diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..e4cfc05 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,50 @@ +# 3D models +*.3[dD][mM] filter=lfs diff=lfs merge=lfs -text +*.3[dD][sS] filter=lfs diff=lfs merge=lfs -text +*.[bB][lL][eE][nN][dD] filter=lfs diff=lfs merge=lfs -text +*.[cC]4[dD] filter=lfs diff=lfs merge=lfs -text +*.[cC][oO][lL][lL][aA][dD][aA] filter=lfs diff=lfs merge=lfs -text +*.[dD][aA][eE] filter=lfs diff=lfs merge=lfs -text +*.[dD][xX][fF] filter=lfs diff=lfs merge=lfs -text +*.[fF][bB][xX] filter=lfs diff=lfs merge=lfs -text +*.[jJ][aA][sS] filter=lfs diff=lfs merge=lfs -text +*.[lL][wW][sS] filter=lfs diff=lfs merge=lfs -text +*.[lL][xX][oO] filter=lfs diff=lfs merge=lfs -text +*.[mM][aA] filter=lfs diff=lfs merge=lfs -text +*.[mM][aA][xX] filter=lfs diff=lfs merge=lfs -text +*.[mM][bB] filter=lfs diff=lfs merge=lfs -text +*.[oO][bB][jJ] filter=lfs diff=lfs merge=lfs -text +*.[pP][lL][yY] filter=lfs diff=lfs merge=lfs -text +*.[sS][kK][pP] filter=lfs diff=lfs merge=lfs -text +*.[sS][tT][lL] filter=lfs diff=lfs merge=lfs -text +*.[zZ][tT][lL] filter=lfs diff=lfs merge=lfs -text +# Audio +*.[aA][iI][fF] filter=lfs diff=lfs merge=lfs -text +*.[aA][iI][fF][fF] filter=lfs diff=lfs merge=lfs -text +*.[iI][tT] filter=lfs diff=lfs merge=lfs -text +*.[mM][oO][dD] filter=lfs diff=lfs merge=lfs -text +*.[mM][pP]3 filter=lfs diff=lfs merge=lfs -text +*.[oO][gG][gG] filter=lfs diff=lfs merge=lfs -text +*.[sS]3[mM] filter=lfs diff=lfs merge=lfs -text +*.[wW][aA][vV] filter=lfs diff=lfs merge=lfs -text +*.[xX][mM] filter=lfs diff=lfs merge=lfs -text +# Fonts +*.[oO][tT][fF] filter=lfs diff=lfs merge=lfs -text +*.[tT][tT][fF] filter=lfs diff=lfs merge=lfs -text +# Images +*.[bB][mM][pP] filter=lfs diff=lfs merge=lfs -text +*.[eE][xX][rR] filter=lfs diff=lfs merge=lfs -text +*.[gG][iI][fF] filter=lfs diff=lfs merge=lfs -text +*.[hH][dD][rR] filter=lfs diff=lfs merge=lfs -text +*.[iI][fF][fF] filter=lfs diff=lfs merge=lfs -text +*.[jJ][pP][eE][gG] filter=lfs diff=lfs merge=lfs -text +*.[jJ][pP][gG] filter=lfs diff=lfs merge=lfs -text +*.[pP][iI][cC][tT] filter=lfs diff=lfs merge=lfs -text +*.[pP][nN][gG] filter=lfs diff=lfs merge=lfs -text +*.[pP][sS][dD] filter=lfs diff=lfs merge=lfs -text +*.[tT][gG][aA] filter=lfs diff=lfs merge=lfs -text +*.[tT][iI][fF] filter=lfs diff=lfs merge=lfs -text +*.[tT][iI][fF][fF] filter=lfs diff=lfs merge=lfs -text +*.mp4 filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text \ No newline at end of file diff --git a/.gitignore b/.gitignore index e6762c1..fb62ac5 100644 --- a/.gitignore +++ b/.gitignore @@ -1,7 +1,6 @@ -# ---> Unity # This .gitignore file should be placed at the root of your Unity project directory # -# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore +# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore # /[Ll]ibrary/ /[Tt]emp/ @@ -15,8 +14,8 @@ # They also could contain extremely sensitive data /[Mm]emoryCaptures/ -# Recordings can get excessive in size -/[Rr]ecordings/ +# Asset meta data should only be ignored when the corresponding asset is also ignored +!/[Aa]ssets/**/*.meta # Uncomment this line if you wish to ignore the asset store tools plugin # /[Aa]ssets/AssetStoreTools* @@ -30,6 +29,9 @@ # Gradle cache directory .gradle/ +# Rider cache directory +.idea/ + # Autogenerated VS/MD/Consulo solution and project files ExportedObj/ .consulo/ @@ -60,7 +62,6 @@ sysinfo.txt *.apk *.aab *.unitypackage -*.app # Crashlytics generated file crashlytics-build.properties @@ -72,82 +73,14 @@ crashlytics-build.properties /[Aa]ssets/[Ss]treamingAssets/aa.meta /[Aa]ssets/[Ss]treamingAssets/aa/* -# ---> JetBrains -# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider -# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839 +# Ignore the auto-generated AOT compatibility dll. +/Assets/Plugins/Sirenix/Assemblies/AOT/* -# User-specific stuff -.idea/**/workspace.xml -.idea/**/tasks.xml -.idea/**/usage.statistics.xml -.idea/**/dictionaries -.idea/**/shelf +# Ignore all unpacked demos. +/Assets/Plugins/Sirenix/Demos/* -# AWS User-specific -.idea/**/aws.xml - -# Generated files -.idea/**/contentModel.xml - -# Sensitive or high-churn files -.idea/**/dataSources/ -.idea/**/dataSources.ids -.idea/**/dataSources.local.xml -.idea/**/sqlDataSources.xml -.idea/**/dynamic.xml -.idea/**/uiDesigner.xml -.idea/**/dbnavigator.xml - -# Gradle -.idea/**/gradle.xml -.idea/**/libraries - -# Gradle and Maven with auto-import -# When using Gradle or Maven with auto-import, you should exclude module files, -# since they will be recreated, and may cause churn. 