Make abstract UIPanel class, refactor SceneExplorer into that, some fixes

This commit is contained in:
Sinai
2021-04-16 17:49:05 +10:00
parent c8a64c39b1
commit 1769a4ed8d
10 changed files with 437 additions and 603 deletions

View File

@ -2,22 +2,23 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityExplorer.Core;
using UnityExplorer.Core.Config;
using UnityExplorer.UI.Models;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.Widgets;
namespace UnityExplorer.UI.Panels
{
public class SceneExplorer : UIBehaviourModel
public class SceneExplorer : UIPanel
{
public override GameObject UIRoot => uiRoot;
private GameObject uiRoot;
public override string Name => "Scene Explorer";
/// <summary>
/// Whether to automatically update per auto-update interval or not.
@ -27,6 +28,7 @@ namespace UnityExplorer.UI.Panels
public TransformTree Tree;
private float timeOfLastUpdate = -1f;
private GameObject refreshRow;
private Dropdown sceneDropdown;
private readonly Dictionary<int, Dropdown.OptionData> sceneToDropdownOption = new Dictionary<int, Dropdown.OptionData>();
@ -45,7 +47,7 @@ namespace UnityExplorer.UI.Panels
public override void Update()
{
if (AutoUpdate && Time.realtimeSinceStartup - timeOfLastUpdate >= 1f)
if ((AutoUpdate || !SceneHandler.InspectingAssetScene) && Time.realtimeSinceStartup - timeOfLastUpdate >= 1f)
{
timeOfLastUpdate = Time.realtimeSinceStartup;
ExpensiveUpdate();
@ -68,6 +70,7 @@ namespace UnityExplorer.UI.Panels
SceneHandler.SelectedScene = SceneHandler.LoadedScenes[value];
SceneHandler.Update();
Tree.RefreshData(true);
OnSelectedSceneChanged(SceneHandler.SelectedScene.Value);
}
private void SceneHandler_OnInspectedSceneChanged(Scene scene)
@ -84,6 +87,14 @@ namespace UnityExplorer.UI.Panels
else
sceneDropdown.captionText.text = opt.text;
}
OnSelectedSceneChanged(scene);
}
private void OnSelectedSceneChanged(Scene scene)
{
if (refreshRow)
refreshRow.SetActive(!scene.IsValid());
}
private void SceneHandler_OnLoadedScenesChanged(ReadOnlyCollection<Scene> loadedScenes)
@ -119,9 +130,15 @@ namespace UnityExplorer.UI.Panels
private float previousRectHeight;
private void SceneExplorer_OnFinishResize(RectTransform obj)
public override void OnFinishResize(RectTransform panel)
{
RuntimeProvider.Instance.StartCoroutine(DelayedRefresh(obj));
base.OnFinishResize(panel);
RuntimeProvider.Instance.StartCoroutine(DelayedRefresh(panel));
}
public override void SaveToConfigManager()
{
ConfigManager.SceneExplorerData.Value = this.ToSaveData();
}
private IEnumerator DelayedRefresh(RectTransform obj)
@ -138,53 +155,33 @@ namespace UnityExplorer.UI.Panels
}
public override void ConstructUI(GameObject parent)
public override void LoadSaveData()
{
var panel = UIFactory.CreatePanel("SceneExplorer", out GameObject panelContent);
uiRoot = panel;
var panelRect = panel.GetComponent<RectTransform>();
panelRect.anchorMin = Vector3.zero;
panelRect.anchorMax = new Vector2(0, 1);
panelRect.sizeDelta = new Vector2(300f, panelRect.sizeDelta.y);
panelRect.anchoredPosition = new Vector2(160, 0);
panelRect.offsetMin = new Vector2(panelRect.offsetMin.x, 10); // bottom
panelRect.offsetMax = new Vector2(panelRect.offsetMax.x, -10); // top
panelRect.pivot = new Vector2(0.5f, 0.5f);
