|
1 |
| -using System.Collections; |
2 |
| -using System.Collections.Generic; |
3 |
| -using System.Linq; |
4 |
| -using UnityEngine; |
5 |
| -using UnityEditor; |
6 |
| - |
7 |
| -namespace a3geek.PhysicsLayers.Editors |
8 |
| -{ |
9 |
| - using Common; |
10 |
| - using Components.InternalManagements; |
11 |
| - |
12 |
| - public partial class LayersManagerInspector |
13 |
| - { |
14 |
| - private void DrawPhysicsLayers(Dictionary<int, string> layers) |
15 |
| - { |
16 |
| - EditorGUI.indentLevel += 1; |
17 |
| - |
18 |
| - using(var vert = new EditorGUILayout.VerticalScope()) |
19 |
| - { |
20 |
| - using(var hori = new EditorGUILayout.HorizontalScope()) |
21 |
| - { |
22 |
| - EditorGUILayout.PrefixLabel("Size"); |
23 |
| - |
24 |
| - var count = EditorGUILayout.DelayedIntField(layers.Count); |
25 |
| - layers.SetCount(count, index => index + LayersManager.UnityLayerCount, index => "PhysicsLayer" + index); |
26 |
| - } |
27 |
| - |
28 |
| - EditorGUILayout.Space(); |
29 |
| - |
30 |
| - var layerIDs = new List<int>(layers.Keys); |
31 |
| - foreach(var layerID in layerIDs) |
32 |
| - { |
33 |
| - using(var hori = new EditorGUILayout.HorizontalScope()) |
34 |
| - { |
35 |
| - var layerName = layers[layerID]; |
36 |
| - |
37 |
| - EditorGUILayout.PrefixLabel("Layer ID : " + layerID); |
38 |
| - layers[layerID] = EditorGUILayout.DelayedTextField(layerName); |
39 |
| - |
40 |
| - if(string.IsNullOrEmpty(layers[layerID]) == true) |
41 |
| - { |
42 |
| - layers[layerID] = layerName; |
43 |
| - } |
44 |
| - |
45 |
| - if(GUILayout.Button("Delete")) |
46 |
| - { |
47 |
| - layers.Remove(layerID); |
48 |
| - } |
49 |
| - } |
50 |
| - } |
51 |
| - } |
52 |
| - |
53 |
| - EditorGUI.indentLevel -= 1; |
54 |
| - } |
55 |
| - |
56 |
| - private void DrawCollInfos(PhysicsLayerInfos layerInfos) |
57 |
| - { |
58 |
| - EditorGUI.indentLevel += 1; |
59 |
| - |
60 |
| - this.collInfosFolders.SetCount(layerInfos.LayerCount, index => new CollInfosFolders()); |
61 |
| - |
62 |
| - var i = 0; |
63 |
| - foreach(var physicsLayer in layerInfos.GetEnumerable().OrderBy(layer => layer.LayerID)) |
64 |
| - { |
65 |
| - var folder = this.collInfosFolders[i]; |
66 |
| - folder.collision = EditorGUILayout.Foldout(folder.collision, "Collision : " + physicsLayer.LayerName, true); |
67 |
| - if(this.collInfosFolders[i].collision == false) |
68 |
| - { |
69 |
| - i++; |
70 |
| - continue; |
71 |
| - } |
72 |
| - |
73 |
| - var collInfos = physicsLayer.CollisionInfos; |
74 |
| - |
75 |
| - EditorGUI.indentLevel += 1; |
76 |
| - using(var vert = new EditorGUILayout.VerticalScope()) |
77 |
| - { |
78 |
| - var keys = collInfos.Keys.OrderBy(info => info); |
79 |
| - var physicsKeys = keys.Where(key => key >= LayersManager.UnityLayerCount); |
80 |
| - |
81 |
| - folder.unityLayer = EditorGUILayout.Foldout(folder.unityLayer, "Unity Layers", true); |
82 |
| - if(folder.unityLayer == true) |
83 |
| - { |
84 |
| - EditorGUI.indentLevel += 1; |
85 |
| - |
86 |
