Améliorer les composants intégrés d’Unity

Cet article montre comment ajouter n’importe quel comportement aux composants intégrés d’Unity, avec une interface agréable qu’on peut replier et déplier.
Cette méthode est générique et fonctionne pour tous les éditeurs personnalisés : les vôtres comme les officiels. J’utilise ici le composant Transform comme exemple, pour montrer comment implémenter un bouton Reset simple qui fonctionne avec la sélection multiple et gère l’annulation (Undo/Redo).
Le résultat en action

Créer un éditeur personnalisé simple
L’approche générale pour étendre l’inspecteur consiste à créer un script d’éditeur qui appelle l’interface par défaut de l’inspecteur, puis ajoute la fonctionnalité voulue à la suite. Pensez à placer tous vos scripts d’éditeur dans un dossier Editor de votre projet. Dans l’exemple ci-dessous, un simple bouton est ajouté au composant Transform :
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(Transform), true)]
public class CustomTransformEditor : Editor
{
public override void OnInspectorGUI()
{
// Draw default GUI of the Transform Component
base.OnInspectorGUI();
// Here add your customs GUI stuffs
GUILayout.Button("Reset");
}
}
Et voilà, non ? Pas du tout… Regardez à quoi ressemble le composant à ce stade. Pourquoi diable notre rotation s’affiche-t-elle en Quaternion ?
En fait, on vient de découvrir qu’Unity crée généralement un éditeur personnalisé pour ses propres composants, pour les rendre jolis et leur ajouter des fonctionnalités.
Mais… et si on veut ajouter des fonctionnalités nous aussi ? Comment garder l’inspecteur d’origine ?
Eh bien, c’est possible, mais difficile. On pourrait regarder le code source d’Unity et le copier ; ça marcherait très bien. Mais on ne veut pas de ça : on est paresseux.
Unity a créé plus d’une centaine d’inspecteurs personnalisés, et on ne peut malheureusement pas en hériter car ils sont tous privés. Impossible donc d’utiliser l’héritage pour dériver notre inspecteur des leurs. Il faut utiliser la composition et la réflexion à la place.
Si vous êtes curieux, vous pouvez télécharger le code source C# d’Unity depuis leur dépôt GitHub officiel. Vous pouvez alors l’ouvrir dans Visual Studio et commencer à fouiller. Leur script TransformInspector se trouve ici.
Utiliser un décorateur qui fait le travail pour nous
D’abord, j’ai créé un script avec un enum qui contient la liste de tous les inspecteurs personnalisés intégrés. Il vous servira aussi la prochaine fois que vous fouillerez le code source d’Unity.
BuiltInEditorComponentsEnum.cs
/// <summary>
/// MIT License - Copyright(c) 2019 Ugo Belfiore
/// </summary>
/// <summary>
/// this script containt the list of all
/// Unity's Built In Inspector Types
///
/// Thanks to https://pastebin.com/Kq3T8aMw
/// for the datas
/// </summary>
namespace ExtUnityComponents
{
public enum BUILT_IN_EDITOR_COMPONENTS
{
AnchoredJoint2DEditor,
AnimationClipEditor,
AnimationEditor,
AnimatorInspector,
AnimatorOverrideControllerInspector,
AssetStoreAssetInspector,
AudioChorusFilterEditor,
AudioClipInspector,
AudioDistortionFilterEditor,
AudioEchoFilterEditor,
AudioHighPassFilterEditor,
AudioImporterInspector,
AudioLowPassFilterInspector,
AudioMixerControllerInspector,
AudioMixerGroupEditor,
AudioMixerSnapshotControllerInspector,
AudioReverbFilterEditor,
AudioReverbZoneEditor,
AudioSourceInspector,
AvatarEditor,
AvatarMaskInspector,
BillboardAssetInspector,
BillboardRendererInspector,
BlendTreeInspector,
BoxCollider2DEditor,
BoxColliderEditor,
CameraEditor,
CanvasEditor,
CapsuleColliderEditor,
CharacterControllerEditor,
CircleCollider2DEditor,
ClothInspector,
Collider2DEditorBase,
Collider3DEditorBase,
ColliderEditorBase,
ColorPresetLibraryEditor,
CubemapInspector,
CurvePresetLibraryEditor,
DefaultAssetInspector,
DistanceJoint2DEditor,
DoubleCurvePresetLibraryEditor,
EdgeCollider2DEditor,
EditorSettingsInspector,
Effector2DEditor,
FogEditor,
FontInspector,
GameObjectInspector,
GenericInspector,
GradientPresetLibraryEditor,
GraphicsSettingsInspector,
HingeJoint2DEditor,
HingeJointEditor,
Joint2DEditorBase,
LightEditor,
LightingEditor,
LightmapParametersEditor,
LightProbeGroupInspector,
LightProbesInspector,
LineRendererInspector,
LODGroupEditor,
MaterialEditor,
MeshColliderEditor,
MeshRendererEditor,
ModelImporterClipEditor,
ModelImporterEditor,
ModelImporterModelEditor,
ModelImporterRigEditor,
ModelInspector,
MonoScriptImporterInspector,
MonoScriptInspector,
MovieImporterInspector,
MovieTextureInspector,
NavMeshAgentInspector,
NavMeshObstacleInspector,
OcclusionAreaEditor,
OcclusionPortalInspector,
OffMeshLinkInspector,
OtherRenderingEditor,
ParticleRendererEditor,
ParticleSystemInspector,
Physics2DSettingsInspector,
PhysicsManagerInspector,
PlayerSettingsEditor,
PluginImporterInspector,
PolygonCollider2DEditor,
ProceduralMaterialInspector,
ProceduralTextureInspector,
QualitySettingsEditor,
RectTransformEditor,
ReflectionProbeEditor,
RendererEditorBase,
RenderSettingsInspector,
RenderTextureInspector,
RigidbodyEditor,
ScriptExecutionOrderInspector,
ShaderImporterInspector,
ShaderInspector,
ShaderVariantCollectionInspector,
SkinnedMeshRendererEditor,
SliderJoint2DEditor,
SpeedTreeImporterInspector,
SpeedTreeMaterialInspector,
SphereColliderEditor,
SpringJoint2DEditor,
SpriteInspector,
SpriteRendererEditor,
SubstanceImporterInspector,
TagManagerInspector,
TerrainInspector,
TextAssetInspector,
TextMeshInspector,
Texture3DInspector,
TextureImporterInspector,
TextureInspector,
TrailRendererInspector,
TransformInspector,
TreeEditor,
TrueTypeFontImporterInspector,
WebCamTextureInspector,
WheelColliderEditor,
WheelJoint2DEditor,
WindInspector
}
public enum CUSTOM_EDITOR_COMPONENTS
{
MeshFilterEditor
}
}
Télécharger BuiltInEditorComponentsEnum.cs
Ensuite, notre script CustomTransformEditor hérite d’un décorateur plus complexe, et appelle son constructeur. Ce décorateur fait tout ce qu’on ne veut pas savoir, et appelle simplement notre fonction OnCustomInspectorGUI() à chaque OnInspectorGUI().
