添加插件

This commit is contained in:
2025-11-10 00:08:26 +08:00
parent 4059c207c0
commit 76f80db694
2814 changed files with 436400 additions and 178 deletions

View File

@@ -13,16 +13,16 @@ public static class FEditor_TransformHandles
/// [To be executed in OnSceneGUI()]
/// Drawing sphere handle in scene view with controll ability
/// </summary>
public static Vector3 DrawAndSetPositionForHandle( Vector3 position, Transform rootReference )
public static Vector3 DrawAndSetPositionForHandle(Vector3 position, Transform rootReference)
{
EditorGUI.BeginChangeCheck();
Handles.color = Color.green;
Quaternion rotation = ( UnityEditor.Tools.pivotRotation != UnityEditor.PivotRotation.Local ) ? Quaternion.identity : rootReference.rotation;
Quaternion rotation = (UnityEditor.Tools.pivotRotation != UnityEditor.PivotRotation.Local) ? Quaternion.identity : rootReference.rotation;
float size = HandleUtility.GetHandleSize( position ) * 0.125f;
Handles.SphereHandleCap( 0, position, rotation, size, UnityEngine.EventType.Repaint );
Vector3 pos = Handles.PositionHandle( position, rotation );
float size = HandleUtility.GetHandleSize(position) * 0.125f;
Handles.SphereHandleCap(0, position, rotation, size, UnityEngine.EventType.Repaint);
Vector3 pos = Handles.PositionHandle(position, rotation);
return pos;
}
@@ -32,17 +32,17 @@ public static class FEditor_TransformHandles
/// Drawing sphere handle in scene view without option to controll it but clickable
/// Returns true if mouse clicked on handle
/// </summary>
public static bool DrawSphereHandle( Vector3 position, string text = "" )
public static bool DrawSphereHandle(Vector3 position, string text = "")
{
bool clicked = false;
if( Event.current.button != 1 )
if (Event.current.button != 1)
{
Handles.color = Color.white;
float size = HandleUtility.GetHandleSize( position ) * 0.2f;
float size = HandleUtility.GetHandleSize(position) * 0.2f;
if( Handles.Button( position, Quaternion.identity, size, size, Handles.SphereHandleCap ) )
if (Handles.Button(position, Quaternion.identity, size, size, Handles.SphereHandleCap))
{
clicked = true;
InternalEditorUtility.RepaintAllViews();
@@ -50,17 +50,17 @@ public static class FEditor_TransformHandles
Handles.BeginGUI();
Vector2 labelSize = new Vector2( EditorGUIUtility.singleLineHeight * 2, EditorGUIUtility.singleLineHeight );
Vector2 labelPos = HandleUtility.WorldToGUIPoint( position );
Vector2 labelSize = new Vector2(EditorGUIUtility.singleLineHeight * 2, EditorGUIUtility.singleLineHeight);
Vector2 labelPos = HandleUtility.WorldToGUIPoint(position);
labelPos.y -= labelSize.y / 2;
labelPos.x -= labelSize.x / 2;
GUILayout.BeginArea( new Rect( labelPos, labelSize ) );
GUILayout.BeginArea(new Rect(labelPos, labelSize));
GUIStyle style = new GUIStyle();
style.normal.textColor = Color.black;
style.alignment = UnityEngine.TextAnchor.MiddleCenter;
GUILayout.Label( new GUIContent( text ), style );
GUILayout.Label(new GUIContent(text), style);
GUILayout.EndArea();
Handles.EndGUI();
@@ -72,70 +72,45 @@ public static class FEditor_TransformHandles
public static Quaternion RotationHandle( Quaternion rotation, Vector3 position, float size = 1f, bool worldScale = false )
public static Quaternion RotationHandle(Quaternion rotation, Vector3 position, float size = 1f, bool worldScale = false)
{
float handleSize = size;
if( worldScale ) handleSize = HandleUtility.GetHandleSize( position ) * size;
if (worldScale) handleSize = HandleUtility.GetHandleSize(position) * size;
Color color = Handles.color;
Handles.color = Handles.xAxisColor;
rotation = Handles.Disc( rotation, position, rotation * Vector3.right, handleSize, true, 1f );
rotation = Handles.Disc(rotation, position, rotation * Vector3.right, handleSize, true, 1f);
