mergemilitary/Assets/ThirdPlugins/EasyTouchBundle/EasyTouch/Plugins/Editor/HTGuiTools.cs

188 lines
4.3 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEditor;
public class HTGuiTools{
private static Texture2D gradientTexture;
#region Widget
public static bool BeginFoldOut(string text,bool foldOut, bool endSpace=true){
text = "<b><size=11>" + text + "</size></b>";
if (foldOut){
text = "\u25BC " + text;
}
else{
text = "\u25BA " + text;
}
if ( !GUILayout.Toggle(true,text,"dragtab")){
foldOut=!foldOut;
}
if (!foldOut && endSpace)GUILayout.Space(5f);
return foldOut;
}
public static void BeginGroup(int padding=0){
GUILayout.BeginHorizontal();
GUILayout.Space(padding);
EditorGUILayout.BeginHorizontal("As TextArea", GUILayout.MinHeight(10f));
GUILayout.BeginVertical();
GUILayout.Space(2f);
}
public static void EndGroup(bool endSpace = true){
GUILayout.Space(3f);
GUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
GUILayout.Space(3f);
GUILayout.EndHorizontal();
if (endSpace){
GUILayout.Space(10f);
}
}
public static bool Toggle(string text, bool value,bool leftToggle=false){
//if (value) GUI.backgroundColor = Color.green; else GUI.backgroundColor = Color.red;
if (leftToggle){
value = EditorGUILayout.ToggleLeft(text,value);
}
else{
value = EditorGUILayout.Toggle(text,value);
}
//GUI.backgroundColor = Color.white;
return value;
}
public static bool Toggle (string text, bool value,int width,bool leftToggle=false){
if (value) GUI.backgroundColor = Color.green; else GUI.backgroundColor = Color.red;
if (leftToggle){
value = EditorGUILayout.ToggleLeft(text,value,GUILayout.Width( width));
}
else{
value = EditorGUILayout.Toggle(text,value,GUILayout.Width( width));
}
GUI.backgroundColor = Color.white;
return value;
}
static public bool Button(string label,Color color,int width, bool leftAligment=false, int height=0){
GUI.backgroundColor = color;
GUIStyle buttonStyle = new GUIStyle("Button");
if (leftAligment)
buttonStyle.alignment = TextAnchor.MiddleLeft;
if (height==0){
if (GUILayout.Button( label,buttonStyle,GUILayout.Width(width))){
GUI.backgroundColor = Color.white;
return true;
}
}
else{
if (GUILayout.Button( label,buttonStyle,GUILayout.Width(width),GUILayout.Height(height))){
GUI.backgroundColor = Color.white;
return true;
}
}
GUI.backgroundColor = Color.white;
return false;
}
#endregion
#region 2d effect
public static void DrawSeparatorLine(int padding=0){
EditorGUILayout.Space();
DrawLine(Color.gray, padding);
EditorGUILayout.Space();
}
private static void DrawLine(Color color,int padding=0){
GUILayout.Space(10);
Rect lastRect = GUILayoutUtility.GetLastRect();
GUI.color = color;
GUI.DrawTexture(new Rect(padding, lastRect.yMax -lastRect.height/2f, Screen.width, 1f), EditorGUIUtility.whiteTexture);
GUI.color = Color.white;
}
#endregion
#region Texture
private static Rect DrawGradient(int padding, int width, int height=35){
GUILayout.Space(height);
Rect lastRect = GUILayoutUtility.GetLastRect();
lastRect.yMin = lastRect.yMin + 7;
lastRect.yMax = lastRect.yMax - 7;
lastRect.width = Screen.width;
GUI.DrawTexture(new Rect(padding,lastRect.yMin+1,width, lastRect.yMax- lastRect.yMin), GetGradientTexture());
return lastRect;
}
private static Texture2D GetGradientTexture(){
if (gradientTexture==null){
gradientTexture = CreateGradientTexture();
}
return gradientTexture;
}
private static Texture2D CreateGradientTexture(){
int height =18;
Texture2D myTexture = new Texture2D(1, height);
myTexture.hideFlags = HideFlags.HideInInspector;
myTexture.hideFlags = HideFlags.DontSave;
myTexture.filterMode = FilterMode.Bilinear;
Color startColor= new Color(0.4f,0.4f,0.4f);
Color endColor= new Color(0.6f,0.6f,0.6f);
float stepR = (endColor.r - startColor.r)/18f;
float stepG = (endColor.g - startColor.g)/18f;
float stepB = (endColor.b - startColor.b)/18f;
Color pixColor = startColor;
for (int i = 1; i < height-1; i++)
{
pixColor = new Color(pixColor.r + stepR,pixColor.g + stepG , pixColor.b + stepB);
myTexture.SetPixel(0, i, pixColor);
}
myTexture.SetPixel(0, 0, new Color(0,0,0));
myTexture.SetPixel(0, 17, new Color(1,1,1));
myTexture.Apply();
return myTexture;
}
#endregion
}