UniVRM/Scripts/BlendShape/Editor/BlendShapeClipEditor.cs
2018-04-06 21:46:34 +09:00

140 lines
5.1 KiB
C#

using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace VRM
{
[CustomEditor(typeof(BlendShapeClip))]
public class BlendShapeClipEditor : Editor
{
#region for Editor
SerializedProperty m_BlendShapeNameProp;
SerializedProperty m_PresetProp;
SerializedProperty m_ValuesProp;
ReorderableList m_ValuesList;
SerializedProperty m_MaterialValuesProp;
ReorderableList m_MaterialValuesList;
#endregion
#region for Preview
GameObject m_prefab;
PreviewFaceRenderer m_renderer;
#endregion
private void OnEnable()
{
m_BlendShapeNameProp = serializedObject.FindProperty("BlendShapeName");
m_PresetProp = serializedObject.FindProperty("Preset");
m_ValuesProp = serializedObject.FindProperty("Values");
m_ValuesList = new ReorderableList(serializedObject, m_ValuesProp);
m_ValuesList.elementHeight = BlendShapeBindingPropertyDrawer.GUIElementHeight;
m_ValuesList.drawElementCallback =
(rect, index, isActive, isFocused) => {
var element = m_ValuesProp.GetArrayElementAtIndex(index);
rect.height -= 4;
rect.y += 2;
EditorGUI.PropertyField(rect, element);
};
m_MaterialValuesProp = serializedObject.FindProperty("MaterialValues");
m_MaterialValuesList = new ReorderableList(serializedObject, m_MaterialValuesProp);
m_MaterialValuesList.elementHeight = MaterialValueBindingPropertyDrawer.GUIElementHeight;
m_MaterialValuesList.drawElementCallback =
(rect, index, isActive, isFocused) => {
var element = m_MaterialValuesProp.GetArrayElementAtIndex(index);
rect.height -= 4;
rect.y += 2;
EditorGUI.PropertyField(rect, element);
};
var assetPath = AssetDatabase.GetAssetPath(target);
//Debug.LogFormat("BlendShapeClipEditor: {0}", assetPath);
if (!string.IsNullOrEmpty(assetPath))
{
m_prefab = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (m_prefab != null)
{
if (m_renderer != null)
{
m_renderer.Dispose();
m_renderer = null;
}
m_renderer = new PreviewFaceRenderer(m_prefab);
}
}
}
private void OnDisable()
{
if (m_renderer != null)
{
m_renderer.Dispose();
m_renderer = null;
}
}
private void OnDestroy()
{
}
public override void OnInspectorGUI()
{
//base.OnInspectorGUI();
//攻撃力の数値をラベルとして表示する
//EditorGUILayout.LabelField("攻撃力", character.攻撃力.ToString());
serializedObject.Update();
EditorGUILayout.PropertyField(m_BlendShapeNameProp, true);
EditorGUILayout.PropertyField(m_PresetProp, true);
EditorGUILayout.LabelField("BlendShapeBindings", EditorStyles.boldLabel);
//EditorGUILayout.PropertyField(m_ValuesProp, true);
m_ValuesList.DoLayoutList();
EditorGUILayout.LabelField("MaterialValueBindings", EditorStyles.boldLabel);
//EditorGUILayout.PropertyField(m_BlendShapeNameProp);
m_MaterialValuesList.DoLayoutList();
serializedObject.ApplyModifiedProperties();
}
// very important to override this, it tells Unity to render an ObjectPreview at the bottom of the inspector
public override bool HasPreviewGUI() { return true; }
// the main ObjectPreview function... it's called constantly, like other IMGUI On*GUI() functions
public override void OnPreviewGUI(Rect r, GUIStyle background)
{
// if this is happening, you have bigger problems
if (!ShaderUtil.hardwareSupportsRectRenderTexture)
{
if (Event.current.type == EventType.Repaint)
{
EditorGUI.DropShadowLabel(new Rect(r.x, r.y, r.width, 40f), "Mesh preview requires\nrender texture support");
}
return;
}
if (Event.current.type != EventType.Repaint)
{ // if we don't need to update yet, then don't
return;
}
if (m_renderer == null)
{
return;
}
var image = m_renderer.Render(r, background);
GUI.DrawTexture(r, image, ScaleMode.StretchToFill, false); // draw the RenderTexture in the ObjectPreview pane
EditorGUI.DropShadowLabel(new Rect(r.x, r.y, r.width, 40f),
BlendShapeKey.CreateFrom((BlendShapeClip)target).ToString());
}
}
}