Handles.color = Handles.yAxisColor;
rotation = Handles.Disc( rotation, position, rotation * Vector3.up, handleSize, true, 1f );
rotation = Handles.Disc(rotation, position, rotation * Vector3.up, handleSize, true, 1f);
Handles.color = Handles.zAxisColor;
rotation = Handles.Disc( rotation, position, rotation * Vector3.forward, handleSize, true, 1f );
rotation = Handles.Disc(rotation, position, rotation * Vector3.forward, handleSize, true, 1f);
Handles.color = Handles.centerColor;
rotation = Handles.Disc( rotation, position, Camera.current.transform.forward, handleSize * 1.1f, false, 0f );
rotation = Handles.FreeRotateHandle( rotation, position, handleSize );
rotation = Handles.Disc(rotation, position, Camera.current.transform.forward, handleSize * 1.1f, false, 0f);
rotation = Handles.FreeRotateHandle(rotation, position, handleSize);
Handles.color = color;
return rotation;
}
public static Vector3 ScaleHandle( Vector3 scale, Vector3 position, Quaternion rotation, float size, bool scaleAll = false, bool worldScale = false, bool drawX = true, bool drawY = true, bool drawZ = true, bool allowNegative = false )
public static Vector3 ScaleHandle(Vector3 scale, Vector3 position, Quaternion rotation, float size, bool scaleAll = false, bool worldScale = false)
{
float handleSize = size;
if( worldScale ) handleSize = HandleUtility.GetHandleSize( position ) * size;
if (worldScale) handleSize = HandleUtility.GetHandleSize(position) * size;
Vector3 preScale = scale;
if( !scaleAll )
if (!scaleAll)
{
if( drawX )
{
Handles.color = Handles.xAxisColor;
scale.x = Handles.ScaleSlider( scale.x, position, rotation * Vector3.right, rotation, handleSize, 0.001f );
if (!allowNegative) if( Mathf.Sign( scale.x ) != Mathf.Sign( preScale.x ) ) scale.x = preScale.x * handleSize * 0.001f;
}
if( drawY )
{
Handles.color = Handles.yAxisColor;
scale.y = Handles.ScaleSlider( scale.y, position, rotation * Vector3.up, rotation, handleSize, 0.001f );
if( !allowNegative ) if( Mathf.Sign( scale.y ) != Mathf.Sign( preScale.y ) ) scale.y = preScale.y * handleSize * 0.001f;
}
if( drawZ )
{
Handles.color = Handles.zAxisColor;
scale.z = Handles.ScaleSlider( scale.z, position, rotation * Vector3.forward, rotation, handleSize, 0.001f );
if( !allowNegative ) if( Mathf.Sign( scale.z ) != Mathf.Sign( preScale.z ) ) scale.z = preScale.z * handleSize * 0.001f;
}
Handles.color = Handles.xAxisColor;
scale.x = Handles.ScaleSlider(scale.x, position, rotation * Vector3.right, rotation, handleSize, 0.001f);
Handles.color = Handles.yAxisColor;
scale.y = Handles.ScaleSlider(scale.y, position, rotation * Vector3.up, rotation, handleSize, 0.001f);
Handles.color = Handles.zAxisColor;
scale.z = Handles.ScaleSlider(scale.z, position, rotation * Vector3.forward, rotation, handleSize, 0.001f);
}
Handles.color = Handles.centerColor;
EditorGUI.BeginChangeCheck();
float num1 = Handles.ScaleValueHandle( scale.x, position, rotation, handleSize, Handles.CubeHandleCap, 0.001f );
float num1 = Handles.ScaleValueHandle(scale.x, position, rotation, handleSize, Handles.CubeHandleCap, 0.001f);
if( Mathf.Sign( num1 ) != Mathf.Sign( preScale.x ) )
{
num1 = preScale.x * handleSize * 0.001f;
if( !allowNegative ) if( Mathf.Abs( num1 ) < 0.001f ) num1 = 0.001f * Mathf.Sign( preScale.x );
}
if( EditorGUI.EndChangeCheck() )
if (EditorGUI.EndChangeCheck())
{
float num2 = num1 / scale.x;
scale.x = num1;
@@ -146,24 +121,24 @@ public static class FEditor_TransformHandles
return scale;
}
public static Vector3 PositionHandle( Vector3 position, Quaternion rotation, float size = 1f, bool worldScale = false, bool freeHandle = true, bool colorize = true )
public static Vector3 PositionHandle(Vector3 position, Quaternion rotation, float size = 1f, bool worldScale = false, bool freeHandle = true, bool colorize = true)
