mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-18 09:07:51 +08:00
almost done, just interactive unity structs and a few minor things to finish off.
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@ -2,7 +2,11 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.Helpers;
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using UnityExplorer.UI;
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namespace UnityExplorer.Inspectors.Reflection
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{
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@ -14,16 +18,108 @@ namespace UnityExplorer.Inspectors.Reflection
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public override bool SubContentWanted => false;
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public override bool WantInspectBtn => false;
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public override void ConstructUI(GameObject parent, GameObject subGroup)
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{
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base.ConstructUI(parent, subGroup);
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}
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public override void OnValueUpdated()
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{
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base.OnValueUpdated();
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}
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public override void OnException(CacheMember member)
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{
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base.OnException(member);
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if (m_valueInput.gameObject.activeSelf)
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m_valueInput.gameObject.SetActive(false);
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if (Owner.CanWrite)
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{
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if (m_applyBtn.gameObject.activeSelf)
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m_applyBtn.gameObject.SetActive(false);
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}
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}
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public override void RefreshUIForValue()
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{
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if (!Owner.HasEvaluated)
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{
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GetDefaultLabel();
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m_baseLabel.text = DefaultLabel;
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return;
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}
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m_baseLabel.text = UISyntaxHighlight.ParseFullSyntax(FallbackType, false);
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m_valueInput.text = Value.ToString();
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if (Owner.CanWrite)
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{
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if (!m_applyBtn.gameObject.activeSelf)
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m_applyBtn.gameObject.SetActive(true);
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}
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if (!m_valueInput.gameObject.activeSelf)
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m_valueInput.gameObject.SetActive(true);
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}
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public MethodInfo ParseMethod => m_parseMethod ?? (m_parseMethod = Value.GetType().GetMethod("Parse", new Type[] { typeof(string) }));
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private MethodInfo m_parseMethod;
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internal void OnApplyClicked()
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{
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try
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{
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Value = ParseMethod.Invoke(null, new object[] { m_valueInput.text });
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Owner.SetValue();
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RefreshUIForValue();
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}
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catch (Exception e)
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{
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ExplorerCore.LogWarning("Could not parse input! " + ReflectionHelpers.ExceptionToString(e, true));
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}
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}
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internal InputField m_valueInput;
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internal Button m_applyBtn;
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public override void ConstructUI(GameObject parent, GameObject subGroup)
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{
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base.ConstructUI(parent, subGroup);
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var labelLayout = m_baseLabel.gameObject.GetComponent<LayoutElement>();
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labelLayout.minWidth = 50;
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labelLayout.flexibleWidth = 0;
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var inputObj = UIFactory.CreateInputField(m_valueContent);
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var inputLayout = inputObj.AddComponent<LayoutElement>();
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inputLayout.minWidth = 120;
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inputLayout.minHeight = 25;
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inputLayout.flexibleWidth = 0;
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m_valueInput = inputObj.GetComponent<InputField>();
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m_valueInput.gameObject.SetActive(false);
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if (this.FallbackType == typeof(float)
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|| this.FallbackType == typeof(double)
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|| this.FallbackType == typeof(decimal))
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{
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m_valueInput.characterValidation = InputField.CharacterValidation.Decimal;
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}
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else
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{
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m_valueInput.characterValidation = InputField.CharacterValidation.Integer;
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}
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if (Owner.CanWrite)
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{
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var applyBtnObj = UIFactory.CreateButton(m_valueContent, new Color(0.2f, 0.2f, 0.2f));
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var applyLayout = applyBtnObj.AddComponent<LayoutElement>();
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applyLayout.minWidth = 50;
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applyLayout.minHeight = 25;
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applyLayout.flexibleWidth = 0;
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m_applyBtn = applyBtnObj.GetComponent<Button>();
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m_applyBtn.onClick.AddListener(OnApplyClicked);
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var applyText = applyBtnObj.GetComponentInChildren<Text>();
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applyText.text = "Apply";
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}
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}
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}
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}
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