using UnityEditor;
using UnityEngine;
/// <summary>
/// Custom Transform editor
/// </summary>
[CustomEditor(typeof(Transform))]
public class CustomTransformEditor : DecoratorComponentsEditor
{
/// <summary>
/// here call the constructor of the CustomWrapperEditor class,
/// by telling it who we are (a Transform Inspector)
/// NOTE: if you want to decorate your own inspector, or decorate an inspector
/// which doesn't have a Unity Editor, you can call base() without parameter:
/// : base()
/// </summary>
public CustomTransformEditor()
: base(BUILT_IN_EDITOR_COMPONENTS.TransformInspector)
{
}
/// <summary>
/// you should use that function instead of OnEnable()
/// </summary>
public override void OnCustomEnable()
{
//initialize basic stuff
}
/// <summary>
/// This function is called at each OnInspectorGUI()
/// </summary>
protected override void OnCustomInspectorGUI()
{
// Here add your customs inspector GUI
GUILayout.Button("Reset");
}
/// <summary>
/// this function is called on the first OnSceneGUI()
/// useful to initialize scene GUI
/// </summary>
/// <param name='sceneview'>current drawing scene view</param>
protected override void InitOnFirstOnSceneGUI(SceneView sceneview)
{
//initialise scene GUI
}
}
Et c’est à peu près tout pour les bases ! Le script retient votre choix quand vous repliez/dépliez le bouton d’extension. Vous trouverez ci-dessous le script CustomTransformEditor complet, avec un peu de code en plus pour le comportement du bouton Reset, ainsi que le script du décorateur.
Comme vous le voyez dans l’exemple, ce script fournit des fonctions virtuelles bien utiles pour les scripts d’éditeur. N’hésitez pas à regarder le décorateur pour voir toutes les fonctions virtuelles disponibles.
Aller plus loin
Astuce 1 : une mini-fenêtre d’éditeur dans la Scene view


Le décorateur a plusieurs constructeurs. Si vous donnez une valeur au paramètre tinyEditorName, il crée une TinyEditorWindow dans la Scene view. Il suffit alors de surcharger la fonction ShowTinyEditorContent() pour dessiner dans cette fenêtre.
public AnimatorEditor()
: base(editorTypeName: BUILT_IN_EDITOR_COMPONENTS.AnimatorInspector,
showExtension: true,
tinyEditorName: "Animator Tool")
{
}
/// <summary>
/// get called by the decorator to show a tiny editor
/// </summary>
protected override void ShowTinyEditorContent()
{
GUILayout.Button("Play");
}
Si vous voulez décorer votre propre inspecteur, ou un inspecteur qui n’a pas d’éditeur Unity, inutile de renseigner editorTypeName.
Astuce 2 : des composants liés en extensions

Vous pouvez, de façon générique, ajouter comme extension n’importe quel composant lié à celui-ci ! Dans cet exemple, j’en ai deux (RigidBodyAdditionalMonobehaviourSettings et SleepyBody). Pour cela, surchargez OnCustomInspectorGUI() comme ceci :
/// <summary>
/// This function is called at each OnInspectorGUI
/// </summary>
protected override void OnCustomInspectorGUI()
{
GUILayout.Label("Related RigidBody Extensions:");
if (ExtComponentAddition.AddComponentsExtension<RigidBodyAdditionalMonobehaviourSettings>("Internal Variable", this.GetGameObject(), out bool justCreated, out bool justDestroyed))
{
_internalProperties.DisplayInternalProperties(justCreated, justDestroyed);
}
ExtComponentAddition.AddComponentsExtension<SleepyBody>("Fall asleep", this.GetGameObject(), out justCreated, out justDestroyed);
}
Scripts finaux
Placez-les dans un dossier Editor/.
CustomTransformEditor.cs
/// <summary>
/// MIT License - Copyright(c) 2019 Ugo Belfiore
/// </summary>
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using static UnityEditor.EditorGUILayout;
/// <summary>
/// Custom Transform editor.
/// </summary>
namespace ExtUnityComponents
{
[CustomEditor(typeof(Transform))]
[CanEditMultipleObjects]
public class CustomTransformEditor : DecoratorComponentsEditor
{
/// <summary>
/// here call the constructor of the DecoratorComponentsEditor class,
/// by telling it who we are (a Transform Inspector)
/// </summary>
public CustomTransformEditor()
: base(BUILT_IN_EDITOR_COMPONENTS.TransformInspector)
{
}
/// <summary>
/// This function is called at each OnInspectorGUI
/// </summary>
protected override void OnCustomInspectorGUI()
{
DisplayResetTransform();
}
/// <summary>
/// display reset transform buttons
/// </summary>
private void DisplayResetTransform()
{
using (HorizontalScope horizontalScope = new HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Reset datas:");
if (GUILayout.Button("Reset"))
{
ApplyResetTransform();
}
}
}
// <summary>
/// when we click on reset, reset every target to there
/// default state
/// </summary>
private void ApplyResetTransform()
{
for (int i = 0; i < base.ConcretTargets.Length; i++)
{
Undo.RecordObject(base.ConcretTargets[i], "position transform");
Transform current = (Transform)base.ConcretTargets[i];
current.localPosition = Vector3.zero;
current.localRotation = Quaternion.identity;
current.localScale = Vector3.one;
}
}
}
}
DecoratorComponentsEditor.cs
/// <summary>
/// MIT License - Copyright(c) 2019 Ugo Belfiore
/// </summary>
using hedCommon.editor.editorWindow;
using hedCommon.extension.runtime;
using Sirenix.OdinInspector.Editor;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace ExtUnityComponents
{
public abstract class DecoratorComponentsEditor : Editor
{
/// <summary>
/// all the virtual function at your disposal
/// </summary>
#region virtual functions
/// <summary>
/// called when the inspector is enabled
/// </summary>
public virtual void OnCustomEnable() { }
/// <summary>
/// called when the inspector is disabled
/// </summary>
public virtual void OnCustomDisable() { }
/// <summary>
/// called every OnInspectorGUI inside the herited class
/// </summary>
protected virtual void OnCustomInspectorGUI() { }
/// <summary>
/// called at the first OnInspectorGUI inside the herited class
/// </summary>
protected virtual void InitOnFirstInspectorGUI() { }
/// <summary>
/// called at the first OnSceneGUI inside the herited class
/// </summary>
/// <param name="sceneview">current drawing scene view</param>
protected virtual void CustomOnSceneGUI(SceneView sceneview) { }
/// <summary>
/// called at the first OnSceneGUI inside the herited class
/// </summary>
/// <param name="sceneview">current drawing scene view</param>
protected virtual void InitOnFirstOnSceneGUI(SceneView sceneview) { }
/// <summary>
/// called every editor Update inside the herited class
/// </summary>
protected virtual void OnEditorUpdate() { }
/// <summary>
/// called at the first Editor Update inside the herited class
/// </summary>
protected virtual void InitOnFirstEditorUpdate() { }
public virtual void ShowTinyEditorContent() { }
protected virtual void OnHierarchyChanged() { }
#endregion
/// <summary>
/// some private variable
/// </summary>
#region private variables
/// EditorPref key for save the open/close extension
private const string KEY_EXPAND_EDITOR_EXTENSION = "KEY_EXPAND_EDITOR_EXTENSION";
private bool _openExtensions = false; //is this extension currently open or close ? save this for every gameObjects's components
protected bool IsExtensionOpened() => _openExtensions;
private readonly object[] EMPTY_ARRAY = new object[0]; //empty array for invoking methods using reflection
private System.Type _decoratedEditorType = null; //Type object for the internally used (decorated) editor.