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window. + + + Asset lists works on all asset types such as materials, scriptable objects, prefabs, custom components, audio, textures etc, and does also show inherited types. + + + The following example will display an asset list of all prefabs located in the project window. + + public class AssetListExamples : MonoBehaviour + { + [InfoBox("The AssetList attribute work on both lists of UnityEngine.Object types and UnityEngine.Object types, but have different behaviour.")] + [AssetList] + [InlineEditor(InlineEditorModes.LargePreview)] + public GameObject Prefab; + + [AssetList] + public List<PlaceableObject> PlaceableObjects; + + [AssetList(Path = "Plugins/Sirenix/")] + [InlineEditor(InlineEditorModes.LargePreview)] + public UnityEngine.Object Object; + + [AssetList(AutoPopulate = true)] + public List<PlaceableObject> PlaceableObjectsAutoPopulated; + + [AssetList(LayerNames = "MyLayerName")] + public GameObject[] AllPrefabsWithLayerName; + + [AssetList(AssetNamePrefix = "Rock")] + public List<GameObject> PrefabsStartingWithRock; + + [AssetList(Path = "/Plugins/Sirenix/")] + public List<GameObject> AllPrefabsLocatedInFolder; + + [AssetList(Tags = "MyTagA, MyTabB", Path = "/Plugins/Sirenix/")] + public List<GameObject> GameObjectsWithTag; + + [AssetList(Path = "/Plugins/Sirenix/")] + public List<Material> AllMaterialsInSirenix; + + [AssetList(Path = "/Plugins/Sirenix/")] + public List<ScriptableObject> AllScriptableObjects; + + [InfoBox("Use a method as a custom filter for the asset list.")] + [AssetList(CustomFilterMethod = "HasRigidbodyComponent")] + public List<GameObject> MyRigidbodyPrefabs; + + private bool HasRigidbodyComponent(GameObject obj) + { + return obj.GetComponent<Rigidbody>() != null; + } + } + + + + + + If true, all assets found and displayed by the asset list, will automatically be added to the list when inspected. + + + + + Comma separated list of tags to filter the asset list. + + + + + Filter the asset list to only include assets with a specified layer. + + + + + Filter the asset list to only include assets which name begins with. + + + + + Filter the asset list to only include assets which is located at the specified path. + + + + + Filter the asset list to only include assets for which the given filter method returns true. + + + + + Initializes a new instance of the class. + + + + + The AssetSelector attribute can be used on all Unity types and will prepend a small button next to the object field that when clicked, + will present the user with a dropdown of assets to select from which can be customized from the attribute. + + + + + True by default. + + + + + True by default. If the ValueDropdown attribute is applied to a list, then disabling this, + will render all child elements normally without using the ValueDropdown. The ValueDropdown will + still show up when you click the add button on the list drawer, unless is true. + + + + + False by default. + + + + + If the ValueDropdown attribute is applied to a list, and is set to true, then enabling this, + will exclude existing values, instead of rendering a checkbox indicating whether the item is already included or not. + + + + + If the dropdown renders a tree-view, then setting this to true will ensure everything is expanded by default. + + + + + By default, the dropdown will create a tree view. + + + + + Gets or sets the width of the dropdown. Default is zero. + + + + + Gets or sets the height of the dropdown. Default is zero. + + + + + Gets or sets the title for the dropdown. Null by default. + + + + + Specify which folders to search in. Specifying no folders will make it search in your entire project. + Use the property for a more clean way of populating this array through attributes. + + + + + The filters we should use when calling AssetDatabase.FindAssets. + + + + + + Specify which folders to search in. Specifying no folders will make it search in your entire project. + You can decalir multiple paths using '|' as the seperator. + Example: [AssetList(Paths = "Assets/Textures|Assets/Other/Textures")] + + + This property is simply a more