.title);
|
||
if (GUILayout.Button(content, style))
|
||
{
|
||
_currentTabIndex = i;
|
||
}
|
||
|
||
if (isActive)
|
||
{
|
||
Rect rect = GUILayoutUtility.GetLastRect();
|
||
EditorGUI.DrawRect(new Rect(rect.x, rect.yMax - 2, rect.width, 2), new Color(0.1f, 0.5f, 0.9f));
|
||
}
|
||
}
|
||
|
||
EditorGUILayout.EndHorizontal();
|
||
GUILayout.Space(4);
|
||
|
||
// draw current tab content (call all callbacks registered for the tab)
|
||
var callbacks = _tabs[_currentTabIndex].callbacks;
|
||
if (callbacks != null)
|
||
{
|
||
foreach (var cb in callbacks)
|
||
{
|
||
try
|
||
{
|
||
cb?.Invoke();
|
||
}
|
||
catch (UnityEngine.ExitGUIException)
|
||
{
|
||
// Unity 用 ExitGUIException 来中断 GUI 流程 —— 需要重新抛出,让 Unity 处理
|
||
throw;
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
// 仅记录真正的异常
|
||
Debug.LogException(e);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
}
|