1.7.0: Added option to sort scenes by asset labels

This commit is contained in:
Anders Ejlersen 2022-07-26 19:13:02 +02:00
parent d9e62f6589
commit cceef7bb7e
9 changed files with 136 additions and 21 deletions

View file

@ -20,7 +20,11 @@ namespace Module.NavigationTool.Editor.Toolbar
get => EditorPrefs.GetBool(PREF_IS_BUILD_AND_RUN_ENABLED, true);
set => EditorPrefs.SetBool(PREF_IS_BUILD_AND_RUN_ENABLED, value);
}
public void Initialize()
{
}
public void Draw()
{
IsBuildEnabled = EditorGUILayout.Toggle("Enable Build Target picker", IsBuildEnabled);

View file

@ -1,4 +1,9 @@
using UnityEditor;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Module.NavigationTool.Editor.Toolbar
{
@ -7,16 +12,80 @@ namespace Module.NavigationTool.Editor.Toolbar
public string Title => "Scene";
private const string PREF_IS_SCENE_ENABLED = "ToolbarSettings_IsSceneEnabled";
private const string PREF_SCENE_ASSET_LABELS = "ToolbarSettings_SceneAssetLabels";
public static bool IsSceneEnabled
{
get => EditorPrefs.GetBool(PREF_IS_SCENE_ENABLED, true);
set => EditorPrefs.SetBool(PREF_IS_SCENE_ENABLED, value);
private set => EditorPrefs.SetBool(PREF_IS_SCENE_ENABLED, value);
}
public static List<string> SceneAssetLabels
{
get => EditorPrefs.GetString(PREF_SCENE_ASSET_LABELS).Split(',').ToList();
private set => EditorPrefs.SetString(PREF_SCENE_ASSET_LABELS, string.Join(',', value));
}
private ReorderableList assetLabelList;
private List<string> assetLabels;
public void Initialize()
{
assetLabels = SceneAssetLabels.ToList();
assetLabelList = new ReorderableList(assetLabels, typeof(string), true, true, true, true);
assetLabelList.drawElementCallback += OnAssetLabelListDrawElement;
assetLabelList.drawHeaderCallback += OnAssetLabelListDrawHeader;
assetLabelList.onAddCallback += OnAssetLabelListAddedElement;
assetLabelList.onRemoveCallback += OnAssetLabelListRemovedElement;
assetLabelList.onReorderCallback += OnAssetLabelListReorder;
}
public void Draw()
{
IsSceneEnabled = EditorGUILayout.Toggle("Enable Scene picker", IsSceneEnabled);
if (assetLabelList == null)
return;
assetLabelList.DoLayoutList();
SceneAssetLabels = assetLabels;
}
private static void OnAssetLabelListDrawHeader(Rect rect)
{
EditorGUI.LabelField(rect, "Scene sorting by Asset label");
}
private void OnAssetLabelListDrawElement(Rect rect, int index, bool isActive, bool isFocused)
{
rect.height -= 2;
rect.y += 1;
string text = assetLabels[index];
string temp = EditorGUI.TextField(rect, text);
if (string.Equals(text, temp, StringComparison.Ordinal))
return;
assetLabels[index] = temp;
ToolScenePicker.SetAsDirty();
}
private void OnAssetLabelListAddedElement(ReorderableList list)
{
assetLabels.Add(string.Empty);
ToolScenePicker.SetAsDirty();
}
private void OnAssetLabelListRemovedElement(ReorderableList list)
{
assetLabels.RemoveAt(list.index);
ToolScenePicker.SetAsDirty();
}
private void OnAssetLabelListReorder(ReorderableList list)
{
ToolScenePicker.SetAsDirty();
}
}
}

View file

@ -29,6 +29,10 @@ namespace Module.NavigationTool.Editor.Toolbar
set => EditorPrefs.SetFloat(PREF_TIME_SCALE_MAX, value);
}
public void Initialize()
{
}
public void Draw()
{
IsTimeScaleEnabled = EditorGUILayout.Toggle("Enable Time Scale slider", IsTimeScaleEnabled);

View file

@ -21,6 +21,10 @@ namespace Module.NavigationTool.Editor.Toolbar
set => EditorPrefs.SetBool(PREF_IS_UI_LAYER_ENABLED, value);
}
public void Initialize()
{
}
public void Draw()
{
IsUiEnabled = EditorGUILayout.Toggle("Enable Canvas picker", IsUiEnabled);