1.1.0: Added README and ToolbarSettings, so visibility of tools can be set in Preferences -> Module -> Toolbar
This commit is contained in:
parent
e1d2deb4c5
commit
9802f8aaa3
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@ -1,12 +1,13 @@
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using Module.NavigationTool.Editor.Toolbar;
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using UnityEngine;
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using UnityEngine;
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namespace Module.NavigationTool.Editor
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namespace Module.NavigationTool.Editor.Toolbar
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{
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public abstract class AbstractToolbarDrawer
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{
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public abstract bool Visible { get; }
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public abstract bool Enabled { get; }
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public abstract EToolbarPlacement Placement { get; }
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public abstract int Priority { get; }
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private Rect rect;
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protected Styles styles;
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@ -18,7 +19,6 @@ namespace Module.NavigationTool.Editor
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public virtual void Update()
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{
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}
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public void OnGUI()
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@ -1,4 +1,4 @@
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namespace Module.NavigationTool.Editor
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namespace Module.NavigationTool.Editor.Toolbar
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{
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public enum EToolbarPlacement : byte
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{
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9
Editor/Toolbar/Enums/EToolbarPriority.cs
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9
Editor/Toolbar/Enums/EToolbarPriority.cs
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@ -0,0 +1,9 @@
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namespace Module.NavigationTool.Editor.Toolbar
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{
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public enum EToolbarPriority
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{
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Low,
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Medium = 1000,
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High = 2000
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}
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}
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3
Editor/Toolbar/Enums/EToolbarPriority.cs.meta
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3
Editor/Toolbar/Enums/EToolbarPriority.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 5ae525e780674292add7f50aef822261
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timeCreated: 1639929153
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3
Editor/Toolbar/Settings.meta
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3
Editor/Toolbar/Settings.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 7718853c1abb499a9fd06d686c3624ed
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timeCreated: 1639924155
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29
Editor/Toolbar/Settings/ToolbarSettings.cs
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29
Editor/Toolbar/Settings/ToolbarSettings.cs
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@ -0,0 +1,29 @@
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using UnityEditor;
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namespace Module.NavigationTool.Editor.Toolbar
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{
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internal static class ToolbarSettings
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{
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private const string PREF_IS_UI_ENABLED = "ToolbarSettings_IsUiEnabled";
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private const string PREF_IS_UI_LAYER_ENABLED = "ToolbarSettings_IsUiLayerEnabled";
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private const string PREF_IS_SCENE_ENABLED = "ToolbarSettings_IsSceneEnabled";
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public static bool IsUiEnabled
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{
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get => EditorPrefs.GetBool(PREF_IS_UI_ENABLED, true);
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set => EditorPrefs.SetBool(PREF_IS_UI_ENABLED, value);
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}
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public static bool IsUiLayerEnabled
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{
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get => EditorPrefs.GetBool(PREF_IS_UI_LAYER_ENABLED, true);
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set => EditorPrefs.SetBool(PREF_IS_UI_LAYER_ENABLED, value);
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}
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public static bool IsSceneEnabled
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{
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get => EditorPrefs.GetBool(PREF_IS_SCENE_ENABLED, true);
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set => EditorPrefs.SetBool(PREF_IS_SCENE_ENABLED, value);
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}
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}
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}
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3
Editor/Toolbar/Settings/ToolbarSettings.cs.meta
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3
Editor/Toolbar/Settings/ToolbarSettings.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ee57c1a04c9448e585e7e524886bdeda
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timeCreated: 1639924440
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41
Editor/Toolbar/Settings/ToolbarSettingsProvider.cs
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41
Editor/Toolbar/Settings/ToolbarSettingsProvider.cs
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@ -0,0 +1,41 @@
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using UnityEditor;
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using UnityEngine;
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namespace Module.NavigationTool.Editor.Toolbar
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{
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internal static class ToolbarSettingsProvider
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{
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private static Styles STYLES;
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[SettingsProvider]
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public static SettingsProvider GetProvider()
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{
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return new SettingsProvider("Module/Toolbar", SettingsScope.User)
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{
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label = "Toolbar",
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keywords = new[] { "Scene", "UI", "Toolbar" },
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guiHandler = OnGui
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};
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}
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private static void OnGui(string searchContext)
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{
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if (STYLES == null)
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STYLES = new Styles();
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STYLES.Initialize((GUI.skin));
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EditorGUILayout.BeginVertical(STYLES.settingsGroup);
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{
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EditorGUILayout.LabelField("UI", EditorStyles.boldLabel);
