Scene picker: Added option to add groups of scenes to open
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41604b98e7
commit
a86f76904e
28 changed files with 1052 additions and 225 deletions
110
Editor/Toolbar/Settings/ToolbarProjectSettingsProvider.cs
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110
Editor/Toolbar/Settings/ToolbarProjectSettingsProvider.cs
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using System;
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using System.Collections.Generic;
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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 ToolbarProjectSettingsProvider
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{
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private static Styles STYLES;
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private static IToolbarProjectSettings[] SETTINGS;
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private static ToolbarProjectSettings PROJECT_SETTINGS;
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private const string PREF_FOLDOUT_STATE = "ToolbarFoldout_{0}";
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[SettingsProvider]
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public static SettingsProvider GetProvider()
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{
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Initialize();
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var keywords = new List<string> { "Toolbar" };
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for (var i = 0; i < SETTINGS.Length; i++)
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{
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keywords.Add(SETTINGS[i].Title);
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}
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return new SettingsProvider("Module/Toolbar", SettingsScope.Project)
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{
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label = "Toolbar",
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keywords = keywords.ToArray(),
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guiHandler = OnGui
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};
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}
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private static void Initialize()
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{
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if (STYLES == null)
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STYLES = new Styles();
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if (PROJECT_SETTINGS == null)
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{
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PROJECT_SETTINGS = new ToolbarProjectSettings();
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PROJECT_SETTINGS.Load();
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}
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if (SETTINGS == null)
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SETTINGS = ToolbarSettingsUtility.GetAllProjectSettings(PROJECT_SETTINGS);
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}
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private static void OnGui(string searchContext)
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{
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Initialize();
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STYLES.Initialize(GUI.skin);
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var isSettingsDirty = false;
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EditorGUILayout.BeginVertical(STYLES.settingsGroup);
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{
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for (var i = 0; i < SETTINGS.Length; i++)
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{
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IToolbarProjectSettings settings = SETTINGS[i];
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try
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{
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bool foldoutState = GetFoldoutState(settings);
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bool newFoldoutState = EditorGUILayout.BeginFoldoutHeaderGroup(foldoutState, settings.Title, EditorStyles.foldoutHeader);
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if (newFoldoutState)
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{
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EditorGUI.indentLevel++;
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settings.Draw();
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if (settings.IsSettingsDirty)
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{
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isSettingsDirty = true;
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settings.SetSettingsValue();
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}
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EditorGUI.indentLevel--;
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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EditorGUILayout.Space();
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if (newFoldoutState != foldoutState)
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SetFoldoutState(settings, newFoldoutState);
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}
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catch (Exception e)
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{
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EditorGUILayout.LabelField(e.Message);
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}
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}
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if (isSettingsDirty)
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PROJECT_SETTINGS.Save();
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}
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EditorGUILayout.EndVertical();
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}
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private static bool GetFoldoutState(IToolbarProjectSettings settings)
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{
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string key = string.Format(PREF_FOLDOUT_STATE, settings.GetType().FullName);
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return EditorPrefs.GetBool(key, true);
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}
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private static void SetFoldoutState(IToolbarProjectSettings settings, bool foldout)
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{
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string key = string.Format(PREF_FOLDOUT_STATE, settings.GetType().FullName);
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EditorPrefs.SetBool(key, foldout);
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}
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}
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}
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