clean way of populating the array. + + + + + + AssetsOnly is used on object properties, and restricts the property to project assets, and not scene objects. + Use this when you want to ensure an object is from the project, and not from the scene. + + + The following example shows a component with a game object property, that must be a prefab from the project, and not a scene object. + + public MyComponent : MonoBehaviour + { + [AssetsOnly] + public GameObject MyPrefab; + } + + + + + + + BoxGroup is used on any property and organizes the property in a boxed group. + Use this to cleanly organize relevant values together in the inspector. + + + The following example shows how BoxGroup is used to organize properties together into a box. + + public class BoxGroupExamples : MonoBehaviour + { + // Box with a centered title. + [BoxGroup("Centered Title", centerLabel: true)] + public int A; + + [BoxGroup("Centered Title", centerLabel: true)] + public int B; + + [BoxGroup("Centered Title", centerLabel: true)] + public int C; + + // Box with a title. + [BoxGroup("Left Oriented Title")] + public int D; + + [BoxGroup("Left Oriented Title")] + public int E; + + // Box with a title recieved from a field. + [BoxGroup("$DynamicTitle1"), LabelText("Dynamic Title")] + public string DynamicTitle1 = "Dynamic box title"; + + [BoxGroup("$DynamicTitle1")] + public int F; + + // Box with a title recieved from a property. + [BoxGroup("$DynamicTitle2")] + public int G; + + [BoxGroup("$DynamicTitle2")] + public int H; + + // Box without a title. + [InfoBox("You can also hide the label of a box group.")] + [BoxGroup("NoTitle", false)] + public int I; + + [BoxGroup("NoTitle")] + public int J; + + [BoxGroup("NoTitle")] + public int K; + + #if UNITY_EDITOR + public string DynamicTitle2 + { + get { return UnityEditor.PlayerSettings.productName; } + } + #endif + + [BoxGroup("Boxed Struct"), HideLabel] + public SomeStruct BoxedStruct; + + public SomeStruct DefaultStruct; + + [Serializable] + public struct SomeStruct + { + public int One; + public int Two; + public int Three; + } + } + + + + + + + + + + + If true a label for the group will be drawn on top. + + + + + If true the header label will be places in the center of the group header. Otherwise it will be in left side. + + + + + If non-null, this is used instead of the group's name as the title label. + + + + + Adds the property to the specified box group. + + The box group. + If true a label will be drawn for the group. + If set to true the header label will be centered. + The order of the group in the inspector. + + + + Initializes a new instance of the class. Use the other constructor overloads in order to show a header-label on the box group. + + + + + Combines the box group with another group. + + The other group. + + + + Buttons are used on functions, and allows for clickable buttons in the inspector. + + + The following example shows a component that has an initialize method, that can be called from the inspector. + + public class MyComponent : MonoBehaviour + { + [Button] + private void Init() + { + // ... + } + } + + + + The following example show how a Button could be used to test a function. + + public class MyBot : MonoBehaviour + { + [Button] + private void Jump() + { + // ... + } + } + + + + The following example show how a Button can named differently than the function it's been attached to. + + public class MyComponent : MonoBehaviour + { + [Button("Function")] + private void MyFunction() + { + // ... + } + } + + + + + + + + Use this to override the label on the button. + + + + + The style in which to draw the button. + + + + + If the button contains parameters, you can disable the foldout it creates by setting this to true. + + + + + Whether to display the button method's parameters (if any) as values in the inspector. True by default. + If this is set to false, the button method will instead be invoked through an ActionResolver or ValueResolver (based on whether it returns a value), giving access to contextual named parameter values like "InspectorProperty property" that can be passed to the button method. + + + + + Whether the containing object or scene (if there is one) should be marked dirty when the button is clicked. True by default. Note that if this is false, undo for any changes caused by the button click is also disabled, as registering