Finish GameObject Inspector, some UI cleanups

This commit is contained in:
Sinai
2021-05-16 21:46:19 +10:00
parent f4e473f8e6
commit ca65affb5c
12 changed files with 1112 additions and 184 deletions

View File

@ -5,10 +5,12 @@ using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.Core.Input;
using UnityExplorer.UI.ObjectPool;
using UnityExplorer.UI.Panels;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.Widgets;
using UnityExplorer.UI.Widgets.AutoComplete;
namespace UnityExplorer.UI.Inspectors
{
@ -16,27 +18,26 @@ namespace UnityExplorer.UI.Inspectors
{
public GameObject GOTarget => Target as GameObject;
// Top info
private InputFieldRef NameInput;
private GameObject PathRow;
private InputFieldRef PathInput;
// Child and comp lists
public GameObjectControls GOControls;
public TransformTree TransformTree;
private ScrollPool<TransformCell> transformScroll;
private readonly List<GameObject> cachedChildren = new List<GameObject>();
public ButtonListSource<Component> ComponentList;
private ScrollPool<ButtonCell> componentScroll;
public ComponentList ComponentList;
private ScrollPool<ComponentCell> componentScroll;
private InputFieldRef addChildInput;
private InputFieldRef addCompInput;
public override void OnBorrowedFromPool(object target)
{
base.OnBorrowedFromPool(target);
Target = target as GameObject;
Tab.TabText.text = $"[G] {GOTarget.name}";
GOControls.UpdateGameObjectInfo(true, true);
GOControls.UpdateTransformControlValues(true);
RuntimeProvider.Instance.StartCoroutine(InitCoroutine());
}
@ -56,12 +57,25 @@ namespace UnityExplorer.UI.Inspectors
public override void OnReturnToPool()
{
base.OnReturnToPool();
addChildInput.Text = "";
addCompInput.Text = "";
}
protected override void OnCloseClicked()
public override void CloseInspector()
{
InspectorManager.ReleaseInspector(this);
}
public void ChangeTarget(GameObject newTarget)
{
this.Target = newTarget;
GOControls.UpdateGameObjectInfo(true, true);
GOControls.UpdateTransformControlValues(true);
TransformTree.RefreshData(true, false);
UpdateComponents();
}
private float timeOfLastUpdate;
public override void Update()
@ -75,26 +89,22 @@ namespace UnityExplorer.UI.Inspectors
return;
}
GOControls.UpdateVectorSlider();
GOControls.UpdateTransformControlValues(false);
// Slow update
if (timeOfLastUpdate.OccuredEarlierThan(1))
{
timeOfLastUpdate = Time.realtimeSinceStartup;
// Refresh children and components
GOControls.UpdateGameObjectInfo(false, false);
TransformTree.RefreshData(true, false);
UpdateComponents();
Tab.TabText.text = $"[G] {GOTarget.name}";
}
}
private void RefreshTopInfo()
{
}
#region Transform and Component Lists
// Child and Component Lists
private IEnumerable<GameObject> GetTransformEntries()
{
@ -104,157 +114,194 @@ namespace UnityExplorer.UI.Inspectors
return cachedChildren;
}
private readonly List<Component> _componentEntries = new List<Component>();
private readonly HashSet<int> _compInstanceIDs = new HashSet<int>();
private readonly List<Component> componentEntries = new List<Component>();
private readonly HashSet<int> compInstanceIDs = new HashSet<int>();
private readonly List<Behaviour> behaviourEntries = new List<Behaviour>();
private readonly List<bool> behaviourEnabledStates = new List<bool>();
private List<Component> GetComponentEntries()
{
return _componentEntries;
}
// ComponentList.GetRootEntriesMethod
private List<Component> GetComponentEntries() => componentEntries;
private void UpdateComponents()
public void UpdateComponents()
{
// Check if we actually need to refresh the component cells or not.
// Doing this check is far more efficient than blindly setting cells.