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ToolbarSettings.IsUiEnabled = EditorGUILayout.Toggle("Enable Canvas picker", ToolbarSettings.IsUiEnabled);
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ToolbarSettings.IsUiLayerEnabled = EditorGUILayout.Toggle("Enable Layer toggle", ToolbarSettings.IsUiLayerEnabled);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Scene", EditorStyles.boldLabel);
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ToolbarSettings.IsSceneEnabled = EditorGUILayout.Toggle("Enable Scene picker", ToolbarSettings.IsSceneEnabled);
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}
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EditorGUILayout.EndVertical();
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}
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}
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}
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11
Editor/Toolbar/Settings/ToolbarSettingsProvider.cs.meta
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11
Editor/Toolbar/Settings/ToolbarSettingsProvider.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7254a01fd35a8c5499c07751fbd7d6fb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,18 +1,22 @@
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using Module.NavigationTool.Editor.Toolbar;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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#if UNITY_2021_1_OR_NEWER
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using System.Collections.Generic;
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using UnityEngine.UIElements;
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#endif
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namespace Module.NavigationTool.Editor
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namespace Module.NavigationTool.Editor.Toolbar
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{
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[InitializeOnLoad]
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internal static class ToolbarDrawer
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{
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private static bool IS_INITIALIZED;
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private static AbstractToolbarDrawer[] DRAWERS;
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#if UNITY_2021_1_OR_NEWER
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private static readonly Dictionary<AbstractToolbarDrawer, IMGUIContainer> DICT_MAPPING = new Dictionary<AbstractToolbarDrawer, IMGUIContainer>();
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#endif
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static ToolbarDrawer()
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{
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@ -26,40 +30,93 @@ namespace Module.NavigationTool.Editor
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{
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DRAWERS = ToolbarUtility.GetAllDrawers();
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#if UNITY_2021_1_OR_NEWER
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ToolbarUtility.OnUpdate(OnCreateElements);
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#else
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#if !UNITY_2021_1_OR_NEWER
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ToolbarUtility.AddGuiListener(OnGUI);
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#endif
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IS_INITIALIZED = true;
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}
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#if UNITY_2021_1_OR_NEWER
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ToolbarUtility.OnUpdate(OnUpdateElements);
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#endif
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for (var i = 0; i < DRAWERS.Length; i++)
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{
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DRAWERS[i].Update();
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if (DRAWERS[i].Visible)
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DRAWERS[i].Update();
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}
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}
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#if UNITY_2021_1_OR_NEWER
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private static void OnCreateElements(VisualElement leftAlign, VisualElement rightAlign)
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private static void OnUpdateElements(VisualElement leftAlign, VisualElement rightAlign)
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{
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const float HEIGHT = 22.0f;
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var added = false;
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for (int i = DRAWERS.Length - 1; i >= 0; i--)
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{
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AbstractToolbarDrawer drawer = DRAWERS[i];
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var rect = new Rect(0.0f, 0.0f, drawer.CalculateWidth(), HEIGHT);
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drawer.Setup(rect);
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var container = new IMGUIContainer(drawer.OnGUI);
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container.style.width = rect.width;
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bool valid = CheckValidityOfContainer(drawer, leftAlign, rightAlign);
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if (drawer.Placement == EToolbarPlacement.Left)
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leftAlign.Add(container);
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else
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rightAlign.Add(container);
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if (drawer.Visible && !valid)
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{
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var rect = new Rect(0.0f, 0.0f, drawer.CalculateWidth(), HEIGHT);
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drawer.Setup(rect);
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var container = new ToolbarIMGUIContainer(drawer.OnGUI, drawer.Priority);
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container.style.width = rect.width;
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DICT_MAPPING.Add(drawer, container);
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added = true;
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if (drawer.Placement == EToolbarPlacement.Left)
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leftAlign.Add(container);
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else
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rightAlign.Add(container);
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}
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else if (!drawer.Visible && valid)
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{
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IMGUIContainer container = DICT_MAPPING[drawer];
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DICT_MAPPING.Remove(drawer);
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container.RemoveFromHierarchy();
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}
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}
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if (added)
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{
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leftAlign.Sort(SortVisualElements);
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rightAlign.Sort(SortVisualElements);
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}
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}
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private static bool CheckValidityOfContainer(AbstractToolbarDrawer drawer, VisualElement leftAlign, VisualElement rightAlign)
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{
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if (!DICT_MAPPING.TryGetValue(drawer, out IMGUIContainer container))
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return false;
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bool valid = drawer.Placement == EToolbarPlacement.Left
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? leftAlign.Contains(container)
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: rightAlign.Contains(container);
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if (!valid)