undo events also causes dirtying. + + + + + Gets the height of the button. If it's zero or below then use default. + + + + + The icon to be displayed inside the button. + + + + + The alignment of the icon that is displayed inside the button. + + + + + The alignment of the button represented by a range from 0 to 1 where 0 is the left edge of the available space and 1 is the right edge. + ButtonAlignment only has an effect when Stretch is set to false. + + + + + Whether the button should stretch to fill all of the available space. Default value is true. + + + + + If the button has a return type, set this to false to not draw the result. Default value is true. + + + + + Creates a button in the inspector named after the method. + + + + + Creates a button in the inspector named after the method. + + The size of the button. + + + + Creates a button in the inspector named after the method. + + The size of the button. + + + + Creates a button in the inspector with a custom name. + + Custom name for the button. + + + + Creates a button in the inspector with a custom name. + + Custom name for the button. + Size of the button. + + + + Creates a button in the inspector with a custom name. + + Custom name for the button. + Size of the button in pixels. + + + + Creates a button in the inspector named after the method. + + Button style for methods with parameters. + + + + Creates a button in the inspector named after the method. + + The size of the button. + Button style for methods with parameters. + + + + Creates a button in the inspector named after the method. + + The size of the button. + Button style for methods with parameters. + + + + Creates a button in the inspector with a custom name. + + Custom name for the button. + Button style for methods with parameters. + + + + Creates a button in the inspector with a custom name. + + Custom name for the button. + Size of the button. + Button style for methods with parameters. + + + + Creates a button in the inspector with a custom name. + + Custom name for the button. + Size of the button in pixels. + Button style for methods with parameters. + + + + Creates a button in the inspector with a custom icon. + + The icon to be displayed inside the button. + The alignment of the icon that is displayed inside the button. + + + + Creates a button in the inspector with a custom icon. + + The icon to be displayed inside the button. + + + + Creates a button in the inspector with a custom icon. + + The icon to be displayed inside the button. + Custom name for the button. + + + + ButtonGroup is used on any instance function, and adds buttons to the inspector organized into horizontal groups. + Use this to organize multiple button in a tidy horizontal group. + + + The following example shows how ButtonGroup is used to organize two buttons into one group. + + public class MyComponent : MonoBehaviour + { + [ButtonGroup("MyGroup")] + private void A() + { + // .. + } + + [ButtonGroup("MyGroup")] + private void B() + { + // .. + } + } + + + + The following example shows how ButtonGroup can be used to create multiple groups of buttons. + + public class MyComponent : MonoBehaviour + { + [ButtonGroup("First")] + private void A() + { } + + [ButtonGroup("First")] + private void B() + { } + + [ButtonGroup("")] + private void One() + { } + + [ButtonGroup("")] + private void Two() + { } + + [ButtonGroup("")] + private void Three() + { } + } + + + + + + + + + + + + + Gets the height of the button. If it's zero or below then use default. + + + + + The alignment of the icon that is displayed inside the button. + + + + + The alignment of the button represented by a range from 0 to 1 where 0 is the left edge of the available space and 1 is the right edge. + + + + + Whether the button should stretch to fill all of the available space. Default value is true. + + + + + Organizes the button into the specified button group. + + The group to organize the button into. + The order of the group in the inspector.. + + + + Button style for methods with parameters. + + + + + Draws a foldout box around the parameters of the method with the button on the box header itself. + This is the default style of a method with parameters. + + + + + Draws a button with a foldout to expose the parameters of the method. + + + + + Draws a foldout box around the parameters of the method with the button at the bottom