private System.Type _editedObjectType; //Type object for the object that is edited by this editor.
private Editor _editorInstance; //urrent editorInstance
private bool _isCustomEditor = false;
private string _nameCustomEditor;
private bool _hasInitSceneGUI = false;
private bool _hasInitEditorUpdate = false;
private bool _hasInitInspector = false;
private bool _showExtension = true;
private bool _showTinyEditor = false;
public TinyEditorWindowSceneView TinyEditorWindow;
private readonly string KEY_EDITOR_PREF_EDITOR_WINDOW = "KEY_EDITOR_PREF_EDITOR_WINDOW";
private string _tinyEditorName = "tiny Editor";
public void ChangeNameEditor(string newName)
{
_tinyEditorName = newName;
if (TinyEditorWindow != null)
{
TinyEditorWindow.NameEditorWindow = newName;
}
}
protected Component ConcretTarget;
protected Component[] ConcretTargets;
/// reflexion cache
private Dictionary<string, MethodInfo> _decoratedMethods = new Dictionary<string, MethodInfo>();
private Assembly _editorAssembly = Assembly.GetAssembly(typeof(Editor));
/// <summary>
/// get editor instance
/// </summary>
/// <returns>editor instance</returns>
protected Editor GetEditorInstance()
{
return _editorInstance;
}
#endregion
/// <summary>
/// all the required setup and initialisation
/// </summary>
#region initialisation editor
public DecoratorComponentsEditor(bool showExtension = false, string tinyEditorName = "")
{
SetupDecoratorSettings(showExtension, tinyEditorName, true, "");
}
/// <summary>
/// constructor of the class: here we initialize reflexion variables
/// </summary>
/// <param name="editorTypeName">name of the component we inspect</param>
public DecoratorComponentsEditor(BUILT_IN_EDITOR_COMPONENTS editorTypeName, bool showExtension = true, string tinyEditorName = "")
{
SetupDecoratorSettings(showExtension, tinyEditorName, isCustomEditor: false, editorTypeName.ToString());
SetupCustomEditor(editorTypeName);
}
private void SetupDecoratorSettings(bool showExtension, string tinyEditorName, bool isCustomEditor, string nameEditor)
{
_showExtension = showExtension;
_showTinyEditor = !string.IsNullOrEmpty(tinyEditorName);
_isCustomEditor = isCustomEditor;
_nameCustomEditor = nameEditor;
_tinyEditorName = tinyEditorName;
}
private void InitTinyEditorWindow(string tinyEditorName)
{
TinyEditorWindow = new TinyEditorWindowSceneView();
string key = KEY_EDITOR_PREF_EDITOR_WINDOW + this.GetType().ToString();
TinyEditorWindow.TinyInit(key, tinyEditorName, TinyEditorWindowSceneView.DEFAULT_POSITION.UP_LEFT);
TinyEditorWindow.IsClosable = false;
TinyEditorWindow.IsMinimisable = true;
}
private void SetupCustomEditor(BUILT_IN_EDITOR_COMPONENTS editorTypeName)
{
_decoratedEditorType = _editorAssembly.GetTypes().Where(t => t.Name == editorTypeName.ToString()).FirstOrDefault();
Init();
// Check CustomEditor types.
System.Type originalEditedType = GetCustomEditorType(_decoratedEditorType);
if (originalEditedType != _editedObjectType)
{
throw new System.ArgumentException(
string.Format("Type {0} does not match the editor {1} type {2}",
_editedObjectType, editorTypeName, originalEditedType));
}
}
/// <summary>
/// need to be called here to initialize the default editor
/// </summary>
private void OnEnable()
{
SetupEditor();
InitTargets();
OnCustomEnable();
}
/// <summary>
/// need to destroy the customEditor when quitting !
/// </summary>
private new void OnDisable()
{
if (_editorInstance != null)
{
DestroyImmediate(_editorInstance);
}
_hasInitSceneGUI = false;
_hasInitEditorUpdate = false;
_hasInitInspector = false;
SceneView.duringSceneGui -= OwnOnSceneGUI;
EditorApplication.update -= CustomEditorApplicationUpdate;
EditorApplication.hierarchyChanged -= OnHierarchyChanged;
OnCustomDisable();
}
public T GetTarget<T>() where T : Component
{
if (ConcretTarget == null)
{
return (default(T));
}
return ((T)ConcretTarget);
}
public GameObject GetGameObject()
{
return (ConcretTarget.gameObject);
}
public GameObject[] GetGameObjects()
{
if (ConcretTargets == null)
{
return (null);
}
GameObject[] gameObjects = new GameObject[ConcretTargets.Length];
for (int i = 0; i < ConcretTargets.Length; i++)
{
gameObjects[i] = ConcretTargets[i].gameObject;
}
return (gameObjects);
}
public T[] GetTargets<T>() where T : Component
{
if (ConcretTarget == null)
{
return (default(T[]));
}
T[] array = new T[ConcretTargets.Length];
for (int i = 0; i < ConcretTargets.Length; i++)
{
array[i] = (T)ConcretTargets[i];
}
return (array);
}
public T GetTargetIndex<T>(int index) where T : Component
{
if (ConcretTargets == null
|| ConcretTargets.Length == 0
|| index < 0
|| index >= ConcretTargets.Length)
{
return (default(T));
}
return ((T)ConcretTargets[index]);
}
/// <summary>
/// return true if we have still the reference of the editor, but no more target...
/// </summary>
/// <returns></returns>
public bool HaveWeLostTargets()
{
bool targetLost = ConcretTarget != null && target == null;
bool concretTargetLost = ConcretTarget == null;
bool contextLost = ConcretTarget != null && !Selection.gameObjects.Contains(ConcretTarget.gameObject);
return (/*_isCustomEditor && */(targetLost || concretTargetLost || contextLost));
}
/// <summary>
/// Need to destroy the instance even on Destroy !
