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ichni_Official/Packages/XuanXuanRenderUtility/Editor/MaterialPropertyAgentInspector.cs

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2025-07-21 05:42:20 -04:00
using UnityEditor;
using UnityEngine;
using UnityEditor.Experimental.GraphView;
using System;
using System.Collections.Generic;
// #if UNITY_EDITOR
[CustomEditor(typeof(MaterialPropertyAgent))]
public class MaterialPropertyAgentInspector : UnityEditor.Editor
{
private MaterialPropertyAgent agent;
private void OnEnable()
{
agent = (MaterialPropertyAgent)target;
}
private GUIContent materialIndexContent = new GUIContent("材质序号:", "只有模型模式下需要使用,谨慎修改");
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
if (!agent.isGetByComponet)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("customRenderer"),new GUIContent("指定Renderer"));
}
if (agent.isRendererMode)
{
EditorGUILayout.BeginHorizontal();
int lastIndex = agent.materialIndex;
agent.materialIndex = EditorGUILayout.IntField(materialIndexContent ,agent.materialIndex);
if (lastIndex != agent.materialIndex)
{
agent.initMatAndShaderByMaterialIndexChange();
}
EditorGUILayout.LabelField("材质名:"+agent.mat.name+"\t"+"Shader名"+agent.shader.name);
EditorGUILayout.EndHorizontal();
}
DrawPropertyData(ref agent.data0, "Data0", serializedObject.FindProperty("data0"));
DrawPropertyData(ref agent.data1, "Data1", serializedObject.FindProperty("data1"));
DrawPropertyData(ref agent.data2, "Data2", serializedObject.FindProperty("data2"));
DrawPropertyData(ref agent.data3, "Data3", serializedObject.FindProperty("data3"));
DrawPropertyData(ref agent.data4, "Data4", serializedObject.FindProperty("data4"));
DrawPropertyData(ref agent.data5, "Data5", serializedObject.FindProperty("data5"));
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("添加"))
{
agent.addProperteData();
}
if (GUILayout.Button("全部删除"))
{
agent.removeAllProperty();
}
EditorGUILayout.EndHorizontal();
serializedObject.ApplyModifiedProperties();
if (EditorGUI.EndChangeCheck())
{
PrefabUtility.RecordPrefabInstancePropertyModifications(agent);
if (!agent.isGetByComponet && agent.mat)
{
if(matEditor) DestroyImmediate(matEditor);
matEditor = (MaterialEditor)CreateEditor(agent.mat);
}
}
if (!agent.isGetByComponet && agent.mat)
{
DrawMaterialInspector(matEditor,agent.mat);
}
}
void DrawPropertyData(ref MaterialPropertyAgent.PropertyData data, string dataLabel, SerializedProperty property)
{
EditorGUI.BeginProperty(EditorGUILayout.GetControlRect(false, 0f), GUIContent.none, property);
if (data.isActive)
{
EditorGUILayout.LabelField(dataLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
float originLabelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = 80;
// data.index = EditorGUILayout.Popup("属性名:", data.index, agent.shaderPropNameArr);
// data.index = EditorGUILayout.Popup("属性名:", data.index, agent.shaderPropDescripArr);
// string dataDesript = data.descripName;
if (GUILayout.Button(data.descripName, EditorStyles.popup))
{
int dataIndexInAgent = data.dataIndexInAgent;
StringListSerchProvider provider = ScriptableObject.CreateInstance<StringListSerchProvider>();
provider.Initialize(agent.shaderPropDescripsForSerch, (x) =>
{
if (x != null)
{
AfterShaderPropSerch(dataIndexInAgent,x);
}
});
SearchWindow.Open(new SearchWindowContext(GUIUtility.GUIToScreenPoint(Event.current.mousePosition)), provider);
// SearchWindow.Open(new SearchWindowContext(GUIUtility.GUIToScreenPoint(Event.current.mousePosition)),
// new StringListSerchProvider(agent.shaderPropDescripsForSerch, (x) =>
// {
// if (x != null)
// {