| - var unityKeys = keys.Where(key => key < LayersManager.UnityLayerCount); |
87 |
| - foreach(var key in unityKeys) |
88 |
| - { |
89 |
| - collInfos[key] = this.DrawCollInfo(key, collInfos[key]); |
90 |
| - } |
91 |
| - |
92 |
| - EditorGUI.indentLevel -= 1; |
93 |
| - } |
94 |
| - |
95 |
| - EditorGUILayout.Space(); |
96 |
| - folder.physicsLayer = EditorGUILayout.Foldout(folder.physicsLayer, "Physics Layers", true); |
97 |
| - if(folder.physicsLayer == true) |
98 |
| - { |
99 |
| - EditorGUI.indentLevel += 1; |
100 |
| - |
101 |
| - foreach(var key in physicsKeys) |
102 |
| - { |
103 |
| - if(key < physicsLayer.LayerID) |
104 |
| - { |
105 |
| - collInfos[key] = layerInfos[key][physicsLayer.LayerID].Collision; |
106 |
| - } |
107 |
| - else |
108 |
| - { |
109 |
| - collInfos[key] = this.DrawCollInfo(key, collInfos[key]); |
110 |
| - } |
111 |
| - } |
112 |
| - |
113 |
| - EditorGUI.indentLevel -= 1; |
114 |
| - } |
115 |
| - } |
116 |
| - |
117 |
| - i++; |
118 |
| - physicsLayer.Update(collInfos); |
119 |
| - EditorGUI.indentLevel -= 1; |
120 |
| - } |
121 |
| - |
122 |
| - EditorGUI.indentLevel -= 1; |
123 |
| - } |
124 |
| - |
125 |
| - private bool DrawCollInfo(int layerID, bool collision) |
126 |
| - { |
127 |
| - using(var hori = new EditorGUILayout.HorizontalScope()) |
128 |
| - { |
129 |
| - EditorGUILayout.PrefixLabel(this.Target.LayerToName(layerID)); |
130 |
| - return EditorGUILayout.Toggle(collision); |
131 |
| - } |
132 |
| - } |
133 |
| - } |
134 |
| -} |
| 1 | +using System.Collections; |
| 2 | +using System.Collections.Generic; |
| 3 | +using System.Linq; |
| 4 | +using UnityEngine; |
| 5 | +using UnityEditor; |
| 6 | + |
| 7 | +namespace a3geek.PhysicsLayers.Editors |
| 8 | +{ |
| 9 | + using Common; |
| 10 | + using Components.InternalManagements; |
| 11 | + using Common.Extensions; |
| 12 | + |
| 13 | + public partial class LayersManagerInspector |
| 14 | + { |
| 15 | + private void DrawPhysicsLayers(Dictionary<int, string> layers) |
| 16 | + { |
| 17 | + EditorGUI.indentLevel += 1; |
| 18 | + |
| 19 | + using(var vert = new EditorGUILayout.VerticalScope()) |
| 20 | + { |
| 21 | + using(var hori = new EditorGUILayout.HorizontalScope()) |
| 22 | + { |
| 23 | + EditorGUILayout.PrefixLabel("Size"); |
| 24 | + |
| 25 | + var count = EditorGUILayout.DelayedIntField(layers.Count); |
| 26 | + layers.SetCount(count, index => index + LayersManager.UnityLayerCount, index => "PhysicsLayer" + index); |
| 27 | + } |
| 28 | + |
| 29 | + EditorGUILayout.Space(); |
| 30 | + |
| 31 | + var layerIDs = new List<int>(layers.Keys); |
| 32 | + foreach(var layerID in layerIDs) |
| 33 | + { |
| 34 | + using(var hori = new EditorGUILayout.HorizontalScope()) |
| 35 | + { |
| 36 | + var layerName = layers[layerID]; |
| 37 | + |
| 38 | + EditorGUILayout.PrefixLabel("Layer ID : " + layerID); |
| 39 | + layers[layerID] = EditorGUILayout.DelayedTextField(layerName); |
| 40 | + |
| 41 | + if(string.IsNullOrEmpty(layers[layerID]) == true) |
| 42 | + { |
| 43 | + layers[layerID] = layerName; |
| 44 | + } |