/// I don't know why. Unity generate leaks after each compilation
/// because of the CreateEditor
/// </summary>
private void OnDestroy()
{
if (_editorInstance != null)
{
DestroyImmediate(_editorInstance);
}
//SceneView.duringSceneGui -= OwnOnSceneGUI;
//EditorApplication.update -= OnEditorApplicationUpdate;
}
/// <summary>
/// here create the editor instance, and open / close the extension panel if needed
/// </summary>
private void SetupEditor()
{
if (_editorInstance != null)
{
return;
}
_hasInitSceneGUI = false;
_hasInitEditorUpdate = false;
_hasInitInspector = false;
CreateDefaultInstance();
OpenOrCloseExtension();
}
/// <summary>
/// here create the editor instance
/// </summary>
private void CreateDefaultInstance()
{
if (_decoratedEditorType == null || targets == null)
{
return;
}
_editorInstance = Editor.CreateEditor(targets, _decoratedEditorType);
}
/// <summary>
/// manage if the extensions are opened or closed, and save this setting in EditorPrefs
/// </summary>
private void OpenOrCloseExtension()
{
if (EditorPrefs.HasKey(KEY_EXPAND_EDITOR_EXTENSION + _nameCustomEditor))
{
_openExtensions = EditorPrefs.GetBool(KEY_EXPAND_EDITOR_EXTENSION + _nameCustomEditor);
}
else
{
_openExtensions = false;
EditorPrefs.SetBool(KEY_EXPAND_EDITOR_EXTENSION + _nameCustomEditor, _openExtensions);
}
}
/// <summary>
/// iniitalisation of reflexion variables
/// </summary>
private void Init()
{
var flags = BindingFlags.NonPublic | BindingFlags.Instance;
var attributes = this.GetType().GetCustomAttributes(typeof(CustomEditor), true) as CustomEditor[];
var field = attributes.Select(editor => editor.GetType().GetField("m_InspectedType", flags)).First();
_editedObjectType = field.GetValue(attributes[0]) as System.Type;
}
/// <summary>
/// from a given type of editor, get his CustomEditor as type
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
private System.Type GetCustomEditorType(System.Type type)
{
var flags = BindingFlags.NonPublic | BindingFlags.Instance;
var attributes = type.GetCustomAttributes(typeof(CustomEditor), true) as CustomEditor[];
var field = attributes.Select(editor => editor.GetType().GetField("m_InspectedType", flags)).First();
return field.GetValue(attributes[0]) as System.Type;
}
/// <summary>
/// From a given name of class, invoke it using reflexion
/// </summary>
protected void CallMethodUsingReflexion(string methodName)
{
MethodInfo method = null;
// Add MethodInfo to cache
if (!_decoratedMethods.ContainsKey(methodName))
{
var flags = BindingFlags.Instance | BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public;
method = _decoratedEditorType.GetMethod(methodName, flags);
if (method != null)
{
_decoratedMethods[methodName] = method;
}
else
{
//Debug.LogError(string.Format("Could not find method {0}", method));
}
}
else
{
method = _decoratedMethods[methodName];
}
if (method != null)
{
method.Invoke(GetEditorInstance(), EMPTY_ARRAY);
}
}
#endregion
/// <summary>
/// The core loop function for display
/// everything
/// </summary>
#region Display Extension
/// <summary>
/// here the main InspectorGUI.
/// It's here that we call the base OnInspecctorGUI.
/// Then we show the GUI --------- Extension [+]
/// then if it's open, we call the abstract class CustomOnInspectorGUI()
/// </summary>
public override void OnInspectorGUI()
{
if (!_isCustomEditor)
{
ManageUnityInspector();
}
else
{
ManageCustomNewInspector();
}
}
private void ManageUnityInspector()
{
if (GetEditorInstance() == null)
{
return;
}
if (HaveWeLostTargets())
{
DestroyImmediate(GetEditorInstance());
return;
}
GetEditorInstance().OnInspectorGUI();
CommonExtenstionInspectorGUI();
}
private void ManageCustomNewInspector()
{
base.OnInspectorGUI();
CommonExtenstionInspectorGUI();
}
/// <summary>
/// called whatever this editor is inherited from a custom unity component,
/// or just a standar sutom editor
/// </summary>
private void CommonExtenstionInspectorGUI()
{
TryToInitOnFirstInspectorGUI();
if (_showExtension
&& ConcretTarget != null
&& !IsInPrefabsStage()
&& CanShowExpandFromInterfaceSettings()
&& ExpendBehavior())
{
OnCustomInspectorGUI();
}
}
/// <summary>
/// this function first check if the target have a IHaveDecoratorOnIt interface on it
/// if we don't have one, return automaticly true
/// (not every components have this decorator, like internal components or out own without the interface)
///
/// then return the settings we want
/// </summary>
/// <returns></returns>
private bool CanShowExpandFromInterfaceSettings()
{
if (!HaveInterfaceSettings(out IHaveDecoratorOnIt haveDecorator))
{
return (true);
}
return (haveDecorator.ShowExtension);
}
/// <summary>
/// this function first check if the target have a IHaveDecoratorOnIt interface on it
/// if we don't have one, return automaticly true
/// (not every components have this decorator, like internal components or out own without the interface)
///
/// then return the settings we want
/// </summary>
/// <returns></returns>
private bool CanShowTinyEditorFromInterfaceSettings()
{
if (!HaveInterfaceSettings(out IHaveDecoratorOnIt haveDecorator))
{
return (true);
}
return (haveDecorator.ShowTinyEditorWindow);
}
/// <summary>
/// this function check if the target have a IHaveDecoratorOnIt interface on it
/// if we don't have one, return automaticly true
/// (not every components have this decorator, like internal components or out own without the interface)
///
/// then return the settings we want
/// </summary>
/// <returns></returns>
private bool HaveInterfaceSettings(out IHaveDecoratorOnIt haveDecorator)
{
haveDecorator = null;
if (!_isCustomEditor)
{
return (false);
}
if (ConcretTarget == null)
{
return (false);
}
IHaveDecoratorOnIt[] AllInterfaceDecorator = ConcretTarget.GetComponents<IHaveDecoratorOnIt>();
for (int i = 0; i < AllInterfaceDecorator.Length; i++)
{
if (AllInterfaceDecorator[i] == null)
{
continue;
}
if (AllInterfaceDecorator[i].GetReferenceDecoratorsComponent() == ConcretTarget)
{
haveDecorator = AllInterfaceDecorator[i];
bool targetHaveInterface = haveDecorator != null;
return (targetHaveInterface);
}
}
return (false);
}
private void InitTargets()
{
if (ConcretTargets == null)
{
ConcretTarget = (Component)target;
ConcretTargets = new Component[targets.Length];
for (int i = 0; i < targets.Length; i++)
{
ConcretTargets[i] = (Component)targets[i];
}
//_meshFilterHiddedTools = _concretTarget.GetOrAddComponent<MeshFilterHiddedTools>();
SceneView.duringSceneGui -= OwnOnSceneGUI;
SceneView.duringSceneGui += OwnOnSceneGUI;
EditorApplication.update -= CustomEditorApplicationUpdate;
EditorApplication.update += CustomEditorApplicationUpdate;
EditorApplication.hierarchyChanged -= OnHierarchyChanged;
EditorApplication.hierarchyChanged += OnHierarchyChanged;
}
}
/// <summary>
/// init the targets inspected and store them.
