Files
Main/Assets/Editor/External/SoftBone/SoftBoneScriptInspector.cs
2025-01-25 04:38:09 +08:00

107 lines
3.9 KiB
C#

using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(SoftBoneScript), true)]
public class SoftBoneScriptInspector : Editor
{
private bool DrawPart(SoftBoneScript.Particle part)
{
if (part.DstTrans == null)
return false;
var result = false;
GUILayout.BeginVertical();
GUILayout.BeginHorizontal();
GUILayout.Space(10 * part.Depth);
EditorGUILayout.ObjectField(part.DstTrans.gameObject, typeof(GameObject), true);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Space(10 * part.Depth);
EditorGUILayout.LabelField("Factor", GUILayout.Width(70));
var newValue = EditorGUILayout.DelayedFloatField(part.Factor, GUILayout.Width(50));
if(part.Factor != newValue)
{
part.Factor = newValue;
result = true;
}
GUILayout.Space(10 * part.Depth);
EditorGUILayout.LabelField("DisMultiple", GUILayout.Width(70));
newValue = EditorGUILayout.DelayedFloatField(part.DisMultiple, GUILayout.Width(50));
if (part.DisMultiple != newValue)
{
part.DisMultiple = newValue;
result = true;
}
EditorGUILayout.LabelField("MaxRotAngle", GUILayout.Width(70));
newValue = EditorGUILayout.DelayedFloatField(part.MaxRotAngle, GUILayout.Width(50));
if (part.MaxRotAngle != newValue)
{
part.MaxRotAngle = newValue;
result = true;
}
GUILayout.EndHorizontal();
GUILayout.EndVertical();
return result;
}
public override void OnInspectorGUI()
{
var script = serializedObject.targetObject as SoftBoneScript;
if (script == null)
return;
GUILayout.BeginVertical();
var isDirty = false;
if (script.PartList == null || script.PartList.Count <= 0)
{
if (GUILayout.Button("生成节点", GUILayout.Width(100)))
{
script.BuildParticle();
}
}
else
{
if (GUILayout.Button("重新生成节点", GUILayout.Width(100)))
{
script.BuildParticle();
}
}
var bValue = EditorGUILayout.Toggle("位移柔化", script.MoveExecute);
if(bValue != script.MoveExecute)
{
script.MoveExecute = bValue;
isDirty = true;
}
bValue = EditorGUILayout.Toggle("旋转柔化", script.RotExecute);
if (bValue != script.RotExecute)
{
script.RotExecute = bValue;
isDirty = true;
}
NGUIEditorTools.DrawProperty("根节点", serializedObject, "_rootTrans");
script._factorStart = NGUIEditorTools.DrawProperty("开始因子", serializedObject, "_factorStart").floatValue;
script._factorEnd = NGUIEditorTools.DrawProperty("结束因子", serializedObject, "_factorEnd").floatValue;
script._angleStart = NGUIEditorTools.DrawProperty("开始角度", serializedObject, "_angleStart").floatValue;
script._angleEnd = NGUIEditorTools.DrawProperty("结束角度", serializedObject, "_angleEnd").floatValue;
script._stopMaxTime = NGUIEditorTools.DrawProperty("结束同步时间", serializedObject, "_stopMaxTime").floatValue;
if(script.PartList != null)
{
EditorGUILayout.LabelField(string.Format("总骨骼数: {0}", script.PartList.Count));
}
if (script.PartList != null)
{
for (int i = 0; i < script.PartList.Count; ++i)
{
isDirty |= DrawPart(script.PartList[i]);
}
}
if (isDirty)
{
EditorUtility.SetDirty(script);
EditorUtility.SetDirty(script.gameObject);
}
GUILayout.EndVertical();
serializedObject.Update();
serializedObject.ApplyModifiedProperties();
}
}