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DICT_MAPPING.Remove(drawer);
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return valid;
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}
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private static int SortVisualElements(VisualElement ve0, VisualElement ve1)
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{
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var c0 = ve0 as ToolbarIMGUIContainer;
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var c1 = ve1 as ToolbarIMGUIContainer;
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if (c0 == null && c1 == null)
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return 0;
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if (c0 == null)
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return -1;
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if (c1 == null)
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return 1;
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return c0.Priority.CompareTo(c1.Priority);
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}
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#else
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private static void OnGUI()
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{
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AbstractToolbarDrawer drawer = DRAWERS[i];
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if (!drawer.Visible)
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continue;
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GUI.enabled = drawer.Enabled;
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float width = drawer.CalculateWidth();
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@ -6,13 +6,15 @@ using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Module.NavigationTool.Editor.Tools
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namespace Module.NavigationTool.Editor.Toolbar
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{
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[UsedImplicitly]
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internal sealed class ToolScenePicker : AbstractToolbarDrawer
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{
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public override bool Visible => ToolbarSettings.IsSceneEnabled;
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public override bool Enabled => !EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode;
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public override EToolbarPlacement Placement => EToolbarPlacement.Right;
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public override int Priority => (int)EToolbarPriority.Medium;
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private static bool IS_DIRTY = true;
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private static int SELECTED_INDEX = -1;
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using Module.NavigationTool.Editor.Tools;
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using UnityEditor;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine.SceneManagement;
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using System.Linq;
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using Module.NavigationTool.Editor.Tools;
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using UnityEditor;
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namespace Module.NavigationTool.Editor.Toolbar
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using UnityEditor.Experimental.SceneManagement;
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#endif
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namespace Module.NavigationTool.Editor.Tools
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namespace Module.NavigationTool.Editor.Toolbar
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{
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[UsedImplicitly]
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internal sealed class ToolUICanvasPicker : AbstractToolbarDrawer
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{
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public override bool Visible => ToolbarSettings.IsUiEnabled;
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public override bool Enabled => (UTools.visibleLayers & (1 << LayerMask.NameToLayer("UI"))) != 0;
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public override EToolbarPlacement Placement => EToolbarPlacement.Left;
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public override int Priority => (int)EToolbarPriority.Medium;
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private static bool IS_DIRTY = true;
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private static string[] OPTIONS = new string[0];
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protected override void Draw(Rect rect)
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{
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// Note: To fix an issue, where instantiated canvases wouldn't be detected, due to no events for canvas additions/removals exist in Unity API (at the moment)
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// Note: To fix an issue, where instantiated canvases wouldn't be detected, due to no events for canvas
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// additions/removals exist in Unity API (at the moment)
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if (Event.current.type == EventType.MouseDown)
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{
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IS_DIRTY = true;
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using Module.NavigationTool.Editor.Tools;
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using UnityEditor;
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using UnityEditor;
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using UnityEditor.Experimental.SceneManagement;
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using UnityEditor.SceneManagement;
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using UnityEngine.SceneManagement;
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using UnityEngine;
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using UTools = UnityEditor.Tools;
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namespace Module.NavigationTool.Editor.Tools
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namespace Module.NavigationTool.Editor.Toolbar
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{
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[UsedImplicitly]
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internal sealed class ToolUILayerToggle : AbstractToolbarDrawer
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{
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public override bool Visible => ToolbarSettings.IsUiLayerEnabled;
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public override bool Enabled => true;
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public override EToolbarPlacement Placement => EToolbarPlacement.Left;
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public override int Priority => (int)EToolbarPriority.Medium - 1;
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protected override void Draw(Rect rect)
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{
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public GUIStyle slider;
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public GUIStyle label;
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public GUIStyle labelCenter;
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public GUIStyle settingsGroup;
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private GUISkin skin;
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public void Initialize(GUISkin skin)
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label = skin.FindStyle("ToolbarLabel");
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labelCenter = skin.FindStyle("ToolbarLabel");
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labelCenter.alignment = TextAnchor.MiddleCenter;
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settingsGroup = new GUIStyle
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{
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margin = new RectOffset(8, 0, 8, 0)
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};
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// Available: ToolbarBoldLabel, ToolbarBottom, ToolbarButtonLeft, ToolbarButtonRight, ToolbarDropDown,
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// ToolbarLabel, ToolbarTextField, ...
