135 lines
4.8 KiB
C#
135 lines
4.8 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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namespace Oculus.Interaction.Editor
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{
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public class SimplifiedEditor : UnityEditor.Editor
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{
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protected EditorBase _editorDrawer;
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private const string OptionalSection = "Optionals";
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protected virtual void OnEnable()
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{
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_editorDrawer = new EditorBase(serializedObject);
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Dictionary<string, string[]> sections = FindCustomSections(serializedObject);
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foreach (var sectionData in sections)
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{
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RegisterSection(sectionData.Key, sectionData.Value);
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}
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RegisterSection(OptionalSection, FindOptionals(serializedObject));
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}
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protected virtual void OnDisable()
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{
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}
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public override void OnInspectorGUI()
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{
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_editorDrawer.DrawFullInspector();
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}
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private void RegisterSection(string sectionName, string[] sectionProperties)
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{
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string foldoutKey = $"{GetType().FullName}.{sectionName}.Foldout";
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_editorDrawer.CreateSection(sectionName, true, foldoutKey);
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_editorDrawer.AddToSection(sectionName, sectionProperties);
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}
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private static string[] FindOptionals(SerializedObject serializedObject)
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{
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List<AttributedProperty<OptionalAttribute>> props = new List<AttributedProperty<OptionalAttribute>>();
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UnityEngine.Object obj = serializedObject.targetObject;
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if (obj != null)
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{
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FindAttributedSerializedFields(obj.GetType(), props);
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}
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return props.Where(p => (p.attribute.Flags & OptionalAttribute.Flag.DontHide) == 0)
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.Select(p => p.propertyName)
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.ToArray();
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}
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private static Dictionary<string, string[]> FindCustomSections(SerializedObject serializedObject)
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{
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List<AttributedProperty<SectionAttribute>> props = new List<AttributedProperty<SectionAttribute>>();
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UnityEngine.Object obj = serializedObject.targetObject;
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if (obj != null)
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{
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FindAttributedSerializedFields(obj.GetType(), props);
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}
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Dictionary<string, string[]> sections = new Dictionary<string, string[]>();
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var namedSections = props.GroupBy(p => p.attribute.SectionName);
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foreach (var namedSection in namedSections)
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{
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string[] values = namedSection.Select(p => p.propertyName).ToArray();
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sections.Add(namedSection.Key, values);
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}
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return sections;
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}
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private static void FindAttributedSerializedFields<TAttribute>(Type type,
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List<AttributedProperty<TAttribute>> props)
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where TAttribute : PropertyAttribute
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{
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FieldInfo[] fields = type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.DeclaredOnly);
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foreach (FieldInfo field in fields)
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{
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TAttribute attribute = field.GetCustomAttribute<TAttribute>();
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if (attribute == null)
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{
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continue;
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}
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if (field.GetCustomAttribute<SerializeField>() == null)
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{
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continue;
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}
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props.Add(new AttributedProperty<TAttribute>(field.Name, attribute));
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}
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if (typeof(Component).IsAssignableFrom(type.BaseType))
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{
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FindAttributedSerializedFields<TAttribute>(type.BaseType, props);
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}
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}
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private struct AttributedProperty<TAttribute>
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where TAttribute : PropertyAttribute
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{
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public string propertyName;
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public TAttribute attribute;
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public AttributedProperty(string propertyName, TAttribute attribute)
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{
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this.propertyName = propertyName;
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this.attribute = attribute;
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}
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}
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}
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}
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