mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-16 00:07:52 +08:00
WIP
* Using publicized mono assemblies * Remaking UI from scratch. Done the Scene Explorer so far.
This commit is contained in:
181
src/UI/Panels/SceneExplorer.cs
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181
src/UI/Panels/SceneExplorer.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using UnityExplorer.Core;
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using UnityExplorer.UI.Models;
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using UnityExplorer.UI.Utility;
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using UnityExplorer.UI.Widgets;
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namespace UnityExplorer.UI.Panels
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{
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public class SceneExplorer : UIBehaviourModel
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{
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public override GameObject UIRoot => uiRoot;
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private GameObject uiRoot;
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public override bool NeedsUpdate => true;
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public TransformTree Tree;
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private float timeOfLastUpdate = -1f;
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private Dropdown sceneDropdown;
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private readonly Dictionary<int, Dropdown.OptionData> sceneToDropdownOption = new Dictionary<int, Dropdown.OptionData>();
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public SceneExplorer()
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{
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SceneHandler.OnInspectedSceneChanged += SceneHandler_OnInspectedSceneChanged;
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SceneHandler.OnLoadedScenesChanged += SceneHandler_OnLoadedScenesChanged;
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}
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private IEnumerable<GameObject> GetRootEntries() => SceneHandler.CurrentRootObjects;
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public override void Update()
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{
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if (Time.realtimeSinceStartup - timeOfLastUpdate < 1f)
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return;
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timeOfLastUpdate = Time.realtimeSinceStartup;
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Tree.infiniteScroll.ExternallySetting = true;
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SceneHandler.Update();
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Tree.RefreshData(true);
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}
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private void OnDropdownChanged(int value)
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{
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if (value < 0 || SceneHandler.LoadedScenes.Count <= value)
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return;
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SceneHandler.SelectedScene = SceneHandler.LoadedScenes[value];
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SceneHandler.Update();
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Tree.RefreshData(true);
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}
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private void SceneHandler_OnInspectedSceneChanged(Scene scene)
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{
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if (!sceneToDropdownOption.ContainsKey(scene.handle))
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PopulateSceneDropdown();
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if (sceneToDropdownOption.ContainsKey(scene.handle))
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{
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int idx = sceneDropdown.value = sceneDropdown.options.IndexOf(sceneToDropdownOption[scene.handle]);
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if (sceneDropdown.value != idx)
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sceneDropdown.value = idx;
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}
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}
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private void SceneHandler_OnLoadedScenesChanged(ReadOnlyCollection<Scene> loadedScenes)
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{
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PopulateSceneDropdown();
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}
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private void PopulateSceneDropdown()
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{
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sceneToDropdownOption.Clear();
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sceneDropdown.options.Clear();
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foreach (var scene in SceneHandler.LoadedScenes)
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{
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string name = scene.name?.Trim();
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if (!scene.IsValid())
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name = "HideAndDontSave";
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else if (string.IsNullOrEmpty(name))
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name = "<untitled>";
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sceneDropdown.options.Add(new Dropdown.OptionData(name));
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sceneToDropdownOption.Add(scene.handle, sceneDropdown.options.Last());
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}
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}
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private void OnFilterInput(string input)
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{
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Tree.CurrentFilter = input;
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Tree.RefreshData(true);
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}
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private void SceneExplorer_OnFinishResize(RectTransform obj)
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{
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int curIdx = Tree.infiniteScroll.currentItemCount;
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// Set it to 0 (its going to jump to top anyway)
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Tree.infiniteScroll.currentItemCount = 0;
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// Need to do complete rebuild so that anchors and offsets can recalculated.
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Tree.infiniteScroll.ReloadData();
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// Try jump back to previous idx
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RuntimeProvider.Instance.StartCoroutine(DelayedJump(curIdx));
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}
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private IEnumerator DelayedJump(int idx)
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{
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yield return null;
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Tree.infiniteScroll.JumpToIndex(0);
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yield return null;
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Tree.infiniteScroll.JumpToIndex(idx);
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}
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public override void ConstructUI(GameObject parent)
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{
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var panel = UIFactory.CreatePanel("SceneExplorer", out GameObject panelContent);
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uiRoot = panel;
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var panelRect = panel.GetComponent<RectTransform>();
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panelRect.anchorMin = Vector3.zero;
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panelRect.anchorMax = new Vector2(0, 1);
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panelRect.sizeDelta = new Vector2(300f, panelRect.sizeDelta.y);
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panelRect.anchoredPosition = new Vector2(160, 0);
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panelRect.offsetMin = new Vector2(panelRect.offsetMin.x, 10); // bottom
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panelRect.offsetMax = new Vector2(panelRect.offsetMax.x, -10); // top
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panelRect.pivot = new Vector2(0.5f, 0.5f);
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UIFactory.SetLayoutGroup<VerticalLayoutGroup>(panel, true, true, true, true, 0,0,0,0,0, TextAnchor.UpperLeft);
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UIFactory.SetLayoutGroup<VerticalLayoutGroup>(panelContent, true, true, true, true, 2, 2, 2, 2, 2, TextAnchor.UpperLeft);
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Tree = panel.AddComponent<TransformTree>();
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Tree.GetRootEntriesMethod = GetRootEntries;
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// Title bar
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var titleBar = UIFactory.CreateLabel(panelContent, "TitleBar", "Scene Explorer", TextAnchor.MiddleLeft);
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UIFactory.SetLayoutElement(titleBar.gameObject, minHeight: 25, flexibleHeight: 0);
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new PanelDragger(titleBar.GetComponent<RectTransform>(), panelRect)
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.OnFinishResize += SceneExplorer_OnFinishResize;
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// Tool bar
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var toolbar = UIFactory.CreateVerticalGroup(panelContent, "Toolbar", true, true, true, true, 2, new Vector4(2, 2, 2, 2),
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new Color(0.15f, 0.15f, 0.15f));
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//UIFactory.SetLayoutElement(toolbar, minHeight: 25, flexibleHeight: 0);
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//Scene selector dropdown
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var dropdownObj = UIFactory.CreateDropdown(toolbar, out sceneDropdown, "<notset>", 13, OnDropdownChanged);
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UIFactory.SetLayoutElement(dropdownObj, minHeight: 25, flexibleHeight: 0);
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SceneHandler.Update();
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PopulateSceneDropdown();
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sceneDropdown.itemText.text = sceneToDropdownOption.First().Value.text;
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//Filter input field
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var inputFieldObj = UIFactory.CreateInputField(toolbar, "FilterInput", "Search...", out InputField inputField, 13);
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UIFactory.SetLayoutElement(inputFieldObj, minHeight: 25);
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inputField.onValueChanged.AddListener(OnFilterInput);
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// Transform Tree
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var infiniteScroll = UIFactory.CreateInfiniteScroll(panelContent, "TransformTree", out GameObject scrollContent,
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new Color(0.15f, 0.15f, 0.15f));
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UIFactory.SetLayoutElement(infiniteScroll.gameObject, flexibleHeight: 9999);
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UIFactory.SetLayoutElement(scrollContent, flexibleHeight: 9999);
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// Prototype tree cell
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var prototype = Tree.CreatePrototypeCell(scrollContent, Tree);
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infiniteScroll.PrototypeCell = prototype.GetComponent<RectTransform>();
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// Setup references
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Tree.infiniteScroll = infiniteScroll;
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}
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}
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}
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