{
float handleSize = size;
if( worldScale ) handleSize = HandleUtility.GetHandleSize( position ) * size;
if (worldScale) handleSize = HandleUtility.GetHandleSize(position) * size;
Color color = Handles.color;
if( colorize ) Handles.color = Handles.xAxisColor;
position = Handles.Slider( position, rotation * Vector3.right, handleSize, Handles.ArrowHandleCap, 0.001f );
if( colorize ) Handles.color = Handles.yAxisColor;
position = Handles.Slider( position, rotation * Vector3.up, handleSize, Handles.ArrowHandleCap, 0.001f );
if( colorize ) Handles.color = Handles.zAxisColor;
position = Handles.Slider( position, rotation * Vector3.forward, handleSize, Handles.ArrowHandleCap, 0.001f );
if (colorize) Handles.color = Handles.xAxisColor;
position = Handles.Slider(position, rotation * Vector3.right, handleSize, Handles.ArrowHandleCap, 0.001f);
if (colorize) Handles.color = Handles.yAxisColor;
position = Handles.Slider(position, rotation * Vector3.up, handleSize, Handles.ArrowHandleCap, 0.001f);
if (colorize) Handles.color = Handles.zAxisColor;
position = Handles.Slider(position, rotation * Vector3.forward, handleSize, Handles.ArrowHandleCap, 0.001f);
if( freeHandle )
if (freeHandle)
{
Handles.color = Handles.centerColor;
position = Handles.FreeMoveHandle( position, handleSize * 0.15f, Vector3.one * 0.001f, Handles.RectangleHandleCap );
position = Handles.FreeMoveHandle(position, rotation, handleSize * 0.15f, Vector3.one * 0.001f, Handles.RectangleHandleCap);
}
Handles.color = color;

View File

@@ -0,0 +1,84 @@
using UnityEngine;
public class FPD_OverridableFloatAttribute : PropertyAttribute
{
public string BoolVarName;
public string TargetVarName;
public int LabelWidth;
public FPD_OverridableFloatAttribute(string boolVariableName, string targetVariableName, int labelWidth = 90)
{
BoolVarName = boolVariableName;
TargetVarName = targetVariableName;
LabelWidth = labelWidth;
}
}
// -------------------------- Next F Property Drawer -------------------------- \\
public class BackgroundColorAttribute : PropertyAttribute
{
public float r;
public float g;
public float b;
public float a;
public BackgroundColorAttribute()
{
r = g = b = a = 1f;
}
public BackgroundColorAttribute(float aR, float aG, float aB, float aA)
{
r = aR;
g = aG;
b = aB;
a = aA;
}
public Color Color { get { return new Color(r, g, b, a); } }
}
// -------------------------- Next F Property Drawer -------------------------- \\
public class FPD_WidthAttribute : PropertyAttribute
{
public float LabelWidth;
public FPD_WidthAttribute(int labelWidth)
{
LabelWidth = labelWidth;
}
}
// -------------------------- Next F Property Drawer -------------------------- \\
public class FPD_IndentAttribute : PropertyAttribute
{
public int IndentCount = 1;
public int LabelsWidth = 0;
public int SpaceAfter = 0;
public FPD_IndentAttribute(int indent = 1, int labelsWidth = 0, int spaceAfter = 0)
{
IndentCount = indent;
LabelsWidth = labelsWidth;
SpaceAfter = spaceAfter;
}
}
// -------------------------- Next F Property Drawer -------------------------- \\
public class FPD_HorizontalLineAttribute : PropertyAttribute
{
public Color color;
public FPD_HorizontalLineAttribute(float r = 0.55f, float g = 0.55f, float b = 0.55f, float a = 0.7f)
{
color = new Color(r, g, b, a);
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: dc27395774a5c5b49b7a62f316a65486
timeCreated: 1554395276
licenseType: Store
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 33dc52977f400d3419d2774a68a798c1
folderAsset: yes
timeCreated: 1602707605
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,105 @@
using UnityEditor;
using UnityEngine;
namespace FIMSpace.FEditor
{
[CustomPropertyDrawer(typeof(FPropDrawers_DrawScriptableAttribute))]