// AfterShaderPropSerch(dataIndexInAgent,x);
// }
// }));
}
EditorGUILayout.LabelField("属性类型:", data.type.ToString());
EditorGUILayout.EndHorizontal();
EditorGUIUtility.labelWidth = originLabelWidth;
switch (data.type)
{
case MaterialPropertyAgent.shaderPropertyType.Color:
SerializedProperty colorProp = property.FindPropertyRelative("colorValue");
if (data.descripName.ToLower().Contains("hdr"))
{
colorProp.colorValue = EditorGUILayout.ColorField(new GUIContent(data.propName + " :") , colorProp.colorValue,true,true,true);
}
else
{
colorProp.colorValue = EditorGUILayout.ColorField(data.propName + " :", colorProp.colorValue);
}
break;
case MaterialPropertyAgent.shaderPropertyType.Vector:
case MaterialPropertyAgent.shaderPropertyType.TexEnv:
SerializedProperty vecProp = property.FindPropertyRelative("vecValue");
if (data.type == MaterialPropertyAgent.shaderPropertyType.Vector)
{
vecProp.vector4Value = EditorGUILayout.Vector4Field(data.propName + " :", vecProp.vector4Value);
}
else if (data.type == MaterialPropertyAgent.shaderPropertyType.TexEnv)
{
vecProp.vector4Value = EditorGUILayout.Vector4Field(data.propName + ":", vecProp.vector4Value);
}
break;
case MaterialPropertyAgent.shaderPropertyType.Float:
case MaterialPropertyAgent.shaderPropertyType.Range:
SerializedProperty floatProp = property.FindPropertyRelative("floatValue");
if (data.type == MaterialPropertyAgent.shaderPropertyType.Float)
{
floatProp.floatValue = EditorGUILayout.FloatField(data.propName + ":", floatProp.floatValue);
}
else if (data.type == MaterialPropertyAgent.shaderPropertyType.Range)
{
floatProp.floatValue = EditorGUILayout.Slider(data.propName + ":", floatProp.floatValue, data.rangMin, data.rangMax);
}
break;
}
if (GUILayout.Button("删除", new[] { GUILayout.Width(200) }))
{
data.isActive = false;
}
EditorGUI.indentLevel--;
// EditorGUILayout.Space();
}
EditorGUI.EndProperty();
}
//因为Action不能有Ref。所以有了这个丑陋的HardCode
public void AfterShaderPropSerch(int dataIndexInAgent, string propertyDesrpt)
{
switch (dataIndexInAgent)
{
case 0:
AfterShaderPropSerch(ref agent.data0,propertyDesrpt);
break;
case 1:
AfterShaderPropSerch(ref agent.data1,propertyDesrpt);
break;
case 2:
AfterShaderPropSerch(ref agent.data2,propertyDesrpt);
break;
case 3:
AfterShaderPropSerch(ref agent.data3,propertyDesrpt);
break;
case 4:
AfterShaderPropSerch(ref agent.data4,propertyDesrpt);
break;
case 5:
AfterShaderPropSerch(ref agent.data5,propertyDesrpt);
break;
}
}
public void AfterShaderPropSerch(ref MaterialPropertyAgent.PropertyData data, string propertyDesrpt)
{
int preservedIndex = data.index;
// string propname = data.propName;
data.index = Array.FindIndex(agent.shaderPropDescripArr, x=> x.Equals(propertyDesrpt) );
// Debug.Log();
if (preservedIndex != data.index)//证明用户进行了更改
{
if (!agent.isCanUsedIndex(data.index))
{
//TODO给一个报错提示
Debug.LogError("材质属性已经存在:" + ShaderUtil.GetPropertyDescription(agent.shader, data.index));
data.index = agent.getCanUsedIndex();
}
//此处进行内容刷新
data.setValueByPropChange();
}
}
private MaterialEditor matEditor;
void DrawMaterialInspector(MaterialEditor editor,Material mat)
{
if (editor != null && mat != null)
{
// Draw the material's foldout and the material shader field
// Required to call _materialEditor.OnInspectorGUI ();
editor.DrawHeader();
// We need to prevent the user to edit Unity default materials
bool isDefaultMaterial = !AssetDatabase.GetAssetPath (mat).StartsWith ("Assets");
using (new EditorGUI.DisabledGroupScope(isDefaultMaterial)) {
// Draw the material properties
// Works only if the foldout of _materialEditor.DrawHeader () is open
editor.OnInspectorGUI ();
}
}
}
}
// #endif