ZMWSLI0-SL2021-GR11/Projekt/MWSProjekt/Library/PackageCache/com.unity.visualscripting@1.6.1/Editor/VSSettingsProvider/VSSettingsAssembly.cs

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2021-07-05 21:20:56 +02:00
using UnityEngine;
using UnityEditor;
namespace Unity.VisualScripting
{
public class VSSettingsAssembly
{
private const string completeLabel = "Regenerate Units";
private PluginConfigurationItemMetadata assemblyOptionsMetadata;
private bool showAssembly = false;
private const string titleAssembly = "Node Library";
private const string descriptionAssembly = "Choose the assemblies in which you want to look for units.\n"
+ "By default, all project and Unity assemblies are included.\n"
+ "Unless you use a third-party plugin distributed as a DLL, you shouldn't need to change this.";
public VSSettingsAssembly()
{
assemblyOptionsMetadata = BoltCore.Configuration.GetMetadata(nameof(BoltCoreConfiguration.assemblyOptions));
}
static class Styles
{
public static readonly GUIStyle background;
public static readonly GUIStyle defaultsButton;
public static readonly float optionsWidth = 250;
static Styles()
{
background = new GUIStyle(LudiqStyles.windowBackground);
background.padding = new RectOffset(20, 20, 20, 20);
defaultsButton = new GUIStyle("Button");
defaultsButton.padding = new RectOffset(10, 10, 4, 4);
}
}
public void OnGUI()
{
showAssembly = EditorGUILayout.Foldout(showAssembly, new GUIContent(titleAssembly, descriptionAssembly));
if (showAssembly)
{
GUILayout.BeginVertical(Styles.background, GUILayout.ExpandHeight(true));
float height = LudiqGUI.GetInspectorHeight(null, assemblyOptionsMetadata, Styles.optionsWidth, GUIContent.none);
EditorGUI.BeginChangeCheck();
var position = GUILayoutUtility.GetRect(Styles.optionsWidth, height);
LudiqGUI.Inspector(assemblyOptionsMetadata, position, GUIContent.none);
if (EditorGUI.EndChangeCheck())
{
assemblyOptionsMetadata.Save();
Codebase.UpdateSettings();
}
if (GUILayout.Button("Reset to Defaults", Styles.defaultsButton))
{
assemblyOptionsMetadata.Reset(true);
assemblyOptionsMetadata.Save();
}
LudiqGUI.EndVertical();
}
if (GUILayout.Button(completeLabel, Styles.defaultsButton))
{
UnitBase.Rebuild();
EditorUtility.DisplayDialog("Visual Script", "Regenerate Units completed", "OK");
}
}
}
}