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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;
}
}
}
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