of the box. + + + + + The ChildGameObjectsOnly attribute can be used on Components and GameObject fields and will prepend a small button next to the object-field that + will search through all child gameobjects for assignable objects and present them in a dropdown for the user to choose from. + + + + + + ColorPalette is used on any Color property, and allows for choosing colors from different definable palettes. + Use this to allow the user to choose from a set of predefined color options. + + + See and edit the color palettes in Tools > Odin > Inspector > Preferences > Drawers > Color Palettes. + The color property is not tied to the color palette, and can be edited. Therefore the color will also not update if the ColorPalette is edited. + + + The following example shows how ColorPalette is applied to a property. The user can freely choose between all available ColorPalettes. + + public class ColorPaletteExamples : MonoBehaviour + { + [ColorPalette] + public Color ColorOptions; + + [ColorPalette("Underwater")] + public Color UnderwaterColor; + + [ColorPalette("Fall"), HideLabel] + public Color WideColorPalette; + + [ColorPalette("My Palette")] + public Color MyColor; + + [ColorPalette("Clovers")] + public Color[] ColorArray; + } + + + + + + Gets the name of the palette. + + + + + Indicates if the color palette should show alpha values or not. + + + + + Adds a color palette options to a Color property. + + + + + Adds color options to a Color property from a specific palette. + + Name of the palette. + + + + CustomContextMenu is used on any property, and adds a custom options to the context menu for the property. + Use this for when you want to add custom actions to the context menu of a property. + + + CustomContextMenu currently does not support static functions. + + + The following example shows how CustomContextMenu is used to add a custom option to a property. + + public class MyComponent : MonoBehaviour + { + [CustomContextMenu("My custom option", "MyAction")] + public Vector3 MyVector; + + private void MyAction() + { + MyVector = Random.onUnitSphere; + } + } + + + + + + + The name of the menu item. + + + + + The name of the callback method. Obsolete; use the Action member instead. + + + + + A resolved string defining the action to take when the context menu is clicked. + + + + + Adds a custom option to the context menu of the property. + + The name of the menu item. + A resolved string defining the action to take when the context menu is clicked. + + + + Instead of making a new attribute, and a new drawer, for a one-time thing, you can with this attribute, make a method that acts as a custom property drawer. + These drawers will out of the box have support for undo/redo and multi-selection. + + + Usage: + + public class CustomDrawerExamples : MonoBehaviour + { + public float From = 2, To = 7; + + [CustomValueDrawer("MyStaticCustomDrawerStatic")] + public float CustomDrawerStatic; + + [CustomValueDrawer("MyStaticCustomDrawerInstance")] + public float CustomDrawerInstance; + + [CustomValueDrawer("MyStaticCustomDrawerArray")] + public float[] CustomDrawerArray; + + #if UNITY_EDITOR + + private static float MyStaticCustomDrawerStatic(float value, GUIContent label) + { + return EditorGUILayout.Slider(value, 0f, 10f); + } + + private float MyStaticCustomDrawerInstance(float value, GUIContent label) + { + return EditorGUILayout.Slider(value, this.From, this.To); + } + + private float MyStaticCustomDrawerArray(float value, GUIContent label) + { + return EditorGUILayout.Slider(value, this.From, this.To); + } + + #endif + } + + + + + + Name of the custom drawer method. Obsolete; use the Action member instead. + + + + + A resolved string that defines the custom drawer action to take, such as an expression or method invocation. + + + + + Instead of making a new attribute, and a new drawer, for a one-time thing, you can with this attribute, make a method that acts as a custom property drawer. + These drawers will out of the box have support for undo/redo and multi-selection. + + A resolved string that defines the custom drawer action to take, such as an expression or method invocation. + + + + Delays applying changes to properties while they still being edited in the inspector. + Similar to Unity's built-in Delayed attribute, but this attribute can also be applied to properties. + + + + + DetailedInfoBox