public class FPropDrawers_DrawScriptableDrawer : PropertyDrawer
{
bool showProperty = false;
float DrawerHeight = 0;
string button = "►";
// Draw the property inside the given rect
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var e = Editor.CreateEditor(property.objectReferenceValue);
var indent = EditorGUI.indentLevel;
Rect temp = new Rect(position.x, position.y, 20, 16);
if (GUI.Button(temp, button))
if (showProperty)
{
showProperty = false;
button = "►";
}
else
{
showProperty = true;
button = "▼";
}
DrawerHeight = 0;
position.height = 16;
position.x += 20;
position.width -= 20;
EditorGUI.PropertyField(position, property);
position.width += 20;
position.x -= 20;
position.y += 20;
if (!showProperty) return;
if (e != null)
{
position.x += 20;
position.width -= 40;
var so = e.serializedObject;
so.Update();
var prop = so.GetIterator();
prop.NextVisible(true);
int depthChilden = 0;
bool showChilden = false;
while (prop.NextVisible(true))
{
if (prop.depth == 0) { showChilden = false; depthChilden = 0; }
if (showChilden && prop.depth > depthChilden)
{
continue;
}
position.height = 16;
EditorGUI.indentLevel = indent + prop.depth;
if (EditorGUI.PropertyField(position, prop))
{
showChilden = false;
}
else
{
showChilden = true;
depthChilden = prop.depth;
}
position.y += 20;
SetDrawerHeight(20);
}
if (GUI.changed)
{
so.ApplyModifiedProperties();
}
}
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
float height = base.GetPropertyHeight(property, label);
height += DrawerHeight;
return height;
}
void SetDrawerHeight(float height)
{
DrawerHeight += height;
}
}
public class FPropDrawers_DrawScriptableAttribute : PropertyAttribute
{
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 517ef6dd0c387d848abb63a8ed55882a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,107 @@
using UnityEditor;
using UnityEngine;
namespace FIMSpace.FEditor
{
[CustomPropertyDrawer(typeof(FPD_OverridableFloatAttribute))]
public class FPD_OverridableFloat : PropertyDrawer
{
FPD_OverridableFloatAttribute Attribute { get { return ((FPD_OverridableFloatAttribute)base.attribute); } }
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var boolProp = property.serializedObject.FindProperty(Attribute.BoolVarName);
var valProp = property.serializedObject.FindProperty(Attribute.TargetVarName);
Color disabled = new Color(0.8f, 0.8f, 0.8f, 0.6f);
Color preCol = GUI.color;
if (!boolProp.boolValue) GUI.color = disabled; else GUI.color = preCol;
EditorGUI.BeginProperty(position, label, property);
var boolRect = new Rect(position.x, position.y, Attribute.LabelWidth + 15f, position.height);
EditorGUIUtility.labelWidth = Attribute.LabelWidth;
EditorGUI.PrefixLabel(position, label);
EditorGUI.PropertyField(boolRect, boolProp);
EditorGUIUtility.labelWidth = 14;
var valRect = new Rect(position.x + Attribute.LabelWidth + 15, position.y, position.width - (Attribute.LabelWidth + 15), position.height);
EditorGUI.PropertyField(valRect, valProp, new GUIContent(" "));
EditorGUIUtility.labelWidth = 0;
GUI.color = preCol;
EditorGUI.EndProperty();
}
}
// -------------------------- Next F Property Drawer -------------------------- \\
[CustomPropertyDrawer(typeof(BackgroundColorAttribute))]
public class BackgroundColorDecorator : DecoratorDrawer
{
BackgroundColorAttribute Attribute { get { return ((BackgroundColorAttribute)base.attribute); } }
public override float GetHeight() { return 0; }
public override void OnGUI(Rect position)
{
GUI.backgroundColor = Attribute.Color;
}
}
// -------------------------- Next F Property Drawer -------------------------- \\
[CustomPropertyDrawer(typeof(FPD_WidthAttribute))]
public class FPD_Width : PropertyDrawer
{
FPD_WidthAttribute Attribute { get { return ((FPD_WidthAttribute)base.attribute); } }