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(panel, true, true, true, true, 0, 0, 0, 0, 0, TextAnchor.UpperLeft);
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(panelContent, true, true, true, true, 2, 2, 2, 2, 2, TextAnchor.UpperLeft);
var data = ConfigManager.SceneExplorerData.Value;
ApplySaveData(data);
}
// Title bar
public override void SetDefaultPosAndAnchors()
{
mainPanelRect.localPosition = Vector2.zero;
mainPanelRect.anchorMin = Vector3.zero;
mainPanelRect.anchorMax = new Vector2(0, 1);
mainPanelRect.sizeDelta = new Vector2(300f, mainPanelRect.sizeDelta.y);
mainPanelRect.anchoredPosition = new Vector2(160, 0);
mainPanelRect.offsetMin = new Vector2(mainPanelRect.offsetMin.x, 10); // bottom
mainPanelRect.offsetMax = new Vector2(mainPanelRect.offsetMax.x, -10); // top
mainPanelRect.pivot = new Vector2(0.5f, 0.5f);
}
var titleBar = UIFactory.CreateLabel(panelContent, "TitleBar", "Scene Explorer", TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(titleBar.gameObject, minHeight: 25, flexibleHeight: 0);
public override void ConstructPanelContent()
{
// Tool bar (top area)
new PanelDragger(titleBar.GetComponent<RectTransform>(), panelRect)
.OnFinishResize += SceneExplorer_OnFinishResize;
// Tool bar
var toolbar = UIFactory.CreateVerticalGroup(panelContent, "Toolbar", true, true, true, true, 2, new Vector4(2, 2, 2, 2),
var toolbar = UIFactory.CreateVerticalGroup(content, "Toolbar", true, true, true, true, 2, new Vector4(2, 2, 2, 2),
new Color(0.15f, 0.15f, 0.15f));
//UIFactory.SetLayoutElement(toolbar, minHeight: 25, flexibleHeight: 0);
// refresh row
var refreshRow = UIFactory.CreateHorizontalGroup(toolbar, "RefreshGroup", true, true, true, true, 2, new Vector4(2, 2, 2, 2));
UIFactory.SetLayoutElement(refreshRow, minHeight: 30, flexibleHeight: 0);
var refreshButton = UIFactory.CreateButton(refreshRow, "RefreshButton", "Update", ForceUpdate);
UIFactory.SetLayoutElement(refreshButton.gameObject, minWidth: 65, flexibleWidth: 0);
var refreshToggle = UIFactory.CreateToggle(refreshRow, "RefreshToggle", out Toggle toggle, out Text text);
UIFactory.SetLayoutElement(refreshToggle, flexibleWidth: 9999);
text.text = "Auto-update (1 second)";
text.alignment = TextAnchor.MiddleLeft;
text.color = Color.white;
text.fontSize = 12;
toggle.isOn = false;
toggle.onValueChanged.AddListener((bool val) => AutoUpdate = val);
// Scene selector dropdown
var dropdownObj = UIFactory.CreateDropdown(toolbar, out sceneDropdown, "<notset>", 13, OnDropdownChanged);
UIFactory.SetLayoutElement(dropdownObj, minHeight: 25, flexibleHeight: 0);
@ -208,9 +205,28 @@ namespace UnityExplorer.UI.Panels
UIFactory.SetLayoutElement(inputFieldObj, minHeight: 25);
inputField.onValueChanged.AddListener(OnFilterInput);
// refresh row
refreshRow = UIFactory.CreateHorizontalGroup(toolbar, "RefreshGroup", true, true, true, true, 2, new Vector4(2, 2, 2, 2));
UIFactory.SetLayoutElement(refreshRow, minHeight: 30, flexibleHeight: 0);
var refreshButton = UIFactory.CreateButton(refreshRow, "RefreshButton", "Update", ForceUpdate);
UIFactory.SetLayoutElement(refreshButton.gameObject, minWidth: 65, flexibleWidth: 0);
var refreshToggle = UIFactory.CreateToggle(refreshRow, "RefreshToggle", out Toggle toggle, out Text text);