is used on any property, and displays a message box that can be expanded to show more details. + Use this to convey a message to a user, and give them the option to see more details. + + + The following example shows how DetailedInfoBox is used on a field. + + public class MyComponent : MonoBehaviour + { + [DetailedInfoBox("This is a message", "Here is some more details about that message")] + public int MyInt; + } + + + + + + + The message for the message box. + + + + + The hideable details of the message box. + + + + + Type of the message box. + + + + + Optional name of a member to hide or show the message box. + + + + + Displays a message box with hideable details. + + The message for the message box. + The hideable details of the message box. + Type of the message box. + Optional name of a member to hide or show the message box. + + + + Customize the behavior for dictionaries in the inspector. + + + + + Specify an alternative key label for the dictionary drawer. + + + + + Specify an alternative value label for the dictionary drawer. + + + + + Specify how the dictionary should draw its items. + + + + + Gets or sets a value indicating whether this instance is read only. + + + + + Gets or sets a value indicating the default key column width of the dictionary. + + + + + DisableContextMenu is used on any property and disables the context menu for that property. + Use this if you do not want the context menu to be available for a property. + + + The following example shows how DisableContextMenu is used on a property. + + public class MyComponent : MonoBehaviour + { + [DisableContextMenu] + public Vector3 MyVector; + } + + + + + + + Whether to disable the context menu for the member itself. + + + + + Whether to disable the context menu for collection elements. + + + + + Initializes a new instance of the class. + + Whether to disable the context menu for the member itself. + Whether to also disable the context menu of collection elements. + + + + DisableIf is used on any property, and can disable or enable the property in the inspector. + Use this to disable properties when they are irrelevant. + + + The following example shows how a property can be disabled by the state of a field. + + public class MyComponent : MonoBehaviour + { + public bool DisableProperty; + + [DisableIf("DisableProperty")] + public int MyInt; + + public SomeEnum SomeEnumField; + + [DisableIf("SomeEnumField", SomeEnum.SomeEnumMember)] + public string SomeString; + } + + + + The following examples show how a property can be disabled by a function. + + public class MyComponent : MonoBehaviour + { + [EnableIf("MyDisableFunction")] + public int MyInt; + + private bool MyDisableFunction() + { + // ... + } + } + + + + + + + + The name of a bool member field, property or method. Obsolete; use the Condition member instead. + + + + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + + + + + The optional condition value. + + + + + Disables a property in the inspector, based on the value of a resolved string. + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + + + + Disables a property in the inspector, if the resolved string evaluates to the specified value. + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + Value to check against. + + + + Disables a member based on which type of a prefab and instance it is in. + + + + + DisableInEditorMode is used on any property, and disables the property when not in play mode. + Use this when you only want a property to be editable when in play mode. + + + The following example shows how DisableInEditorMode is used to disable a property when in the editor. + + public class MyComponent : MonoBehaviour + { + [DisableInEditorMode] + public int MyInt; + } + + + + + + + + + Disables a property if it is drawn within an . + + + + + Disables a property if it is drawn from a non-prefab asset or instance. + + + + + DisableInPlayMode is used on any property, and disables the property when in play mode. + Use this to prevent users from editing a property when in play mode. + + + The following example shows how DisableInPlayMode is used to disable a property when in play mode. + + public class MyComponent : MonoBehaviour + { + [DisableInPlayMode] + public int MyInt; + } + + + + + + + + + + + Disables a property if it is drawn from a prefab asset. + + + + + Disables a property if it