/// This is called at the first OnInspectorGUI()
/// Not in the constructor ! we don't have targets information in the constructor
/// </summary>
private void TryToInitOnFirstInspectorGUI()
{
if (!_hasInitInspector)
{
InitOnFirstInspectorGUI();
_hasInitInspector = true;
}
}
private void TryToInitOnFirstOnEditorUpdate()
{
if (!_hasInitEditorUpdate)
{
InitOnFirstEditorUpdate();
_hasInitEditorUpdate = true;
}
}
/// <summary>
/// editor update loop
/// </summary>
private void CustomEditorApplicationUpdate()
{
if (!_isCustomEditor)
{
if (GetEditorInstance() == null)
{
return;
}
}
if (HaveWeLostTargets())
{
DestroyImmediate(GetEditorInstance());
return;
}
if (!IsExtensionOpened())
{
return;
}
TryToInitOnFirstOnEditorUpdate();
OnEditorUpdate();
}
/// <summary>
/// This function is called at each OnSceneGUI to try to initialize it
/// </summary>
private void TryToInitOnFirstOnSceneGUI(SceneView sceneview)
{
if (!_hasInitSceneGUI)
{
if (_showTinyEditor)
{
InitTinyEditorWindow(_tinyEditorName);
}
InitOnFirstOnSceneGUI(sceneview);
_hasInitSceneGUI = true;
}
}
/// <summary>
/// return true if we are in a prefabs editing mode
/// </summary>
/// <returns></returns>
private bool IsInPrefabsStage()
{
return (ExtPrefabs.IsEditingInPrefabMode(ConcretTarget.gameObject));
}
public void OwnOnSceneGUI(SceneView sceneview)
{
if (!_isCustomEditor)
{
if (GetEditorInstance() == null)
{
return;
}
}
if (HaveWeLostTargets())
{
DestroyImmediate(GetEditorInstance());
return;
}
TryToInitOnFirstOnSceneGUI(sceneview);
if (_showTinyEditor
&& !IsInPrefabsStage()
&& CanShowTinyEditorFromInterfaceSettings())
{
TinyEditorWindow.ShowEditorWindow(ShowTinyEditorContent, SceneView.currentDrawingSceneView, Event.current);
}
if (!IsExtensionOpened())
{
return;
}
CustomOnSceneGUI(sceneview);
}
/// <summary>
/// display the Expand behavior of the component editor
/// </summary>
private bool ExpendBehavior()
{
GUIStyle lineStyle = new GUIStyle();
lineStyle.normal.background = EditorGUIUtility.whiteTexture;
lineStyle.stretchWidth = true;
lineStyle.margin = new RectOffset(0, 0, 12, 18);
var c = GUI.color;
var p = GUILayoutUtility.GetRect(GUIContent.none, lineStyle, GUILayout.Height(1));
p.width -= 120;
if (Event.current.type == EventType.Repaint)
{
GUI.color = EditorGUIUtility.isProSkin ?
new Color(0.157f, 0.157f, 0.157f) : new Color(0.5f, 0.5f, 0.5f);
lineStyle.Draw(p, false, false, false, false);
}
EditorGUI.LabelField(new Rect(p.xMax + 30, p.y - 7, 70, 25), "Extensions");
GUI.color = Color.white;
GUI.backgroundColor = Color.white;
if (GUI.Button(new Rect(p.xMax + 100, p.y - 7, 18, 16), (_openExtensions ? " -" : " +")))
{
_openExtensions = !_openExtensions;
EditorPrefs.SetBool(KEY_EXPAND_EDITOR_EXTENSION + _nameCustomEditor, _openExtensions);
}
GUI.backgroundColor = Color.white;
GUI.color = c;
return (_openExtensions);
}
#endregion
/// <summary>
/// other basic unity fonction we have to manage
/// </summary>
#region Unity Fonctions
public void OnSceneGUI()
{
if (GetEditorInstance() == null)
{
return;
}
CallMethodUsingReflexion("OnSceneGUI");
}
protected override void OnHeaderGUI()
{
if (GetEditorInstance() == null)
{
return;
}
CallMethodUsingReflexion("OnHeaderGUI");
}
public override void DrawPreview(Rect previewArea)
{
if (GetEditorInstance() == null)
{
return;
}
GetEditorInstance().DrawPreview(previewArea);
}
public override string GetInfoString()
{
if (GetEditorInstance() == null)
{
return ("");
}
return GetEditorInstance().GetInfoString();
}
public override GUIContent GetPreviewTitle()
{
if (GetEditorInstance() == null)
{
return (null);
}
return GetEditorInstance().GetPreviewTitle();
}
public override bool HasPreviewGUI()
{
if (GetEditorInstance() == null)
{
return (false);
}
return GetEditorInstance().HasPreviewGUI();
}
public override void OnInteractivePreviewGUI(Rect r, GUIStyle background)
{
if (GetEditorInstance() == null)
{
return;
}
GetEditorInstance().OnInteractivePreviewGUI(r, background);
}
public override void OnPreviewGUI(Rect r, GUIStyle background)
{
if (GetEditorInstance() == null)
{
return;
}
GetEditorInstance().OnPreviewGUI(r, background);
}
public override void OnPreviewSettings()
{
if (GetEditorInstance() == null)
{
return;
}
GetEditorInstance().OnPreviewSettings();
}
public override void ReloadPreviewInstances()
{
if (GetEditorInstance() == null)
{
return;
}
GetEditorInstance().ReloadPreviewInstances();
}
public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height)
{
if (GetEditorInstance() == null)
{
return (null);
}
return GetEditorInstance().RenderStaticPreview(assetPath, subAssets, width, height);
}
public override bool RequiresConstantRepaint()
{
if (GetEditorInstance() == null)
{
return (false);
}
return GetEditorInstance().RequiresConstantRepaint();
}
public override bool UseDefaultMargins()
{
if (GetEditorInstance() == null)
{
return (true);
}
return GetEditorInstance().UseDefaultMargins();
}
#endregion
}
}
BuiltInEditorComponentsEnum.cs
/// <summary>
/// MIT License - Copyright(c) 2019 Ugo Belfiore
/// </summary>
/// <summary>
/// this script containt the list of all
/// Unity's Built In Inspector Types
///
/// Thanks to https://pastebin.com/Kq3T8aMw
/// for the datas
/// </summary>
namespace ExtUnityComponents
{
public enum BUILT_IN_EDITOR_COMPONENTS
{
AnchoredJoint2DEditor,
AnimationClipEditor,
AnimationEditor,
AnimatorInspector,
AnimatorOverrideControllerInspector,
AssetStoreAssetInspector,
AudioChorusFilterEditor,
AudioClipInspector,
AudioDistortionFilterEditor,
AudioEchoFilterEditor,
AudioHighPassFilterEditor,
AudioImporterInspector,
AudioLowPassFilterInspector,
AudioMixerControllerInspector,
AudioMixerGroupEditor,
AudioMixerSnapshotControllerInspector,
AudioReverbFilterEditor,
AudioReverbZoneEditor,
AudioSourceInspector,
AvatarEditor,
AvatarMaskInspector,
BillboardAssetInspector,