var comps = GOTarget.GetComponents<Component>();
var behaviours = GOTarget.GetComponents<Behaviour>();
bool needRefresh = false;
if (comps.Length != _componentEntries.Count)
if (comps.Length != componentEntries.Count || behaviours.Length != behaviourEntries.Count)
{
needRefresh = true;
}
else
{
foreach (var comp in comps)
{
if (!_compInstanceIDs.Contains(comp.GetInstanceID()))
if (!compInstanceIDs.Contains(comp.GetInstanceID()))
{
needRefresh = true;
break;
}
}
if (!needRefresh)
{
for (int i = 0; i < behaviours.Length; i++)
{
var behaviour = behaviours[i];
if (behaviour.enabled != behaviourEnabledStates[i])
{
needRefresh = true;
break;
}
}
}
}
if (!needRefresh)
return;
_componentEntries.Clear();
_compInstanceIDs.Clear();
componentEntries.Clear();
compInstanceIDs.Clear();
foreach (var comp in comps)
{
_componentEntries.Add(comp);
_compInstanceIDs.Add(comp.GetInstanceID());
componentEntries.Add(comp);
compInstanceIDs.Add(comp.GetInstanceID());
}
behaviourEntries.Clear();
behaviourEnabledStates.Clear();
foreach (var behaviour in behaviours)
{
behaviourEntries.Add(behaviour);
behaviourEnabledStates.Add(behaviour.enabled);
}
ComponentList.RefreshData();
ComponentList.ScrollPool.Refresh(true);
}
private static readonly Dictionary<string, string> compToStringCache = new Dictionary<string, string>();
private void SetComponentCell(ButtonCell cell, int index)
private void OnAddChildClicked(string input)
{
if (index < 0 || index >= _componentEntries.Count)
{
cell.Disable();
return;
}
var newObject = new GameObject(input);
newObject.transform.parent = GOTarget.transform;
cell.Enable();
var comp = _componentEntries[index];
var type = comp.GetActualType();
if (!compToStringCache.ContainsKey(type.AssemblyQualifiedName))
{
compToStringCache.Add(type.AssemblyQualifiedName, SignatureHighlighter.Parse(type, true));
}
cell.Button.ButtonText.text = compToStringCache[type.AssemblyQualifiedName];
TransformTree.RefreshData(true, false);
}
private bool ShouldDisplay(Component comp, string filter) => true;
private void OnComponentClicked(int index)
private void OnAddComponentClicked(string input)
{
if (index < 0 || index >= _componentEntries.Count)
return;
var comp = _componentEntries[index];
if (comp)
InspectorManager.Inspect(comp);
if (ReflectionUtility.AllTypes.TryGetValue(input, out Type type))
{
try
{
RuntimeProvider.Instance.AddComponent<Component>(GOTarget, type);
UpdateComponents();
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Exception adding component: {ex.ReflectionExToString()}");
}
}
else
{
ExplorerCore.LogWarning($"Could not find any Type by the name '{input}'!");
}
}
#endregion
#region UI Construction
public override GameObject CreateContent(GameObject parent)
{
UIRoot = UIFactory.CreateVerticalGroup(Pool<GameObjectInspector>.Instance.InactiveHolder,
"GameObjectInspector", true, true, true, true, 5, new Vector4(4, 4, 4, 4), new Color(0.12f, 0.12f, 0.12f));
"GameObjectInspector", true, true, true, true, 5, new Vector4(4, 4, 4, 4), new Color(0.065f, 0.065f, 0.065f));
// Title row
// Construct GO Controls
GOControls = new GameObjectControls(this);
var titleRow = UIFactory.CreateUIObject("TitleRow", UIRoot);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(titleRow, false, false, true, true, 5);
var titleLabel = UIFactory.CreateLabel(titleRow, "Title", SignatureHighlighter.Parse(typeof(GameObject), true),
TextAnchor.MiddleLeft, fontSize: 17);
UIFactory.SetLayoutElement(titleLabel.gameObject, minHeight: 30, flexibleHeight: 0, flexibleWidth: 9999);
// Update button
var updateBtn = UIFactory.CreateButton(titleRow, "UpdateButton", "Update Info", new Color(0.2f, 0.3f, 0.2f));
UIFactory.SetLayoutElement(updateBtn.Component.gameObject, minHeight: 25, minWidth: 200);
updateBtn.OnClick += () => { ExplorerCore.Log("TODO!"); };
// ~~~~~~ Top info ~~~~~~
// parent / path row
this.PathRow = UIFactory.CreateUIObject("ParentRow", UIRoot);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(this.PathRow, false, false, true, true, 5, 2, 2, 2, 2);
UIFactory.SetLayoutElement(this.PathRow, minHeight: 25, flexibleHeight: 100, flexibleWidth: 9999);
var viewParentButton = UIFactory.CreateButton(PathRow, "ViewParentButton", "View Parent", new Color(0.3f, 0.3f, 0.3f));
UIFactory.SetLayoutElement(viewParentButton.Component.gameObject, minHeight: 25, minWidth: 80);
viewParentButton.OnClick += () => { ExplorerCore.LogWarning("TODO!"); };
this.PathInput = UIFactory.CreateInputField(PathRow, "PathInput", "No parent (root object)");
UIFactory.SetLayoutElement(PathInput.UIRoot, minHeight: 25, minWidth: 100, flexibleWidth: 9999);
// ~~~~~~ Child and comp lists ~~~~~~
var listTitles = UIFactory.CreateUIObject("ListTitles", UIRoot);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(listTitles, true, true, true, true, 5, 2, 2, 2, 2);
UIFactory.SetLayoutElement(listTitles, flexibleWidth: 9999, flexibleHeight: 30);