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUIUtility.labelWidth = Attribute.LabelWidth;
EditorGUI.PrefixLabel(position, label);
EditorGUI.PropertyField(position, property);
EditorGUIUtility.labelWidth = 0;
}
}
// -------------------------- Next F Property Drawer -------------------------- \\
[CustomPropertyDrawer(typeof(FPD_IndentAttribute))]
public class FPD_Indent : PropertyDrawer
{
FPD_IndentAttribute Attribute { get { return ((FPD_IndentAttribute)base.attribute); } }
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUIUtility.labelWidth = Attribute.LabelsWidth;
for (int i = 0; i < Attribute.IndentCount; i++) EditorGUI.indentLevel++;
EditorGUI.PrefixLabel(position, label);
EditorGUI.PropertyField(position, property);
for (int i = 0; i < Attribute.IndentCount; i++) EditorGUI.indentLevel--;
EditorGUIUtility.labelWidth = 0;
GUILayout.Space(Attribute.SpaceAfter);
}
}
// -------------------------- Next F Property Drawer -------------------------- \\
[CustomPropertyDrawer(typeof(FPD_HorizontalLineAttribute))]
public class FPD_HorizontalLine : PropertyDrawer
{
FPD_HorizontalLineAttribute Attribute { get { return ((FPD_HorizontalLineAttribute)base.attribute); } }
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
FGUI_Inspector.DrawUILine(Attribute.color);
}
}
}

View File

@@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: b65c850de06f12c4aa781383b5a038cd
timeCreated: 1543091521
licenseType: Store
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -21,29 +21,6 @@ namespace FIMSpace.FEditor
public static Object LastObjSelected;
public static GameObject LastGameObjectSelected;
/// <summary> Since remembering in which EditorGUI, EditorGUILayout, or EditorGUIUtility, or GUILayoutUtility ahhh... in which if these classes you will find the desired variable is so confusing ¯\_(ツ)_/¯ each time when trying finding it, ending in googling for forums post with it </summary>
public static float InspectorViewWidth()
{
#if UNITY_EDITOR
return EditorGUIUtility.currentViewWidth;
#else
return 0f;
#endif
}
public static bool IsRightMouseButton()
{
if (UnityEngine.Event.current == null) return false;
if (UnityEngine.Event.current.type == UnityEngine.EventType.Used)
if (UnityEngine.Event.current.button == 1 || UnityEngine.Event.current.control)
return true;
return false;
}
public static void HeaderBox(ref bool foldout, string title, bool frame, Texture icon = null, int height = 20, int iconsSize = 19, bool big = false)
{
if (frame) EditorGUILayout.BeginHorizontal(FGUI_Resources.HeaderBoxStyle); else EditorGUILayout.BeginHorizontal();
@@ -201,7 +178,7 @@ namespace FIMSpace.FEditor
public static GUIStyle Style(Color bgColor, int off = -1)
{
GUIStyle newStyle = new GUIStyle(GUI.skin.box);
if (off < 0) { if (Screen.dpi != 120) newStyle.border = new RectOffset(off, off, off, off); else if (!displayedDPIWarning) { /*Debug.Log("<b>[HEY! UNITY DEVELOPER!]</b> It seems you have setted up incorrect DPI settings for unity editor. Check <b>Unity.exe -> Properties -> Compatibility -> Change DPI Settings -> Replace Scaling -> System / System (Upgraded)</b> And restart Unity Editor.");*/ displayedDPIWarning = true; } }
if (off < 0) { if (Screen.dpi != 120) newStyle.border = new RectOffset(off, off, off, off); else if (!displayedDPIWarning) { Debug.Log("<b>[HEY! UNITY DEVELOPER!]</b> It seems you have setted up incorrect DPI settings for unity editor. Check <b>Unity.exe -> Properties -> Compatibility -> Change DPI Settings -> Replace Scaling -> System / System (Upgraded)</b> And restart Unity Editor."); displayedDPIWarning = true; } }
else newStyle.border = new RectOffset(off, off, off, off);
Color[] solidColor = new Color[1] { bgColor };

View File

@@ -12,75 +12,50 @@ namespace FIMSpace.FEditor