UIFactory.SetLayoutElement(refreshToggle, flexibleWidth: 9999);
text.text = "Auto-update (1 second)";
text.alignment = TextAnchor.MiddleLeft;
text.color = Color.white;
text.fontSize = 12;
toggle.isOn = false;
toggle.onValueChanged.AddListener((bool val) => AutoUpdate = val);
refreshRow.SetActive(false);
// Transform Tree
var infiniteScroll = UIFactory.CreateInfiniteScroll(panelContent, "TransformTree", out GameObject scrollObj,
var infiniteScroll = UIFactory.CreateInfiniteScroll(content, "TransformTree", out GameObject scrollObj,
out GameObject scrollContent, new Color(0.15f, 0.15f, 0.15f));
UIFactory.SetLayoutElement(scrollObj, flexibleHeight: 9999);
UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
@ -225,10 +241,66 @@ namespace UnityExplorer.UI.Panels
var prototype = TransformCell.CreatePrototypeCell(scrollContent);
infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
// Setup references
// some references
Tree.Scroller = infiniteScroll;
previousRectHeight = mainPanelRect.rect.height;
// Scene Loader
try
{
Type sceneUtil = ReflectionUtility.GetTypeByName("UnityEngine.SceneManagement.SceneUtility");
if (sceneUtil == null)
throw new Exception("This version of Unity does not ship with the 'SceneUtility' class, or it was not unstripped.");
var method = sceneUtil.GetMethod("GetScenePathByBuildIndex", ReflectionUtility.AllFlags);
var title2 = UIFactory.CreateLabel(content, "SceneLoaderLabel", "Scene Loader", TextAnchor.MiddleLeft, Color.white, true, 14);
UIFactory.SetLayoutElement(title2.gameObject, minHeight: 25, flexibleHeight: 0);
var allSceneDropObj = UIFactory.CreateDropdown(content, out Dropdown allSceneDrop, "", 14, null);
UIFactory.SetLayoutElement(allSceneDropObj, minHeight: 25, minWidth: 150, flexibleWidth: 0, flexibleHeight: 0);
int sceneCount = SceneManager.sceneCountInBuildSettings;
for (int i = 0; i < sceneCount; i++)
{
var scenePath = (string)method.Invoke(null, new object[] { i });
allSceneDrop.options.Add(new Dropdown.OptionData(Path.GetFileNameWithoutExtension(scenePath)));
}
allSceneDrop.value = 1;
allSceneDrop.value = 0;
var buttonRow = UIFactory.CreateHorizontalGroup(content, "LoadButtons", true, true, true, true, 4);
var loadButton = UIFactory.CreateButton(buttonRow, "LoadSceneButton", "Load (Single)", () =>
{
try
{
SceneManager.LoadScene(allSceneDrop.options[allSceneDrop.value].text);
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Unable to load the Scene! {ex.ReflectionExToString()}");
}
}, new Color(0.1f, 0.3f, 0.3f));
UIFactory.SetLayoutElement(loadButton.gameObject, minHeight: 25, minWidth: 150);
var loadAdditiveButton = UIFactory.CreateButton(buttonRow, "LoadSceneButton", "Load (Additive)", () =>
{
try
{
SceneManager.LoadScene(allSceneDrop.options[allSceneDrop.value].text, LoadSceneMode.Additive);
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Unable to load the Scene! {ex.ReflectionExToString()}");
}
}, new Color(0.1f, 0.3f, 0.3f));
UIFactory.SetLayoutElement(loadAdditiveButton.gameObject, minHeight: 25, minWidth: 150);
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Could not create the Scene Loader helper! {ex.ReflectionExToString()}");
}
previousRectHeight = panelRect.rect.height;
}
}
}