| 45 | + |
| 46 | + if(GUILayout.Button("Delete")) |
| 47 | + { |
| 48 | + layers.Remove(layerID); |
| 49 | + } |
| 50 | + } |
| 51 | + } |
| 52 | + } |
| 53 | + |
| 54 | + EditorGUI.indentLevel -= 1; |
| 55 | + } |
| 56 | + |
| 57 | + private void DrawCollInfos(PhysicsLayerInfos layerInfos) |
| 58 | + { |
| 59 | + EditorGUI.indentLevel += 1; |
| 60 | + |
| 61 | + this.collInfosFolders.SetCount(layerInfos.LayerCount, index => new CollInfosFolders()); |
| 62 | + |
| 63 | + var i = 0; |
| 64 | + foreach(var physicsLayer in layerInfos.GetEnumerable().OrderBy(layer => layer.LayerID)) |
| 65 | + { |
| 66 | + var folder = this.collInfosFolders[i]; |
| 67 | + folder.collision = EditorGUILayout.Foldout(folder.collision, "Collision : " + physicsLayer.LayerName, true); |
| 68 | + if(this.collInfosFolders[i].collision == false) |
| 69 | + { |
| 70 | + i++; |
| 71 | + continue; |
| 72 | + } |
| 73 | + |
| 74 | + var collInfos = physicsLayer.CollisionInfos; |
| 75 | + |
| 76 | + EditorGUI.indentLevel += 1; |
| 77 | + using(var vert = new EditorGUILayout.VerticalScope()) |
| 78 | + { |
| 79 | + var keys = collInfos.Keys.OrderBy(info => info); |
| 80 | + var physicsKeys = keys.Where(key => key >= LayersManager.UnityLayerCount); |
| 81 | + |
| 82 | + folder.unityLayer = EditorGUILayout.Foldout(folder.unityLayer, "Unity Layers", true); |
| 83 | + if(folder.unityLayer == true) |
| 84 | + { |
| 85 | + EditorGUI.indentLevel += 1; |
| 86 | + |
| 87 | + var unityKeys = keys.Where(key => key < LayersManager.UnityLayerCount); |
| 88 | + foreach(var key in unityKeys) |
| 89 | + { |
| 90 | + collInfos[key] = this.DrawCollInfo(key, collInfos[key]); |
| 91 | + } |
| 92 | + |
| 93 | + EditorGUI.indentLevel -= 1; |
| 94 | + } |
| 95 | + |
| 96 | + EditorGUILayout.Space(); |
| 97 | + folder.physicsLayer = EditorGUILayout.Foldout(folder.physicsLayer, "Physics Layers", true); |
| 98 | + if(folder.physicsLayer == true) |
| 99 | + { |
| 100 | + EditorGUI.indentLevel += 1; |
| 101 | + |
| 102 | + foreach(var key in physicsKeys) |
| 103 | + { |
| 104 | + if(key < physicsLayer.LayerID) |
| 105 | + { |
| 106 | + collInfos[key] = layerInfos[key][physicsLayer.LayerID].Collision; |
| 107 | + } |
| 108 | + else |
| 109 | + { |
| 110 | + collInfos[key] = this.DrawCollInfo(key, collInfos[key]); |
| 111 | + } |
| 112 | + } |
| 113 | + |
| 114 | + EditorGUI.indentLevel -= 1; |
| 115 | + } |
| 116 | + } |
| 117 | + |
| 118 | + i++; |
| 119 | + physicsLayer.Update(collInfos); |
| 120 | + EditorGUI.indentLevel -= 1; |
| 121 | + } |
| 122 | + |
| 123 | + EditorGUI.indentLevel -= 1; |
| 124 | + } |
| 125 | + |
| 126 | + private bool DrawCollInfo(int layerID, bool collision) |
| 127 | + { |
| 128 | + using(var hori = new EditorGUILayout.HorizontalScope()) |
| 129 | + { |
| 130 | + EditorGUILayout.PrefixLabel(this.Target.LayerToName(layerID)); |
| 131 | + return EditorGUILayout.Toggle(collision); |
| 132 | + } |
| 133 | + } |
| 134 | + } |
| 135 | +} |
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