public static GUIStyle HeaderBoxStyle { get { if (__headerBoxStyle != null) return __headerBoxStyle; __headerBoxStyle = new GUIStyle(EditorStyles.helpBox); Texture2D bg = Resources.Load<Texture2D>("Fimp/Backgrounds/FHelpBox"); __headerBoxStyle.normal.background = bg; __headerBoxStyle.border = new RectOffset(6, 6, 6, 6); return __headerBoxStyle; } }
private static GUIStyle __headerBoxStyle = null;
private static GUIStyle GenerateButtonStyle(string bg, string hover, string press, int lr = 3, int ud = 2)
private static GUIStyle GenerateButtonStyle( string bg, string hover, string press, int lr = 3, int ud = 2 )
{
var s = new GUIStyle(EditorStyles.label);
var s = new GUIStyle( EditorStyles.label );
s.fixedHeight = 0;
s.imagePosition = ImagePosition.ImageLeft;
s.alignment = TextAnchor.MiddleCenter;
s.border = new RectOffset(lr, lr, ud, ud);
s.padding = new RectOffset(1, 1, 3, 3);
s.margin = new RectOffset(0, 0, 0, 0);
s.normal.background = Resources.Load<Texture2D>(bg);
s.hover.background = Resources.Load<Texture2D>(hover);
s.border = new RectOffset( lr, lr, ud, ud );
s.padding = new RectOffset( 1, 1, 3, 3 );
s.margin = new RectOffset( 0, 0, 0, 0 );
s.normal.background = Resources.Load<Texture2D>( bg );
s.hover.background = Resources.Load<Texture2D>( hover );
s.focused.background = s.hover.background;
s.active.background = Resources.Load<Texture2D>(press);
s.active.background = Resources.Load<Texture2D>( press );
return s;
}
public static GUIStyle BUTTON1Style
{
get
public static GUIStyle BUTTON2Style
{
get
{
if (__bt2s != null) return __bt2s;
__bt2s = new GUIStyle(EditorStyles.label);
__bt2s = new GUIStyle( EditorStyles.label );
__bt2s.alignment = TextAnchor.MiddleCenter;
__bt2s.fixedHeight = 0;
__bt2s.normal.background = Resources.Load<Texture2D>("Fimp/Backgrounds/FBG1");
__bt2s.normal.background = Resources.Load<Texture2D>( "Fimp/Backgrounds/FBG1" );
__bt2s.onNormal.background = __bt2s.normal.background;
__bt2s.active.background = Resources.Load<Texture2D>("Fimp/Backgrounds/FBG1P");
__bt2s.active.background = Resources.Load<Texture2D>( "Fimp/Backgrounds/FBG1P" );
__bt2s.onActive.background = __bt2s.active.background;
__bt2s.hover.background = Resources.Load<Texture2D>("Fimp/Backgrounds/FBG1H");
__bt2s.hover.background = Resources.Load<Texture2D>( "Fimp/Backgrounds/FBG1H" );
__bt2s.onHover.background = __bt2s.hover.background;
__bt2s.border = new RectOffset(2, 2, 2, 2);
__bt2s.contentOffset = new Vector2(0, 0);
__bt2s.border = new RectOffset( 1, 1, 1, 1 );
__bt2s.contentOffset = new Vector2( 0, 1 );
return __bt2s;
}
}
public static GUIStyle BUTTON2Style
{
get
{
if (__bt2s != null) return __bt2s;
__bt2s = new GUIStyle(EditorStyles.label);
__bt2s.alignment = TextAnchor.MiddleCenter;
__bt2s.fixedHeight = 0;
__bt2s.normal.background = Resources.Load<Texture2D>("Fimp/Backgrounds/FBG1");
__bt2s.onNormal.background = __bt2s.normal.background;
__bt2s.active.background = Resources.Load<Texture2D>("Fimp/Backgrounds/FBG1P");
__bt2s.onActive.background = __bt2s.active.background;
__bt2s.hover.background = Resources.Load<Texture2D>("Fimp/Backgrounds/FBG1H");
__bt2s.onHover.background = __bt2s.hover.background;
__bt2s.border = new RectOffset(1, 1, 1, 1);
__bt2s.contentOffset = new Vector2(0, 1);
return __bt2s;
}
}
}
public static GUIStyle BUTTON2StyleU
{
get
{
if (__bt2su != null) return __bt2su;
__bt2su = new GUIStyle(BUTTON2Style);
if( __bt2su != null ) return __bt2su;
__bt2su = new GUIStyle( BUTTON2Style );
__bt2su.imagePosition = ImagePosition.ImageAbove;
__bt2su.contentOffset = new Vector2(0, 2);
__bt2su.contentOffset = new Vector2(0,2);
return __bt2su;
}
}
@@ -89,29 +64,17 @@ namespace FIMSpace.FEditor
{
get
{
if (__bt3s != null) return __bt3s; __bt3s = new GUIStyle(EditorStyles.label);