UIFactory.CreateLabel(listTitles, "ChildListTitle", "Children", TextAnchor.MiddleCenter, default, false, 15);
UIFactory.CreateLabel(listTitles, "CompListTitle", "Components", TextAnchor.MiddleCenter, default, false, 15);
var listHolder = UIFactory.CreateHorizontalGroup(UIRoot, "ListHolder", true, true, true, true, 5, new Vector4(2, 2, 2, 2));
UIFactory.SetLayoutElement(listHolder, flexibleWidth: 9999, flexibleHeight: 9999);
transformScroll = UIFactory.CreateScrollPool<TransformCell>(listHolder, "TransformTree", out GameObject transformObj,
out GameObject transformContent, new Color(0.11f, 0.11f, 0.11f));
UIFactory.SetLayoutElement(transformObj, flexibleHeight: 9999);
UIFactory.SetLayoutElement(transformContent, flexibleHeight: 9999);
componentScroll = UIFactory.CreateScrollPool<ButtonCell>(listHolder, "ComponentList", out GameObject compObj,
out GameObject compContent, new Color(0.11f, 0.11f, 0.11f));
UIFactory.SetLayoutElement(compObj, flexibleHeight: 9999);
UIFactory.SetLayoutElement(compContent, flexibleHeight: 9999);
TransformTree = new TransformTree(transformScroll) { GetRootEntriesMethod = GetTransformEntries };
TransformTree.Init();
ComponentList = new ButtonListSource<Component>(componentScroll, GetComponentEntries, SetComponentCell, ShouldDisplay, OnComponentClicked);
componentScroll.Initialize(ComponentList);
ConstructLists();
return UIRoot;
}
// Child and Comp Lists
private void ConstructLists()
{
var listHolder = UIFactory.CreateUIObject("ListTitles", UIRoot);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(listHolder, false, true, true, true, 8, 2, 2, 2, 2);
UIFactory.SetLayoutElement(listHolder, flexibleWidth: 9999, flexibleHeight: 9999);
// Left group (Children)
var leftGroup = UIFactory.CreateUIObject("ChildrenGroup", listHolder);
UIFactory.SetLayoutElement(leftGroup, flexibleWidth: 9999, flexibleHeight: 9999);
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(leftGroup, false, false, true, true, 2);
var childrenLabel = UIFactory.CreateLabel(leftGroup, "ChildListTitle", "Children", TextAnchor.MiddleCenter, default, false, 16);
UIFactory.SetLayoutElement(childrenLabel.gameObject, flexibleWidth: 9999);
// Add Child
var addChildRow = UIFactory.CreateUIObject("AddChildRow", leftGroup);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(addChildRow, false, false, true, true, 2);
addChildInput = UIFactory.CreateInputField(addChildRow, "AddChildInput", "Enter a name...");
UIFactory.SetLayoutElement(addChildInput.Component.gameObject, minHeight: 25, preferredWidth: 9999);
var addChildButton = UIFactory.CreateButton(addChildRow, "AddChildButton", "Add Child");
UIFactory.SetLayoutElement(addChildButton.Component.gameObject, minHeight: 25, minWidth: 80);
addChildButton.OnClick += () => { OnAddChildClicked(addChildInput.Text); };
// TransformTree
transformScroll = UIFactory.CreateScrollPool<TransformCell>(leftGroup, "TransformTree", out GameObject transformObj,
out GameObject transformContent, new Color(0.11f, 0.11f, 0.11f));
UIFactory.SetLayoutElement(transformObj, flexibleHeight: 9999);
UIFactory.SetLayoutElement(transformContent, flexibleHeight: 9999);
TransformTree = new TransformTree(transformScroll, GetTransformEntries);
TransformTree.Init();
TransformTree.OnClickOverrideHandler = ChangeTarget;
// Right group (Components)
var rightGroup = UIFactory.CreateUIObject("ChildrenGroup", listHolder);
UIFactory.SetLayoutElement(rightGroup, flexibleWidth: 9999, flexibleHeight: 9999);
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(rightGroup, false, false, true, true, 2);
var compLabel = UIFactory.CreateLabel(rightGroup, "CompListTitle", "Components", TextAnchor.MiddleCenter, default, false, 16);
UIFactory.SetLayoutElement(compLabel.gameObject, flexibleWidth: 9999);
// Add Comp
var addCompRow = UIFactory.CreateUIObject("AddCompRow", rightGroup);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(addCompRow, false, false, true, true, 2);
addCompInput = UIFactory.CreateInputField(addCompRow, "AddCompInput", "Enter a Component type...");
UIFactory.SetLayoutElement(addCompInput.Component.gameObject, minHeight: 25, preferredWidth: 9999);
var addCompButton = UIFactory.CreateButton(addCompRow, "AddCompButton", "Add Comp");
UIFactory.SetLayoutElement(addCompButton.Component.gameObject, minHeight: 25, minWidth: 80);
addCompButton.OnClick += () => { OnAddComponentClicked(addCompInput.Text); };
// comp autocompleter
new TypeCompleter(typeof(Component), addCompInput);
// Component List
componentScroll = UIFactory.CreateScrollPool<ComponentCell>(rightGroup, "ComponentList", out GameObject compObj,
out GameObject compContent, new Color(0.11f, 0.11f, 0.11f));
UIFactory.SetLayoutElement(compObj, flexibleHeight: 9999);
UIFactory.SetLayoutElement(compContent, flexibleHeight: 9999);
ComponentList = new ComponentList(componentScroll, GetComponentEntries);
ComponentList.Parent = this;
componentScroll.Initialize(ComponentList);
}
#endregion
}
}