mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-19 04:40:07 +08:00
134 lines
4.3 KiB
C#
134 lines
4.3 KiB
C#
using System;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using UnityEditor;
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using UnityEditorInternal;
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using UnityEngine;
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using UnityEngine.PlayerLoop;
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namespace net.fushizen.modular_avatar.core.editor
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{
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[CustomEditor(typeof(ModularAvatarBlendshapeSync))]
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[CanEditMultipleObjects]
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internal class BlendshapeSyncEditor : Editor
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{
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private static FieldInfo f_m_SerializedObject;
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private BlendshapeSelectWindow _window;
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private ReorderableList _list;
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private SerializedProperty _bindings;
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static BlendshapeSyncEditor()
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{
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f_m_SerializedObject =
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typeof(Editor).GetField("m_SerializedObject", BindingFlags.Instance | BindingFlags.NonPublic);
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}
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// Workaround unity bug: When we modify the number of array elements via the underlying objects, the serialized
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// object will throw exceptions trying to access the new element, even after calling Update() and recreating all
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// serialized properties. So force the serialized object to be recreated as a workaround.
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private void ClearSerializedObject()
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{
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f_m_SerializedObject.SetValue(this, null);
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}
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private void OnDisable()
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{
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if (_window != null) DestroyImmediate(_window);
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}
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private void OnDestroy()
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{
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if (_window != null) DestroyImmediate(_window);
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}
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private void OnEnable()
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{
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InitList();
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}
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private void InitList()
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{
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_bindings = serializedObject.FindProperty(nameof(ModularAvatarBlendshapeSync.Bindings));
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_list = new ReorderableList(serializedObject,
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_bindings,
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true, true, true, true
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);
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_list.drawHeaderCallback = DrawHeader;
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_list.drawElementCallback = DrawElement;
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_list.onAddCallback = list => OpenAddWindow();
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_list.elementHeight += 2;
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}
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private void DrawHeader(Rect rect)
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{
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var leftHalf = rect;
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leftHalf.width /= 2;
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var rightHalf = rect;
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rightHalf.width /= 2;
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rightHalf.x += rightHalf.width;
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EditorGUI.LabelField(leftHalf, "Mesh");
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EditorGUI.LabelField(rightHalf, "Blendshape");
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}
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private void DrawElement(Rect rect, int index, bool isactive, bool isfocused)
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{
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rect.height -= 2;
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rect.y += 1;
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var leftHalf = rect;
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leftHalf.width /= 2;
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leftHalf.width -= 12;
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var rightHalf = rect;
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rightHalf.width /= 2;
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rightHalf.x += rightHalf.width;
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var item = _bindings.GetArrayElementAtIndex(index);
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var mesh = item.FindPropertyRelative(nameof(BlendshapeBinding.ReferenceMesh));
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var blendshape = item.FindPropertyRelative(nameof(BlendshapeBinding.Blendshape));
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using (var scope = new ZeroIndentScope())
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{
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EditorGUI.PropertyField(leftHalf, mesh, GUIContent.none);
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EditorGUI.PropertyField(rightHalf, blendshape, GUIContent.none);
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}
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}
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public override void OnInspectorGUI()
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{
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LogoDisplay.DisplayLogo();
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serializedObject.Update();
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_list.DoLayoutList();
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serializedObject.ApplyModifiedProperties();
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}
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private void OpenAddWindow()
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{
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if (_window != null) DestroyImmediate(_window);
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_window = ScriptableObject.CreateInstance<BlendshapeSelectWindow>();
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_window.AvatarRoot = RuntimeUtil.FindAvatarInParents(((ModularAvatarBlendshapeSync) target).transform)
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.gameObject;
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_window.OfferBinding += OfferBinding;
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_window.Show();
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}
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private void OfferBinding(BlendshapeBinding binding)
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{
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foreach (var obj in targets)
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{
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var sync = (ModularAvatarBlendshapeSync) obj;
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Undo.RecordObject(sync, "Adding blendshape binding");
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if (!sync.Bindings.Contains(binding)) sync.Bindings.Add(binding);
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EditorUtility.SetDirty(sync);
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}
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ClearSerializedObject();
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InitList();
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}
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}
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} |