using UnityEditor; using UnityEngine; using System.CodeDom; using Microsoft.CSharp; using System.IO; using System.CodeDom.Compiler; using System.Linq; using System.Collections.Generic; using System.Reflection; using System.Linq.Expressions; using System; namespace Valve.VR { [CustomPropertyDrawer(typeof(SteamVR_ActionSet))] public class SteamVR_Input_ActionSetPropertyEditor : PropertyDrawer { protected SteamVR_ActionSet[] actionSets; protected string[] enumItems; public int selectedIndex = notInitializedIndex; protected const int notInitializedIndex = -1; protected const int noneIndex = 0; protected int addIndex = 1; protected const string defaultPathTemplate = " \u26A0 Missing action set: {0}"; protected string defaultPathLabel = null; protected void Awake() { actionSets = SteamVR_Input.GetActionSets(); if (actionSets != null && actionSets.Length > 0) { List enumList = actionSets.Select(actionSet => actionSet.fullPath).ToList(); enumList.Insert(noneIndex, "None"); //replace forward slashes with backslack instead for (int index = 0; index < enumList.Count; index++) enumList[index] = enumList[index].Replace('/', '\\'); enumList.Add("Add..."); enumItems = enumList.ToArray(); } else { enumItems = new string[] { "None", "Add..." }; } addIndex = enumItems.Length - 1; /* //keep sub menus: for (int index = 0; index < enumItems.Length; index++) if (enumItems[index][0] == '/') enumItems[index] = enumItems[index].Substring(1); */ } public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { float height = base.GetPropertyHeight(property, label); SerializedProperty actionPathProperty = property.FindPropertyRelative("actionSetPath"); if (string.IsNullOrEmpty(actionPathProperty.stringValue) == false) { if (selectedIndex == 0) return height * 2; } return height; } // Draw the property inside the given rect public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { if (SteamVR_Input.actions == null || SteamVR_Input.actions.Length == 0) { EditorGUI.BeginProperty(position, label, property); EditorGUI.LabelField(position, "Please generate SteamVR Input actions"); EditorGUI.EndProperty(); return; } if (enumItems == null || enumItems.Length == 0) { Awake(); } // Using BeginProperty / EndProperty on the parent property means that // prefab override logic works on the entire property. EditorGUI.BeginProperty(position, label, property); SerializedProperty actionPathProperty = property.FindPropertyRelative("actionSetPath"); string currentPath = null; if (actionPathProperty != null) { currentPath = actionPathProperty.stringValue; if (string.IsNullOrEmpty(currentPath) == false) { for (int actionSetIndex = 0; actionSetIndex < actionSets.Length; actionSetIndex++) { if (actionSets[actionSetIndex].fullPath == currentPath) { selectedIndex = actionSetIndex + 1; // account for none option break; } } } } if (selectedIndex == notInitializedIndex) selectedIndex = 0; Rect labelPosition = position; labelPosition.width = EditorGUIUtility.labelWidth; EditorGUI.LabelField(labelPosition, label); Rect fieldPosition = position; fieldPosition.x = (labelPosition.x + labelPosition.width); fieldPosition.width = EditorGUIUtility.currentViewWidth - (labelPosition.x + labelPosition.width) - 5 - 16; if (selectedIndex == 0 && string.IsNullOrEmpty(currentPath) == false) { if (defaultPathLabel == null) defaultPathLabel = string.Format(defaultPathTemplate, currentPath); Rect defaultLabelPosition = position; defaultLabelPosition.y = position.y + fieldPosition.height / 2f; EditorGUI.LabelField(defaultLabelPosition, defaultPathLabel); } Rect objectRect = position; objectRect.x = fieldPosition.x + fieldPosition.width + 15; objectRect.width = 10; bool showInputWindow = false; int wasSelected = selectedIndex; selectedIndex = EditorGUI.Popup(fieldPosition, selectedIndex, enumItems); if (selectedIndex != wasSelected) { if (selectedIndex == noneIndex || selectedIndex == notInitializedIndex) { selectedIndex = noneIndex; actionPathProperty.stringValue = null; } else if (selectedIndex == addIndex) { selectedIndex = wasSelected; // don't change the index showInputWindow = true; } else { int actionIndex = selectedIndex - 1; // account for none option actionPathProperty.stringValue = actionSets[actionIndex].GetPath(); //property.objectReferenceValue = actions[actionIndex]; } property.serializedObject.ApplyModifiedProperties(); } EditorGUI.EndProperty(); if (showInputWindow) SteamVR_Input_EditorWindow.ShowWindow(); //show the input window so they can add a new actionset } } }