BillboardRendererInspector,
BlendTreeInspector,
BoxCollider2DEditor,
BoxColliderEditor,
CameraEditor,
CanvasEditor,
CapsuleColliderEditor,
CharacterControllerEditor,
CircleCollider2DEditor,
ClothInspector,
Collider2DEditorBase,
Collider3DEditorBase,
ColliderEditorBase,
ColorPresetLibraryEditor,
CubemapInspector,
CurvePresetLibraryEditor,
DefaultAssetInspector,
DistanceJoint2DEditor,
DoubleCurvePresetLibraryEditor,
EdgeCollider2DEditor,
EditorSettingsInspector,
Effector2DEditor,
FogEditor,
FontInspector,
GameObjectInspector,
GenericInspector,
GradientPresetLibraryEditor,
GraphicsSettingsInspector,
HingeJoint2DEditor,
HingeJointEditor,
Joint2DEditorBase,
LightEditor,
LightingEditor,
LightmapParametersEditor,
LightProbeGroupInspector,
LightProbesInspector,
LineRendererInspector,
LODGroupEditor,
MaterialEditor,
MeshColliderEditor,
MeshRendererEditor,
ModelImporterClipEditor,
ModelImporterEditor,
ModelImporterModelEditor,
ModelImporterRigEditor,
ModelInspector,
MonoScriptImporterInspector,
MonoScriptInspector,
MovieImporterInspector,
MovieTextureInspector,
NavMeshAgentInspector,
NavMeshObstacleInspector,
OcclusionAreaEditor,
OcclusionPortalInspector,
OffMeshLinkInspector,
OtherRenderingEditor,
ParticleRendererEditor,
ParticleSystemInspector,
Physics2DSettingsInspector,
PhysicsManagerInspector,
PlayerSettingsEditor,
PluginImporterInspector,
PolygonCollider2DEditor,
ProceduralMaterialInspector,
ProceduralTextureInspector,
QualitySettingsEditor,
RectTransformEditor,
ReflectionProbeEditor,
RendererEditorBase,
RenderSettingsInspector,
RenderTextureInspector,
RigidbodyEditor,
ScriptExecutionOrderInspector,
ShaderImporterInspector,
ShaderInspector,
ShaderVariantCollectionInspector,
SkinnedMeshRendererEditor,
SliderJoint2DEditor,
SpeedTreeImporterInspector,
SpeedTreeMaterialInspector,
SphereColliderEditor,
SpringJoint2DEditor,
SpriteInspector,
SpriteRendererEditor,
SubstanceImporterInspector,
TagManagerInspector,
TerrainInspector,
TextAssetInspector,
TextMeshInspector,
Texture3DInspector,
TextureImporterInspector,
TextureInspector,
TrailRendererInspector,
TransformInspector,
TreeEditor,
TrueTypeFontImporterInspector,
WebCamTextureInspector,
WheelColliderEditor,
WheelJoint2DEditor,
WindInspector
}
public enum CUSTOM_EDITOR_COMPONENTS
{
MeshFilterEditor
}
}
TinyEditorWindowSceneView.cs
/// <summary>
/// MIT License - Copyright(c) 2019 Ugo Belfiore
/// </summary>
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace ExtUnityComponents
{
public class TinyEditorWindowSceneView
{
public struct SaveEditorPref
{
public Rect Position;
public bool Minimised;
}
private SaveEditorPref _saveEditorPreference = new SaveEditorPref();
public string GetJsonOfSave()
{
_saveEditorPreference.Position = _windowMenu;
_saveEditorPreference.Minimised = _isMinimised;
string json = JsonUtility.ToJson(_saveEditorPreference);
return (json);
}
public SaveEditorPref GetFromJsonDatasEditorPref(string json)
{
_saveEditorPreference = JsonUtility.FromJson<SaveEditorPref>(json);
return (_saveEditorPreference);
}
private Rect _windowMenu;
public delegate void ContentToDrawDelegate();
private ContentToDrawDelegate _methodToCall;
private Event _currentEvent;
private float _saveHeight = 0;
private bool _isMinimised = false;
private string _keyEditorPref = "";
private string _nameEditorWindow = "";
private int _id;
private bool _draggable = false;
public bool IsMinimisable = true;
private Vector2 _lastPositionRight;
private bool _snapRight;
private bool _snapUp;
public bool IsClosable = false;
public EditorWindow _currentEditorWindow;
private bool _lockToVisibleSizeX; //if true, lock to the visible screen position, else, lock to the max size of the window
private bool _lockToVisibleSizeY; //if true, lock to the visible screen position, else, lock to the max size of the window
private Rect _oldRect;
private Vector2 _maxRect; //determine the max value of size
public bool IsClosed = false;
public enum DEFAULT_POSITION
{
NONE = 0,
UP_LEFT = 10,
UP = 11,
UP_RIGHT = 12,
MIDDLE_LEFT = 20,
MIDDLE = 21,
MIDDLE_RIGHT = 22,
DOWN_LEFT = 30,
DOWN = 31,
DOWN_RIGHT = 32,
}
/// <summary>
///
/// type: UP_LEFT UP UP_RIGHT
/// anchor: (up left) (up left) (up right)
///
/// type: MIDDLE_LEFT MIDDLE MIDDLE_RIGHT
/// anchor: (up left) (up left) (up right)
///
///
/// type: DOWN_LEFT DOWN DOWN_RIGHT
/// anchor: (down left) (down left) (down right)
/// </summary>
/// <param name="position"></param>
/// <param name="snapUp"></param>
/// <param name="snapRight"></param>
/// <returns></returns>
public Rect GetNiceRectFromEnum(DEFAULT_POSITION position, float defaultWidth, out bool snapUp, out bool snapRight)
{
Rect rectNav = new Rect(0, 0, 0, 0);
snapUp = true;
snapRight = false;
float height = 50;
switch (position)
{
case DEFAULT_POSITION.UP_LEFT:
{
snapUp = true;
snapRight = false;
float x = 10;
float y = 10;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.UP:
{
snapUp = true;
snapRight = false;
float x = (EditorGUIUtility.currentViewWidth / 2) - (defaultWidth / 2);
float y = 10;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.UP_RIGHT:
{
snapUp = true;
snapRight = true;
float marginFromRight = 100f;
float x = EditorGUIUtility.currentViewWidth - defaultWidth - marginFromRight;
float y = 10;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.MIDDLE_LEFT:
{
snapUp = true;
snapRight = false;
float x = 10f;
float y = (_currentEditorWindow.position.height / 2) - (height / 2);
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.MIDDLE_RIGHT:
{
snapUp = true;
snapRight = true;
float marginFromRight = 10f;
float x = EditorGUIUtility.currentViewWidth - defaultWidth - marginFromRight;
float y = (_currentEditorWindow.position.height / 2) - (height / 2);
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.DOWN_LEFT:
{
snapUp = false;
snapRight = false;
