mirror of
https://github.com/originalnicodr/CinematicUnityExplorer.git
synced 2025-07-18 17:38:01 +08:00
Added a label next to the expand/collapse button and increased the minimum height of the bones panel.
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@ -18,7 +18,10 @@ namespace UnityExplorer.UI.Panels
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public AxisComponentControl CurrentSlidingAxisControl { get; set; }
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public BonesManager Owner;
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private ButtonRef inspectButton;
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private ButtonRef expandBones;
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private GameObject expandBonesRow;
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private ButtonRef expandBonesButton;
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private Text expandBonesText;
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private LayoutElement spaceLayout;
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static private int TREE_LEVEL_IDENTATION = 20;
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@ -38,10 +41,12 @@ namespace UnityExplorer.UI.Panels
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Owner = bonesManager;
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if (boneTree.childTrees.Count == 0){
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expandBones.Component.gameObject.SetActive(false);
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expandBonesRow.SetActive(false);
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} else {
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expandBones.Component.gameObject.SetActive(true);
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expandBones.ButtonText.text = IsTreeExpanded() ? "▼" : "▶";
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expandBonesRow.SetActive(true);
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bool isTreeExpanded = IsTreeExpanded();
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expandBonesButton.ButtonText.text = isTreeExpanded ? "▼" : "▶";
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expandBonesText.text = isTreeExpanded ? "Collapse bones" : "Expand bones";
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}
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spaceLayout.minWidth = TREE_LEVEL_IDENTATION * boneTree.level;
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@ -52,7 +57,8 @@ namespace UnityExplorer.UI.Panels
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// Collapse
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List<BoneTree> treesToRemove = boneTree.childTrees.Select(t => t.flatten()).SelectMany(l => l).ToList();
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Owner.boneTrees = Owner.boneTrees.Except(treesToRemove).ToList();
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expandBones.ButtonText.text = "▶";
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expandBonesButton.ButtonText.text = "▶";
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expandBonesText.text = "Expand bones";
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}
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else {
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// Expand
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@ -60,7 +66,8 @@ namespace UnityExplorer.UI.Panels
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if (index == -1) return;
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Owner.boneTrees.InsertRange(index + 1, boneTree.childTrees);
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expandBones.ButtonText.text = "▼";
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expandBonesButton.ButtonText.text = "▼";
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expandBonesText.text = "Collapse bones";
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}
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Owner.boneScrollPool.Refresh(true, false);
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@ -114,9 +121,16 @@ namespace UnityExplorer.UI.Panels
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rotationControl = ComponentControl.Create(this, baseCell, "Rotation", TransformType.Rotation, 10f);
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scaleControl = ComponentControl.Create(this, baseCell, "Scale", TransformType.Scale, 0.1f);
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expandBones = UIFactory.CreateButton(baseCell, "ExpandBones", IsTreeExpanded() ? "⯆" : "▶", new Color(0.05f, 0.05f, 0.05f));
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UIFactory.SetLayoutElement(expandBones.Component.gameObject, minHeight: 25, minWidth: 25);
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expandBones.OnClick += ExpandOrCollapseBoneTree;
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expandBonesRow = UIFactory.CreateUIObject("ExpandBonesRow", baseCell);
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UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(expandBonesRow, false, false, true, true, 4, childAlignment: TextAnchor.MiddleLeft);
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UIFactory.SetLayoutElement(expandBonesRow, minHeight: 25, flexibleWidth: 9999, flexibleHeight: 800);
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expandBonesButton = UIFactory.CreateButton(expandBonesRow, "ExpandBonesButton", IsTreeExpanded() ? "⯆" : "▶", new Color(0.05f, 0.05f, 0.05f));
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UIFactory.SetLayoutElement(expandBonesButton.Component.gameObject, minHeight: 25, minWidth: 25);
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expandBonesButton.OnClick += ExpandOrCollapseBoneTree;
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expandBonesText = UIFactory.CreateLabel(expandBonesRow, $"ExpandBonesText", IsTreeExpanded() ? "Collapse bones" : "Expand bones");
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UIFactory.SetLayoutElement(expandBonesText.gameObject, minWidth: 100, minHeight: 25);
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return UIRoot;
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}
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@ -9,7 +9,7 @@ namespace UnityExplorer.UI.Panels
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{
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public override string Name => $"Bones Manager";
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public override int MinWidth => 1000;
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public override int MinHeight => 400;
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public override int MinHeight => 800;
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public override Vector2 DefaultAnchorMin => Vector2.zero;
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public override Vector2 DefaultAnchorMax => Vector2.zero;
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public Toggle turnOffAnimatorToggle;
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