Files
Fishing2/Assets/AnimationConverter/Scripts/Editor/AnimationConverterLogWindow.cs
2025-05-10 12:49:47 +08:00

83 lines
2.8 KiB
C#

using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections;
using System.Collections.Generic;
namespace SoxwareInteractive.AnimationConversion
{
internal class AnimationConverterLogWindow : EditorWindow
{
//********************************************************************************
// Public Properties
//********************************************************************************
//********************************************************************************
// Private Properties
//********************************************************************************
//----------------------
// Inspector
//----------------------
private static Vector2 windowSize = new Vector2(400, 240);
private static Vector2 inputScrollView = new Vector2();
//----------------------
// Internal
//----------------------
private string logMessages = "";
//********************************************************************************
// Public Methods
//********************************************************************************
public static AnimationConverterLogWindow ShowDialog(string logMessages)
{
AnimationConverterLogWindow window = ScriptableObject.CreateInstance<AnimationConverterLogWindow>();
window.titleContent = new GUIContent("Animation Converter - Report");
window.logMessages = logMessages;
window.minSize = windowSize;
window.ShowUtility();
return window;
}
//********************************************************************************
// Private Methods
//********************************************************************************
private void OnGUI()
{
inputScrollView = EditorGUILayout.BeginScrollView(inputScrollView, GUI.skin.box);
{
EditorGUILayout.TextArea(logMessages, GUI.skin.label);
}
EditorGUILayout.EndScrollView();
GUILayout.Space(20);
GUILayout.BeginHorizontal();
{
GUILayout.FlexibleSpace();
bool returnKeyPressed = false;
if (GUI.enabled && (Event.current.type == EventType.KeyDown) && (Event.current.keyCode == KeyCode.Return))
{
returnKeyPressed = true;
Event.current.Use();
}
if (GUILayout.Button("OK", GUILayout.Height(25), GUILayout.Width(120)) || returnKeyPressed)
{
Close();
}
GUILayout.FlexibleSpace();
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
}
}
}