float marginFromDown = 10f;
float x = 10;
float y = _currentEditorWindow.position.height - height - marginFromDown;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.DOWN:
{
float yFromDown = 10; //from bottom, go upper
float x = (EditorGUIUtility.currentViewWidth / 2) - (defaultWidth / 2);
float y = SceneView.currentDrawingSceneView.camera.pixelRect.size.y - height - yFromDown;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.DOWN_RIGHT:
{
float yFromDown = 10; //from bottom, go upper
float xFromRight = 10;
float x = EditorGUIUtility.currentViewWidth - defaultWidth - xFromRight;
float y = SceneView.currentDrawingSceneView.camera.pixelRect.size.y - height - yFromDown;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
default:
case DEFAULT_POSITION.MIDDLE:
{
snapUp = true;
snapRight = false;
float x = (EditorGUIUtility.currentViewWidth / 2) - (defaultWidth / 2);
float y = (_currentEditorWindow.position.height / 2) - (height / 2);
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
}
}
public void TinyInit(string keyEditorPref, string nameEditorWindow, DEFAULT_POSITION position, float defaultWidth = 150)
{
_currentEditorWindow = SceneView.currentDrawingSceneView;
Rect rect = GetNiceRectFromEnum(position, defaultWidth, out bool snapUp, out bool snapRight);
Init(
keyEditorPref: keyEditorPref,
nameEditorWindow: nameEditorWindow,
id: keyEditorPref.GetHashCode(),
windowMenu: rect,
currentEditorWindow: _currentEditorWindow,
currentEvent: Event.current,
draggable: true,
isMinimisable: false,
snapRight: snapRight,
snapUp: snapUp,
maxRect: new Vector2(0, 0),
applySetup: true,
closable: true,
lockToVisibleSizeX: true,
lockToVisibleSizeY: true);
}
/// <summary>
/// need to be called in OnGUI
/// </summary>
public void Init(string keyEditorPref,
string nameEditorWindow,
int id,
Rect windowMenu,
EditorWindow currentEditorWindow,
Event currentEvent,
bool draggable,
bool isMinimisable,
bool snapRight,
bool snapUp,
Vector2 maxRect,
bool applySetup = true,
bool closable = false,
bool lockToVisibleSizeX = true,
bool lockToVisibleSizeY = true)
{
_maxRect = maxRect;
_lockToVisibleSizeX = lockToVisibleSizeX;
_lockToVisibleSizeY = lockToVisibleSizeY;
_keyEditorPref = keyEditorPref;
_nameEditorWindow = nameEditorWindow;
_id = id;
_windowMenu = windowMenu;
_currentEditorWindow = currentEditorWindow;
_currentEvent = currentEvent;
_draggable = draggable;
IsMinimisable = isMinimisable;
_snapRight = snapRight;
_snapUp = snapUp;
_isMinimised = false;
_saveHeight = _windowMenu.height;
IsClosable = closable;
IsClosed = false;
if (applySetup)
{
ApplySetup();
}
}
public void SetNewPosition(Vector2 newPosition, Event currentEvent)
{
_currentEvent = currentEvent;
_windowMenu.x = newPosition.x;
_windowMenu.y = newPosition.y;
EditorPrefs.SetString(_keyEditorPref, GetJsonOfSave());
}
public Rect GetPosition()
{
return (_windowMenu);
}
private void ApplySetup()
{
if (!string.IsNullOrEmpty(_keyEditorPref) && EditorPrefs.HasKey(_keyEditorPref))
{
ApplySaveSettings();
}
SavePositionFromRight(_snapRight, _snapUp);
}
/// <summary>
/// apply the settings of the saved EditorPref
/// </summary>
private void ApplySaveSettings()
{
string keyRect = EditorPrefs.GetString(_keyEditorPref);
_saveEditorPreference = GetFromJsonDatasEditorPref(keyRect);
_windowMenu = new Rect(_saveEditorPreference.Position.x, _saveEditorPreference.Position.y, _windowMenu.width, _windowMenu.height);
_isMinimised = _saveEditorPreference.Minimised;
if (!IsMinimisable)
{
IsMinimisable = false;
}
}
private bool HasChanged()
{
if (_saveEditorPreference.Position != _windowMenu
|| _saveEditorPreference.Minimised != _isMinimised)
{
return (true);
}
return (false);
}
private void SavePositionFromRight(bool snapRight, bool snapUp)
{
if (_currentEditorWindow == null)
{
_lastPositionRight = new Vector2(_windowMenu.x, _windowMenu.y);
return;
}
float SnapWidth = (_lockToVisibleSizeX) ? EditorGUIUtility.currentViewWidth : _currentEditorWindow.position.height;
float Snapheight = (_lockToVisibleSizeY) ? _currentEditorWindow.position.height : _currentEditorWindow.maxSize.y;
_lastPositionRight.x = (snapRight) ? SnapWidth - _windowMenu.x : _windowMenu.x;
_lastPositionRight.y = (snapUp) ? _windowMenu.y : Snapheight - _windowMenu.y;
}
private Vector2 GetNewRightPositiionFromOld(bool snapXRight, bool snapYUp)
{
if (_currentEditorWindow == null)
{
return (_lastPositionRight);
}
float SnapWidth = (_lockToVisibleSizeX) ? EditorGUIUtility.currentViewWidth : _currentEditorWindow.position.height;
float Snapheight = (_lockToVisibleSizeY) ? _currentEditorWindow.position.height : _currentEditorWindow.maxSize.y;
Vector2 pos;
pos.x = (snapXRight) ? SnapWidth - _lastPositionRight.x : _lastPositionRight.x;
pos.y = (snapYUp) ? _lastPositionRight.y : Snapheight - _lastPositionRight.y;
return (pos);
}
/// <summary>
/// called every frame,
/// </summary>
/// <param name="action"></param>
public Rect ShowEditorWindow(ContentToDrawDelegate action,
EditorWindow currentEditorWindow,
Event current)
{
_methodToCall = action;
_currentEvent = current;
_currentEditorWindow = currentEditorWindow;
_windowMenu = ReworkPosition(_windowMenu, _snapRight, _snapUp);
if (!IsMinimisable)
{
_isMinimised = false;
}
if (_isMinimised)
{
_windowMenu.height = 15f;
_windowMenu = GUI.Window(_id, _windowMenu, NavigatorWindow, _nameEditorWindow);
SavePositionFromRight(_snapRight, _snapUp);
}
else
{
//here resize auto
_windowMenu = GUILayout.Window(_id, _windowMenu, NavigatorWindow, _nameEditorWindow, GUILayout.ExpandHeight(true));
SavePositionFromRight(_snapRight, _snapUp);
}
if (!string.IsNullOrEmpty(_keyEditorPref) && HasChanged())
{
EditorPrefs.SetString(_keyEditorPref, GetJsonOfSave());
}
return (_windowMenu);
}
/// <summary>
///
/// </summary>
/// <param name="minimise"></param>
/// <param name="hard"></param>