if( __bt3s != null ) return __bt3s; __bt3s = new GUIStyle( EditorStyles.label );
__bt3s.alignment = TextAnchor.MiddleCenter;
__bt3s.fixedHeight = 0;
__bt3s.normal.background = Resources.Load<Texture2D>("Fimp/Backgrounds/FBG2");
__bt3s.border = new RectOffset(0, 0, 0, 0);
__bt3s.contentOffset = new Vector2(0, 0);
__bt3s.normal.background = Resources.Load<Texture2D>( "Fimp/Backgrounds/FBG2" );
__bt3s.border = new RectOffset( 0, 0, 0, 0 );
__bt3s.contentOffset = new Vector2( 0, 0 );
return __bt3s;
}
}
public static GUIStyle BUTTONStyleU
{
get
{
if (__bt2su != null) return __bt2su;
__bt2su = new GUIStyle(ButtonStyle);
__bt2su.imagePosition = ImagePosition.ImageAbove;
__bt2su.contentOffset = new Vector2(0, 1);
return __bt2su;
}
}
private static GUIStyle __bt2s = null;
private static GUIStyle __bt2su = null;
@@ -138,14 +101,14 @@ namespace FIMSpace.FEditor
{
get
{
if (__buttStyle != null) return __buttStyle;
__buttStyle = GenerateButtonStyle("Fimp/Backgrounds/Fbutton", "Fimp/Backgrounds/FbuttonHover", "Fimp/Backgrounds/FbuttonPress");
if( __buttStyle != null ) return __buttStyle;
__buttStyle = GenerateButtonStyle( "Fimp/Backgrounds/Fbutton", "Fimp/Backgrounds/FbuttonHover", "Fimp/Backgrounds/FbuttonPress");
return __buttStyle;
}
}
private static GUIStyle __buttStyle = null;
public static GUIStyle ButtonStyleR { get { if (__buttStyler != null) return __buttStyler; __buttStyler = new GUIStyle(ButtonStyle); __buttStyler.richText = true; return __buttStyler; } }
public static GUIStyle ButtonStyleR { get { if( __buttStyler != null ) return __buttStyler; __buttStyler = new GUIStyle( ButtonStyle ); __buttStyler.richText = true; return __buttStyler; } }
private static GUIStyle __buttStyler = null;
/// Text Styles ----------------------------------------------------
@@ -357,16 +320,16 @@ namespace FIMSpace.FEditor
public static Texture2D Tex_Prepare { get { if (__texPrep != null) return __texPrep; __texPrep = Resources.Load<Texture2D>("Fimp/Small Icons/FPrepare"); return __texPrep; } }
private static Texture2D __texPrep = null;
public static Texture2D Tex_Anchor { get { if (__texAnchor != null) return __texAnchor; __texAnchor = Resources.Load<Texture2D>("Fimp/Small Icons/Anchor"); return __texAnchor; } }
public static Texture2D Tex_Anchor { get { if( __texAnchor != null ) return __texAnchor; __texAnchor = Resources.Load<Texture2D>( "Fimp/Small Icons/Anchor" ); return __texAnchor; } }
private static Texture2D __texAnchor = null;
public static Texture2D Tex_FAnimator { get { if (__texFAnimator != null) return __texFAnimator; __texFAnimator = Resources.Load<Texture2D>("Fimp/Small Icons/Fanimator"); return __texFAnimator; } }
public static Texture2D Tex_FAnimator { get { if( __texFAnimator != null ) return __texFAnimator; __texFAnimator = Resources.Load<Texture2D>( "Fimp/Small Icons/Fanimator" ); return __texFAnimator; } }
private static Texture2D __texFAnimator = null;
public static Texture2D Tex_FCorrect { get { if (__texFCorrect != null) return __texFCorrect; __texFCorrect = Resources.Load<Texture2D>("Fimp/Small Icons/FCorrect"); return __texFCorrect; } }
public static Texture2D Tex_FCorrect { get { if( __texFCorrect != null ) return __texFCorrect; __texFCorrect = Resources.Load<Texture2D>( "Fimp/Small Icons/FCorrect" ); return __texFCorrect; } }
private static Texture2D __texFCorrect = null;
public static Texture2D Tex_Symmetry { get { if (__texSymm != null) return __texSymm; __texSymm = Resources.Load<Texture2D>("Fimp/Small Icons/Symmetry"); return __texSymm; } }
public static Texture2D Tex_Symmetry { get { if( __texSymm != null ) return __texSymm; __texSymm = Resources.Load<Texture2D>( "Fimp/Small Icons/Symmetry" ); return __texSymm; } }
private static Texture2D __texSymm = null;