testss
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using System;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace UnityEditor.U2D.Animation
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{
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internal class BoneInspectorPanel : VisualElement
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{
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[Flags]
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internal enum PropertyReadOnly
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{
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None,
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Name = 1,
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Depth = 1 << 2,
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Position = 1 << 3,
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Rotation = 1 << 4,
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Color = 1 << 5
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}
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public class BoneInspectorPanelFactory : UxmlFactory<BoneInspectorPanel, BoneInspectorPanelUxmlTraits> {}
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public class BoneInspectorPanelUxmlTraits : UxmlTraits {}
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public event Action<BoneCache, int> onBoneDepthChanged = (bone, depth) => {};
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public event Action<BoneCache, Vector2> onBonePositionChanged = (bone, position) => {};
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public event Action<BoneCache, float> onBoneRotationChanged = (bone, rotation) => {};
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public event Action<BoneCache, string> onBoneNameChanged = (bone, name) => {};
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public event Action<BoneCache, Color32> onBoneColorChanged = (bone, color) => {};
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private TextField m_BoneNameField;
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private IntegerField m_BoneDepthField;
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private FloatField m_BoneRotationField;
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private Vector2Field m_BonePositionField;
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private ColorField m_BoneColorField;
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public string boneName
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{
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get { return m_BoneNameField.value; }
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set { m_BoneNameField.value = value; }
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}
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public BoneCache target { get; set; }
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public int boneDepth
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{
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get { return m_BoneDepthField.value; }
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set { m_BoneDepthField.value = value; }
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}
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public Vector2 bonePosition
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{
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get { return m_BonePositionField.value; }
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set { m_BonePositionField.SetValueWithoutNotify(value);}
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}
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public float boneRotation
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{
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get { return m_BoneRotationField.value; }
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set { m_BoneRotationField.SetValueWithoutNotify(value);}
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}
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public Color32 boneColor
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{
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get => m_BoneColorField.value;
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set { m_BoneColorField.SetValueWithoutNotify(value);}
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}
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public BoneInspectorPanel()
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{
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styleSheets.Add(ResourceLoader.Load<StyleSheet>("SkinningModule/BoneInspectorPanelStyle.uss"));
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RegisterCallback<MouseDownEvent>((e) => { e.StopPropagation(); });
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RegisterCallback<MouseUpEvent>((e) => { e.StopPropagation(); });
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}
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public void BindElements()
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{
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m_BoneNameField = this.Q<TextField>("BoneNameField");
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m_BoneDepthField = this.Q<IntegerField>("BoneDepthField");
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m_BoneRotationField = this.Q<FloatField>("BoneRotationField");
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m_BonePositionField = this.Q<Vector2Field>("BonePositionField");
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m_BoneColorField = this.Q<ColorField>("BoneColorField");
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m_BoneNameField.RegisterCallback<FocusOutEvent>(BoneNameFocusChanged);
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m_BoneDepthField.RegisterCallback<FocusOutEvent>(BoneDepthFocusChanged);
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m_BoneRotationField.RegisterValueChangedCallback(evt => onBoneRotationChanged(target, evt.newValue));
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m_BonePositionField.RegisterValueChangedCallback(evt => onBonePositionChanged(target, evt.newValue));
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m_BoneColorField.RegisterValueChangedCallback(evt => onBoneColorChanged(target, evt.newValue));
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}
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private void BoneNameFocusChanged(FocusOutEvent evt)
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{
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onBoneNameChanged(target, boneName);
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}
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private void BoneDepthFocusChanged(FocusOutEvent evt)
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{
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onBoneDepthChanged(target, boneDepth);
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}
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public void HidePanel()
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{
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// We are hidding the panel, sent any unchanged value
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this.SetHiddenFromLayout(true);
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onBoneNameChanged(target, boneName);
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onBoneDepthChanged(target, boneDepth);
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}
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public static BoneInspectorPanel GenerateFromUXML()
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{
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var visualTree = ResourceLoader.Load<VisualTreeAsset>("SkinningModule/BoneInspectorPanel.uxml");
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var clone = visualTree.CloneTree().Q<BoneInspectorPanel>("BoneInspectorPanel");
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clone.BindElements();
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return clone;
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}
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public void SetReadOnly(PropertyReadOnly property)
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{
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m_BoneDepthField.SetEnabled(!property.HasFlag(PropertyReadOnly.Depth));
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m_BoneNameField.SetEnabled(!property.HasFlag(PropertyReadOnly.Name));
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m_BonePositionField.SetEnabled(!property.HasFlag(PropertyReadOnly.Position));
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m_BoneRotationField.SetEnabled(!property.HasFlag(PropertyReadOnly.Rotation));
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m_BoneColorField.SetEnabled(!property.HasFlag(PropertyReadOnly.Color));
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}
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}
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}
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