public void SetMinimise(bool minimise, bool hard)
{
if (!IsMinimisable)
{
if (!hard)
{
return;
}
_isMinimised = minimise;
}
_isMinimised = minimise;
}
private void DisplayClosable()
{
float x = _windowMenu.width - 20;
float y = 0;
float width = 20f;
float height = 15f;
if (_maxRect.x > 0)
{
x = Mathf.Min(_maxRect.x, x);
}
if (_maxRect.y > 0)
{
y = Mathf.Min(_maxRect.y, y);
}
GUILayout.BeginArea(new Rect(x, y, width, height));
if (GUILayout.Button(" x "))
{
IsClosed = true;
}
GUILayout.EndArea();
}
/// <summary>
/// called to display the minimsie button
/// </summary>
private void DisplayMinimise()
{
if (_isMinimised)
{
GUILayout.BeginArea(new Rect(0, 0, _windowMenu.width, 15));
GUILayout.Label(" " + _nameEditorWindow);
GUILayout.EndArea();
}
float x = _windowMenu.width - 20;
float y = 0;
float width = 20f;
float height = 15f;
GUILayout.BeginArea(new Rect(x, y, width, height));
bool minimise = GUILayout.Button(" - ");
GUILayout.EndArea();
if (minimise)
{
_isMinimised = (_isMinimised) ? false : true;
}
}
private void DisplayDraggable()
{
GUILayout.BeginArea(new Rect(0, 0, 15, 15));
GUILayout.Label("#");
GUILayout.EndArea();
}
/// <summary>
/// give restriction to position of the panel
/// </summary>
/// <param name="currentPosition"></param>
/// <returns></returns>
private Rect ReworkPosition(Rect currentPosition, bool snapRight, bool snapUp)
{
if (_currentEditorWindow == null)
{
return (currentPosition);
}
if (_maxRect.x > 0)
{
currentPosition.width = Mathf.Min(_maxRect.x, currentPosition.width);
}
if (_maxRect.y > 0)
{
currentPosition.height = Mathf.Min(_maxRect.y, currentPosition.height);
}
Vector2 snapToRight = GetNewRightPositiionFromOld(snapRight, snapUp);
currentPosition.x = snapToRight.x;
currentPosition.y = snapToRight.y;
float minX = 10;
float minY = 20;
float maxX = EditorGUIUtility.currentViewWidth - currentPosition.width - minX;
float maxY = _currentEditorWindow.position.height - currentPosition.height - 5;
if (!_lockToVisibleSizeX)
{
maxX = _currentEditorWindow.maxSize.x - currentPosition.width - minX;
}
if (!_lockToVisibleSizeY)
{
maxY = _currentEditorWindow.maxSize.y - currentPosition.height - 5;
}
if (currentPosition.x < minX)
{
currentPosition.x = minX;
_snapRight = false;
}
if (currentPosition.x > maxX)
{
currentPosition.x = maxX;
_snapRight = true;
}
if (currentPosition.y < minY)
{
currentPosition.y = minY;
_snapUp = true;
}
//here the _sceneView.camera.pixelRect.size.y is incoherent when applying this event
if (_currentEvent.type == EventType.Repaint)
{
//Debug.Log(_currentEvent.type);
if (currentPosition.y > maxY)
{
currentPosition.y = maxY;
_snapUp = false;
}
}
return (currentPosition);
}
/// <summary>
/// draw the editor window with everything in it
/// </summary>
/// <param name="id"></param>
private void NavigatorWindow(int id)
{
if (IsClosable)
{
DisplayClosable();
}
else if (IsMinimisable)
{
DisplayMinimise();
}
if (_draggable)
{
DisplayDraggable();
GUI.DragWindow(new Rect(0, 0, _windowMenu.width - 20, 20)); //allow to drag de window only at the top
}
//don't draw anything if it's minimised
if (_isMinimised)
{
return;
}
_methodToCall();
PreventClicGoThought(Event.current);
}
public void PreventClicGoThought(Event current)
{
if ((current.type == EventType.MouseDrag || current.type == EventType.MouseDown)
&& current.button == 0)
{
Event.current.Use();
}
}
}
}
ExtComponentAddition.cs
using hedCommon.extension.editor;
using hedCommon.extension.runtime;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using static UnityEditor.EditorGUILayout;
namespace extUnityComponents
{
public static class ExtComponentAddition
{
public static void AddComponentsExtension<T>(string nameExtension, GameObject[] locationExtension) where T : Component
{
for (int i = 0; i < locationExtension.Length; i++)
{
AddComponentsExtension<T>(nameExtension, locationExtension[i], out bool justCreated, out bool justDestroyed);
}
}
/// <summary>
/// return true if the component is present
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="nameExtension"></param>
/// <param name="locationExtension"></param>
/// <returns>true if component is present</returns>
public static bool AddComponentsExtension<T>(string nameExtension, GameObject locationExtension, out bool justCreated, out bool justDestroyed) where T : Component
{
T current = locationExtension.GetComponent<T>();
justCreated = false;
justDestroyed = false;
bool canActiveInternalPropertie = current != null;
using (HorizontalScope horizontalScope = new HorizontalScope())
{
GUI.changed = false;
bool toggle = GUILayout.Toggle(canActiveInternalPropertie, nameExtension, EditorStyles.miniButton);
if (canActiveInternalPropertie)
{
if (ExtGUIButtons.ButtonAskBefore("x", Color.white, "Warning", "Remove this components ?", EditorStyles.miniButton, GUILayout.Width(20)))
{
GameObject.DestroyImmediate(current);
justDestroyed = true;
return (true);
}
}
else if (GUI.changed)
{
current = locationExtension.GetOrAddComponent<T>();
canActiveInternalPropertie = current != null;
justCreated = canActiveInternalPropertie;
}
}
return (canActiveInternalPropertie);
}
}
}
Fichiers source
- Télécharger CustomTransformEditor.cs
- Télécharger DecoratorComponentsEditor.cs
- Télécharger BuiltInEditorComponentsEnum.cs
- Télécharger TinyEditorWindowSceneView.cs
- Télécharger ExtComponentAddition.cs
Voir aussi
- Extension de l’Animator : utiliser la réflexion avancée pas à pas : lire automatiquement la première animation d’un Animator depuis la Scene view, sans script supplémentaire sur les GameObjects.
- Déplacer un parent sans bouger ses enfants : déplacer, tourner et redimensionner un GameObject sans toucher à ses enfants.
- Time, timeScale et deltaTime dans l’éditeur : une classe
TimeEditorqui reproduit le comportement de la classeTimeen mode édition.



