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using UnityEditor.AnimatedValues;
using UnityEngine;
using UnityEngine.UI;
namespace UnityEditor.UI
{
/// <summary>
/// Editor class used to edit UI Graphics.
/// Extend this class to write your own graphic editor.
/// </summary>
[CustomEditor(typeof(MaskableGraphic), false)]
[CanEditMultipleObjects]
public class GraphicEditor : Editor
{
protected SerializedProperty m_Script;
protected SerializedProperty m_Color;
protected SerializedProperty m_Material;
protected SerializedProperty m_RaycastTarget;
protected SerializedProperty m_RaycastPadding;
protected SerializedProperty m_Maskable;
private GUIContent m_CorrectButtonContent;
protected AnimBool m_ShowNativeSize;
GUIContent m_PaddingContent;
GUIContent m_LeftContent;
GUIContent m_RightContent;
GUIContent m_TopContent;
GUIContent m_BottomContent;
static private bool m_ShowPadding = false;
protected virtual void OnDisable()
{
Tools.hidden = false;
m_ShowNativeSize.valueChanged.RemoveListener(Repaint);
SceneView.duringSceneGui -= DrawAnchorsOnSceneView;
}
protected virtual void OnEnable()
{
m_CorrectButtonContent = EditorGUIUtility.TrTextContent("Set Native Size", "Sets the size to match the content.");
m_PaddingContent = EditorGUIUtility.TrTextContent("Raycast Padding");
m_LeftContent = EditorGUIUtility.TrTextContent("Left");
m_RightContent = EditorGUIUtility.TrTextContent("Right");
m_TopContent = EditorGUIUtility.TrTextContent("Top");
m_BottomContent = EditorGUIUtility.TrTextContent("Bottom");
m_Script = serializedObject.FindProperty("m_Script");
m_Color = serializedObject.FindProperty("m_Color");
m_Material = serializedObject.FindProperty("m_Material");
m_RaycastTarget = serializedObject.FindProperty("m_RaycastTarget");
m_RaycastPadding = serializedObject.FindProperty("m_RaycastPadding");
m_Maskable = serializedObject.FindProperty("m_Maskable");
m_ShowNativeSize = new AnimBool(false);
m_ShowNativeSize.valueChanged.AddListener(Repaint);
SceneView.duringSceneGui += DrawAnchorsOnSceneView;
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_Script);
AppearanceControlsGUI();
RaycastControlsGUI();
MaskableControlsGUI();
serializedObject.ApplyModifiedProperties();
}
void DrawAnchorsOnSceneView(SceneView sceneView)
{
if (!target || targets.Length > 1)
return;
if (!sceneView.drawGizmos || !EditorGUIUtility.IsGizmosAllowedForObject(target))
return;
Graphic graphic = target as Graphic;
RectTransform gui = graphic.rectTransform;
Transform ownSpace = gui.transform;
Rect rectInOwnSpace = gui.rect;
Handles.color = Handles.UIColliderHandleColor;
DrawRect(rectInOwnSpace, ownSpace, graphic.raycastPadding);
}
void DrawRect(Rect rect, Transform space, Vector4 offset)
{
Vector3 p0 = space.TransformPoint(new Vector2(rect.x + offset.x, rect.y + offset.y));
Vector3 p1 = space.TransformPoint(new Vector2(rect.x + offset.x, rect.yMax - offset.w));
Vector3 p2 = space.TransformPoint(new Vector2(rect.xMax - offset.z, rect.yMax - offset.w));
Vector3 p3 = space.TransformPoint(new Vector2(rect.xMax - offset.z, rect.y + offset.y));
Handles.DrawLine(p0, p1);
Handles.DrawLine(p1, p2);
Handles.DrawLine(p2, p3);
Handles.DrawLine(p3, p0);
}
/// <summary>
/// Set if the 'Set Native Size' button should be visible for this editor.
/// </summary>
/// <param name="show">Are we showing or hiding the AnimBool for the size.</param>
/// <param name="instant">Should the size AnimBool change instantly.</param>
protected void SetShowNativeSize(bool show, bool instant)
{
if (instant)
m_ShowNativeSize.value = show;
else
m_ShowNativeSize.target = show;
}
/// <summary>
/// GUI for showing a button that sets the size of the RectTransform to the native size for this Graphic.
/// </summary>
protected void NativeSizeButtonGUI()
{
if (EditorGUILayout.BeginFadeGroup(m_ShowNativeSize.faded))
{
EditorGUILayout.BeginHorizontal();
{
GUILayout.Space(EditorGUIUtility.labelWidth);
if (GUILayout.Button(m_CorrectButtonContent, EditorStyles.miniButton))
{
foreach (Graphic graphic in targets.Select(obj => obj as Graphic))
{
Undo.RecordObject(graphic.rectTransform, "Set Native Size");
graphic.SetNativeSize();
EditorUtility.SetDirty(graphic);
}
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndFadeGroup();
}
protected void MaskableControlsGUI()
{
EditorGUILayout.PropertyField(m_Maskable);
}
/// <summary>
/// GUI related to the appearance of the Graphic. Color and Material properties appear here.
/// </summary>
protected void AppearanceControlsGUI()
{
EditorGUILayout.PropertyField(m_Color);
EditorGUILayout.PropertyField(m_Material);
}
/// <summary>
/// GUI related to the Raycasting settings for the graphic.
/// </summary>
protected void RaycastControlsGUI()
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_RaycastTarget);
if (EditorGUI.EndChangeCheck() && target is Graphic graphic)
{
graphic.SetRaycastDirty();
}
float height = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
if (m_ShowPadding)
height += (EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing) * 4;
var rect = EditorGUILayout.GetControlRect(true, height);
EditorGUI.BeginProperty(rect, m_PaddingContent, m_RaycastPadding);
rect.height = EditorGUIUtility.singleLineHeight;
using (var check = new EditorGUI.ChangeCheckScope())
{
m_ShowPadding = EditorGUI.Foldout(rect, m_ShowPadding, m_PaddingContent, true);
if (check.changed)
{
SceneView.RepaintAll();
}
}
if (m_ShowPadding)
{
using (var check = new EditorGUI.ChangeCheckScope())
{
EditorGUI.indentLevel++;
Vector4 newPadding = m_RaycastPadding.vector4Value;
rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
newPadding.x = EditorGUI.FloatField(rect, m_LeftContent, newPadding.x);
rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
newPadding.y = EditorGUI.FloatField(rect, m_BottomContent, newPadding.y);
rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
newPadding.z = EditorGUI.FloatField(rect, m_RightContent, newPadding.z);
rect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
newPadding.w = EditorGUI.FloatField(rect, m_TopContent, newPadding.w);
if (check.changed)
{
m_RaycastPadding.vector4Value = newPadding;
}
EditorGUI.indentLevel--;
}
}
EditorGUI.EndProperty();
}
}
}
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