using UnityEngine; using UnityEditor; using System; namespace Obi { public class ObiTethersTool { protected Rect tetherDropdownRect; protected bool[] tetheredGroups = new bool[0]; // the GenericMenu.MenuFunction2 event handler for when a menu item is selected void OnTetherGroupSelected(object index) { int i = (int)index; tetheredGroups[i] = !tetheredGroups[i]; } public void DoTethers(ObiActorBlueprintEditor editor) { EditorGUILayout.LabelField("Tethers", EditorStyles.boldLabel); var tethers = editor.blueprint.GetConstraintsByType(Oni.ConstraintType.Tether); int tetherCount = 0; if (tethers != null) tetherCount = tethers.GetConstraintCount(); if (tetherCount > 0) EditorGUILayout.LabelField("" + tetherCount + " tether constraints.", EditorStyles.helpBox); else EditorGUILayout.LabelField("No tether constraints. Select at least one particle group in the dropdown, then click 'Generate Tethers'.", EditorStyles.helpBox); Array.Resize(ref tetheredGroups, editor.blueprint.groups.Count); // display the GenericMenu when pressing a button if (GUILayout.Button("Tethered groups", EditorStyles.popup)) { // create the menu and add items to it GenericMenu menu = new GenericMenu(); // forward slashes nest menu items under submenus for (int i = 0; i < editor.blueprint.groups.Count; ++i) { menu.AddItem(new GUIContent(editor.blueprint.groups[i].name), tetheredGroups[i], OnTetherGroupSelected, i); } // display the menu menu.DropDown(tetherDropdownRect); } if (Event.current.type == EventType.Repaint) tetherDropdownRect = GUILayoutUtility.GetLastRect(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Generate tethers",GUILayout.MinHeight(32))) { // Select all particles in the tethered groups: for (int i = 0; i < editor.selectionStatus.Length; ++i) { editor.selectionStatus[i] = false; for (int j = 0; j < tetheredGroups.Length; ++j) { if (tetheredGroups[j] && editor.blueprint.groups[j].ContainsParticle(i)) { editor.selectionStatus[i] = true; break; } } } editor.blueprint.GenerateTethers(editor.selectionStatus); editor.Refresh(); } if (GUILayout.Button("Clear tethers",GUILayout.MinHeight(32))) { editor.blueprint.ClearTethers(); editor.Refresh(); } EditorGUILayout.EndHorizontal(); } } }