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ActionButtons.cs
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149 lines (127 loc) · 5.32 KB
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using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
/* Copyright (c) 2025 Petar Petrov (PeterSvP)
* https://pi-dev.com * https://store.steampowered.com/pub/pidev
*
* The MIT License (MIT)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* ============= Description =============
* Utility class for managing a dynamic set of action buttons in the Unity Inspector.
* Supports flexible runtime button generation and execution of assigned actions.
* Includes a custom PropertyDrawer for automatic toolbar rendering of the button set.
*
* ============= Usage =============
* Create an ActionButtons instance, add ActionButton entries, and display it as a toolbar in the inspector.
* Clicking a button will automatically invoke its associated Action delegate.
*/
/* EXAMPLE
public class Chess3DTools : MonoBehaviour
{
private static int size = 8;
private static float quadSize = 1f;
public Material whiteMaterial, blackMaterial;
[Header("Content tools")]
public ActionButtons actions = new ActionButtons("",
new("Generate Board", ()=>FindFirstObjectByType<Chess3DTools>().GenerateChessboard()),
new("Capture pieces", CapturePreviews),
new("Export AssetBundle", () => Debug.Log("TODO!"))
);
*/
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace PiDev.Utilities
{
[Serializable]
public class ActionButtons
{
[Serializable]
public class ActionButton
{
public string name;
public Action action;
public ActionButton(string name, Action action)
{
this.name = name;
this.action = action;
}
}
[NonSerialized] public bool useLabel;
[NonSerialized] public string label;
public void Add(ActionButton button) => buttons.Add(button);
public void Add(string label, Action action) => buttons.Add(new(label, action));
public ActionButtons() { }
public ActionButtons(string label, params ActionButton[] buttons)
{
this.buttons = buttons.ToList();
if (!string.IsNullOrEmpty(label))
{
useLabel = true;
this.label = label;
}
}
[NonSerialized] private List<ActionButton> buttons = new();
public void SetButtons(params ActionButton[] newButtons)
{
buttons = (newButtons ?? Array.Empty<ActionButton>()).ToList();
}
public ActionButton[] GetButtons() => buttons.ToArray();
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(ActionButtons))]
public class ActionButtonsDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var targetObject = property.serializedObject.targetObject;
var fieldInfo = targetObject.GetType().GetField(property.name);
if (fieldInfo == null) return;
var actionArray = (ActionButtons)fieldInfo.GetValue(targetObject);
if (actionArray == null) return;
var buttons = actionArray.GetButtons();
if (buttons.Length == 0) return;
EditorGUI.BeginProperty(position, label, property);
if (actionArray.useLabel)
position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), new GUIContent(actionArray.label));
// Create toolbar-style buttons
string[] buttonNames = new string[buttons.Length];
for (int i = 0; i < buttons.Length; i++)
{
buttonNames[i] = buttons[i].name;
}
int selected = -1;
selected = GUI.Toolbar(position, selected, buttonNames);
// Invoke the clicked action
if (selected >= 0 && selected < buttons.Length)
{
buttons[selected].action?.Invoke();
}
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUIUtility.singleLineHeight;
}
}
#endif
}