修改水
This commit is contained in:
@@ -0,0 +1,158 @@
|
||||
// Crest Water System
|
||||
// Copyright © 2024 Wave Harmonic. All rights reserved.
|
||||
|
||||
using System.Text.RegularExpressions;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace WaveHarmonic.Crest.Editor
|
||||
{
|
||||
partial class Inspector
|
||||
{
|
||||
static readonly bool s_GroupMessages = false;
|
||||
static GUIContent s_JumpButtonContent = null;
|
||||
static GUIContent s_FixButtonContent = null;
|
||||
|
||||
protected virtual void RenderValidationMessages()
|
||||
{
|
||||
// Enable rich text in help boxes. Store original so we can revert since this might be a "hack".
|
||||
var styleRichText = GUI.skin.GetStyle("HelpBox").richText;
|
||||
GUI.skin.GetStyle("HelpBox").richText = true;
|
||||
|
||||
// This is a static list so we need to clear it before use. Not sure if this will ever be a threaded
|
||||
// operation which would be an issue.
|
||||
foreach (var messages in ValidatedHelper.s_Messages)
|
||||
{
|
||||
messages.Clear();
|
||||
}
|
||||
|
||||
ValidatedHelper.ExecuteValidators(target, ValidatedHelper.HelpBox);
|
||||
|
||||
// We only want space before and after the list of help boxes. We don't want space between.
|
||||
var needsSpaceAbove = true;
|
||||
var needsSpaceBelow = false;
|
||||
|
||||
// We loop through in reverse order so errors appears at the top.
|
||||
for (var messageTypeIndex = 0; messageTypeIndex < ValidatedHelper.s_Messages.Length; messageTypeIndex++)
|
||||
{
|
||||
var messages = ValidatedHelper.s_Messages[messageTypeIndex];
|
||||
|
||||
if (messages.Count > 0)
|
||||
{
|
||||
if (needsSpaceAbove)
|
||||
{
|
||||
// Double space looks good at top.
|
||||
EditorGUILayout.Space();
|
||||
// EditorGUILayout.Space();
|
||||
needsSpaceAbove = false;
|
||||
}
|
||||
|
||||
needsSpaceBelow = true;
|
||||
|
||||
// Map Validated.MessageType to HelpBox.MessageType.
|
||||
var messageType = (MessageType)ValidatedHelper.s_Messages.Length - messageTypeIndex;
|
||||
|
||||
if (s_GroupMessages)
|
||||
{
|
||||
// We join the messages together to reduce vertical space since HelpBox has padding, borders etc.
|
||||
var joinedMessage = messages[0]._Message;
|
||||
// Format as list if we have more than one message.
|
||||
if (messages.Count > 1) joinedMessage = $"- {joinedMessage}";
|
||||
|
||||
for (var messageIndex = 1; messageIndex < messages.Count; messageIndex++)
|
||||
{
|
||||
joinedMessage += $"\n- {messages[messageIndex]}";
|
||||
}
|
||||
|
||||
EditorGUILayout.HelpBox(joinedMessage, messageType);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var message in messages)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
var fixDescription = message._FixDescription;
|
||||
var originalGUIEnabled = GUI.enabled;
|
||||
|
||||
if (message._Action != null)
|
||||
{
|
||||
fixDescription += " Click the fix/repair button on the right to fix.";
|
||||
|
||||
if ((message._Action == ValidatedHelper.FixAddMissingMathPackage || message._Action == ValidatedHelper.FixAddMissingBurstPackage) && PackageManagerHelpers.IsBusy)
|
||||
{
|
||||
GUI.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.HelpBox($"{message._Message} {fixDescription}", messageType);
|
||||
|
||||
// Jump to object button.
|
||||
if (message._Object != null)
|
||||
{
|
||||
// Selection.activeObject can be message._object.gameObject instead of the component
|
||||
// itself. We soft cast to MonoBehaviour to get the gameObject for comparison.
|
||||
// Alternatively, we could always pass gameObject instead of "this".
|
||||
var casted = message._Object as MonoBehaviour;
|
||||
|
||||
if (Selection.activeObject != message._Object && (casted == null || casted.gameObject != Selection.activeObject))
|
||||
{
|
||||
s_JumpButtonContent ??= new(EditorGUIUtility.FindTexture("scenepicking_pickable_hover@2x"), "Jump to object to resolve issue");
|
||||
|
||||
if (GUILayout.Button(s_JumpButtonContent, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
|
||||
{
|
||||
Selection.activeObject = message._Object;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fix the issue button.
|
||||
if (message._Action != null)
|
||||
{
|
||||
s_FixButtonContent ??= new(EditorGUIUtility.FindTexture("SceneViewTools"));
|
||||
|
||||
if (message._FixDescription != null)
|
||||
{
|
||||
var sanitisedFixDescr = Regex.Replace(message._FixDescription, @"<[^<>]*>", "'");
|
||||
s_FixButtonContent.tooltip = $"Apply fix: {sanitisedFixDescr}";
|
||||
}
|
||||
else
|
||||
{
|
||||
s_FixButtonContent.tooltip = "Fix issue";
|
||||
}
|
||||
|
||||
if (GUILayout.Button(s_FixButtonContent, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
|
||||
{
|
||||
// Run fix function
|
||||
var serializedObject = new SerializedObject(message._Object);
|
||||
// Property is optional.
|
||||
var property = message._PropertyPath != null ? serializedObject?.FindProperty(message._PropertyPath) : null;
|
||||
var oldValue = property?.boxedValue;
|
||||
message._Action.Invoke(serializedObject, property);
|
||||
if (serializedObject.ApplyModifiedProperties())
|
||||
{
|
||||
// SerializedObject does this for us, but gives the history item a nicer label.
|
||||
Undo.RecordObject(message._Object, s_FixButtonContent.tooltip);
|
||||
DecoratedDrawer.OnChange(property, oldValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GUI.enabled = originalGUIEnabled;
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (needsSpaceBelow)
|
||||
{
|
||||
// EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
// Revert skin since it persists.
|
||||
GUI.skin.GetStyle("HelpBox").richText = styleRichText;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user