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16
Editor/Toolbar/Utilities/ToolbarIMGUIContainer.cs
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16
Editor/Toolbar/Utilities/ToolbarIMGUIContainer.cs
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using System;
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using UnityEngine.UIElements;
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namespace Module.NavigationTool.Editor.Toolbar
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{
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internal sealed class ToolbarIMGUIContainer : IMGUIContainer
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{
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public int Priority { get; }
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public ToolbarIMGUIContainer(Action onGuiHandler, int priority)
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: base(onGuiHandler)
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{
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Priority = priority;
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}
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}
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}
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3
Editor/Toolbar/Utilities/ToolbarIMGUIContainer.cs.meta
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3
Editor/Toolbar/Utilities/ToolbarIMGUIContainer.cs.meta
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fileFormatVersion: 2
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guid: 33569aa7bb974bd19b2208063bd64e95
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timeCreated: 1639929711
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@ -41,21 +41,26 @@ namespace Module.NavigationTool.Editor.Toolbar
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CURRENT_INSTANCE_ID = CURRENT_TOOLBAR.GetInstanceID();
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}
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if (CURRENT_TOOLBAR == null || CURRENT_PARENT_LEFT != null)
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if (CURRENT_TOOLBAR == null)
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return;
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CURRENT_PARENT_LEFT?.RemoveFromHierarchy();
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CURRENT_PARENT_RIGHT?.RemoveFromHierarchy();
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if (CURRENT_PARENT_LEFT == null)
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{
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CURRENT_PARENT_LEFT?.RemoveFromHierarchy();
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CURRENT_PARENT_RIGHT?.RemoveFromHierarchy();
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FieldInfo root = CURRENT_TOOLBAR.GetType().GetField("m_Root", BindingFlags.NonPublic | BindingFlags.Instance);
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object rawRoot = root?.GetValue(CURRENT_TOOLBAR);
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var mRoot = rawRoot as VisualElement;
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FieldInfo root = CURRENT_TOOLBAR.GetType().GetField("m_Root", BindingFlags.NonPublic | BindingFlags.Instance);
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object rawRoot = root?.GetValue(CURRENT_TOOLBAR);
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var mRoot = rawRoot as VisualElement;
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CURRENT_PARENT_LEFT = CreateParent(mRoot, "ToolbarZoneLeftAlign", true);
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CURRENT_PARENT_RIGHT = CreateParent(mRoot, "ToolbarZoneRightAlign", false);
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callback?.Invoke(CURRENT_PARENT_LEFT, CURRENT_PARENT_RIGHT);
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CURRENT_PARENT_LEFT = CreateParent(mRoot, "ToolbarZoneLeftAlign", true);
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CURRENT_PARENT_RIGHT = CreateParent(mRoot, "ToolbarZoneRightAlign", false);
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}
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if (CURRENT_PARENT_LEFT != null)
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callback?.Invoke(CURRENT_PARENT_LEFT, CURRENT_PARENT_RIGHT);
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}
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private static VisualElement CreateParent(VisualElement root, string query, bool isLeft)
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{
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VisualElement parent = root.Q(query);
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60
README.md
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60
README.md
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# Description
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This module contains a few helpful editor tools, like favorites, history and some handy toolbar tools.
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## Favorites
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|
||||
An editor window, where you can pin folders and assets, so you can easily find the most used assets in your project.
|
||||
|
||||
|
||||
## History
|
||||
|
||||
An editor window, where the history of all selected assets are shown. An asset in the window can be selected to easy get back to previous selections.
|
||||
|
||||
|
||||
## Toolbar
|
||||
|
||||
Toolbars to the left and right of the play-buttons. Anything can be added, as long as it is supported by IMGUI.
|
||||
|
||||
|
||||
### Default tools
|
||||
|
||||
Three tools are available from start:
|
||||
|
||||
* UI Layer: Toggle the UI layer on/off
|
||||
* UI Canvas: Select and center the camera on any Canvases in the scene
|
||||
* Scene: Load any scene in the project easily by using the dropdown
|
||||
|
||||
|
||||
### Customization
|
||||
|
||||
You can create your own toolbar extensions by extending `AbstractToolbarDrawer`.
|
||||
|
||||
```
|
||||
internal sealed class MyCustomTool : AbstractToolbarDrawer
|
||||
{
|
||||
public override bool Visible => true;
|
||||
public override bool Enabled => true;
|
||||
public override EToolbarPlacement Placement => EToolbarPlacement.Left;
|
||||
public override int Priority => (int)EToolbarPriority.Medium;
|
||||
|
||||
protected override void Draw(Rect rect)
|
||||
{
|
||||
// Use IMGUI methods for drawing
|
||||
}
|
||||
|
||||
public override float CalculateWidth()
|
||||
{
|
||||
// Default height for toolbar buttons is 30
|
||||
return 30.0f;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
The four properties help define draw and enable state:
|
||||
|
||||
* `Visible`: If it is visible in the toolbar
|
||||
* `Enabled`: If it is enabled in the toolbar (`GUI.enabled`)
|
||||
* `Placement`: If it is placed to the left or right of the play-buttons
|
||||
* `Priority`: Sort order/priority, when drawing the tool
|
||||
3
README.md.meta
Normal file
3
README.md.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ada1af04766a4dcbaba125af58ec4c71
|
||||
timeCreated: 1639942319
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
{
|
||||
"name": "com.module.navigationtool",
|
||||
"version": "1.0.2",
|
||||
"version": "1.1.0",
|
||||
"displayName": "Module.NavigationTool",
|
||||
"description": "Support for navigation tools, like favorites, history and toolbars",
|
||||
"unity": "2019.2",
|
||||
|
|
|
|||
Loading…
Reference in a new issue