177 lines
6.2 KiB
C#
177 lines
6.2 KiB
C#
using UnityEditor;
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using UnityEngine;
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using System.CodeDom;
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using Microsoft.CSharp;
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using System.IO;
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using System.CodeDom.Compiler;
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using System.Linq;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Linq.Expressions;
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using System;
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namespace Valve.VR
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{
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[CustomPropertyDrawer(typeof(SteamVR_ActionSet))]
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public class SteamVR_Input_ActionSetPropertyEditor : PropertyDrawer
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{
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protected SteamVR_ActionSet[] actionSets;
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protected string[] enumItems;
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public int selectedIndex = notInitializedIndex;
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protected const int notInitializedIndex = -1;
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protected const int noneIndex = 0;
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protected int addIndex = 1;
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protected const string defaultPathTemplate = " \u26A0 Missing action set: {0}";
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protected string defaultPathLabel = null;
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protected void Awake()
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{
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actionSets = SteamVR_Input.GetActionSets();
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if (actionSets != null && actionSets.Length > 0)
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{
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List<string> enumList = actionSets.Select(actionSet => actionSet.fullPath).ToList();
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enumList.Insert(noneIndex, "None");
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//replace forward slashes with backslack instead
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for (int index = 0; index < enumList.Count; index++)
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enumList[index] = enumList[index].Replace('/', '\\');
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enumList.Add("Add...");
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enumItems = enumList.ToArray();
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}
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else
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{
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enumItems = new string[] { "None", "Add..." };
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}
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addIndex = enumItems.Length - 1;
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/*
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//keep sub menus:
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for (int index = 0; index < enumItems.Length; index++)
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if (enumItems[index][0] == '/')
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enumItems[index] = enumItems[index].Substring(1);
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*/
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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float height = base.GetPropertyHeight(property, label);
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SerializedProperty actionPathProperty = property.FindPropertyRelative("actionSetPath");
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if (string.IsNullOrEmpty(actionPathProperty.stringValue) == false)
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{
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if (selectedIndex == 0)
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return height * 2;
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}
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return height;
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}
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// Draw the property inside the given rect
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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if (SteamVR_Input.actions == null || SteamVR_Input.actions.Length == 0)
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{
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EditorGUI.BeginProperty(position, label, property);
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EditorGUI.LabelField(position, "Please generate SteamVR Input actions");
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EditorGUI.EndProperty();
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return;
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}
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if (enumItems == null || enumItems.Length == 0)
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{
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Awake();
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}
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// Using BeginProperty / EndProperty on the parent property means that
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// prefab override logic works on the entire property.
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EditorGUI.BeginProperty(position, label, property);
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SerializedProperty actionPathProperty = property.FindPropertyRelative("actionSetPath");
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string currentPath = null;
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if (actionPathProperty != null)
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{
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currentPath = actionPathProperty.stringValue;
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if (string.IsNullOrEmpty(currentPath) == false)
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{
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for (int actionSetIndex = 0; actionSetIndex < actionSets.Length; actionSetIndex++)
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{
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if (actionSets[actionSetIndex].fullPath == currentPath)
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{
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selectedIndex = actionSetIndex + 1; // account for none option
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break;
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}
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}
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}
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}
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if (selectedIndex == notInitializedIndex)
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selectedIndex = 0;
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Rect labelPosition = position;
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labelPosition.width = EditorGUIUtility.labelWidth;
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EditorGUI.LabelField(labelPosition, label);
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Rect fieldPosition = position;
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fieldPosition.x = (labelPosition.x + labelPosition.width);
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fieldPosition.width = EditorGUIUtility.currentViewWidth - (labelPosition.x + labelPosition.width) - 5 - 16;
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if (selectedIndex == 0 && string.IsNullOrEmpty(currentPath) == false)
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{
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if (defaultPathLabel == null)
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defaultPathLabel = string.Format(defaultPathTemplate, currentPath);
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Rect defaultLabelPosition = position;
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defaultLabelPosition.y = position.y + fieldPosition.height / 2f;
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EditorGUI.LabelField(defaultLabelPosition, defaultPathLabel);
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}
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Rect objectRect = position;
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objectRect.x = fieldPosition.x + fieldPosition.width + 15;
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objectRect.width = 10;
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bool showInputWindow = false;
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int wasSelected = selectedIndex;
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selectedIndex = EditorGUI.Popup(fieldPosition, selectedIndex, enumItems);
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if (selectedIndex != wasSelected)
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{
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if (selectedIndex == noneIndex || selectedIndex == notInitializedIndex)
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{
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selectedIndex = noneIndex;
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actionPathProperty.stringValue = null;
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}
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else if (selectedIndex == addIndex)
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{
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selectedIndex = wasSelected; // don't change the index
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showInputWindow = true;
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}
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else
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{
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int actionIndex = selectedIndex - 1; // account for none option
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actionPathProperty.stringValue = actionSets[actionIndex].GetPath();
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//property.objectReferenceValue = actions[actionIndex];
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}
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property.serializedObject.ApplyModifiedProperties();
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}
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EditorGUI.EndProperty();
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if (showInputWindow)
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SteamVR_Input_EditorWindow.ShowWindow(); //show the input window so they can add a new actionset
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}
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}
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} |