is drawn from a prefab instance. + + + + + Disables a property if it is drawn from a prefab asset or a prefab instance. + + + + + DisallowModificationsIn disables / grays out members, preventing modifications from being made and enables validation, + providing error messages in case a modification was made prior to introducing the attribute. + + + + + + + + DisplayAsString is used on any property, and displays a string in the inspector as text. + Use this for when you want to show a string in the inspector, but not allow for any editing. + + + DisplayAsString uses the property's ToString method to display the property as a string. + + + The following example shows how DisplayAsString is used to display a string property as text in the inspector. + + public class MyComponent : MonoBehaviour + { + [DisplayAsString] + public string MyInt = 5; + + // You can combine with to display a message in the inspector. + [DisplayAsString, HideLabel] + public string MyMessage = "This string will be displayed as text in the inspector"; + + [DisplayAsString(false)] + public string InlineMessage = "This string is very long, but has been configured to not overflow."; + } + + + + + + + + If true, the string will overflow past the drawn space and be clipped when there's not enough space for the text. + If false the string will expand to multiple lines, if there's not enough space when drawn. + + + + + How the string should be aligned. + + + + + The size of the font. + + + + + If true the string will support rich text. + + + + + Displays the property as a string in the inspector. + + + + + Displays the property as a string in the inspector. + + Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. + + + + Displays the property as a string in the inspector. + + How the string should be aligned. + + + + Displays the property as a string in the inspector. + + The size of the font. + + + + Displays the property as a string in the inspector. + + Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. + How the string should be aligned. + + + + Displays the property as a string in the inspector. + + Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. + The size of the font. + + + + Displays the property as a string in the inspector. + + The size of the font. + How the string should be aligned. + + + + Displays the property as a string in the inspector. + + Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. + The size of the font. + How the string should be aligned. + + + + Displays the property as a string in the inspector. + + How the string should be aligned. + If true the string will support rich text. + + + + Displays the property as a string in the inspector. + + The size of the font. + If true the string will support rich text. + + + + Displays the property as a string in the inspector. + + Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. + How the string should be aligned. + If true the string will support rich text. + + + + Displays the property as a string in the inspector. + + Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. + The size of the font. + If true the string will support rich text. + + + + Displays the property as a string in the inspector. + + The size of the font. + How the string should be aligned. + If true the string will support rich text. + + + + Displays the property as a string in the inspector. + + Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. + The size of the font. + How the string should be aligned. + If true the string will support rich text. + + + + Indicates that the member should not be drawn as a value reference, if it becomes a reference to another value in the tree. Beware, and use with care! This may lead to infinite draw loops! + + + + + DontApplyToListElements is used on other attributes, and indicates that those attributes should be applied only to the list, and not to the elements of the list. + Use this on attributes that should only work on a list or array property as a whole, and not on each element of the list. + + + The following example shows how DontApplyToListElements is used on . + + [DontApplyToListElements] + [AttributeUsage(AttributeTargets.All, AllowMultiple = true, Inherited = true)] + public sealed class VisibleIfAttribute : Attribute + { + public string MemberName { get; private set; } + + public VisibleIfAttribute(string memberName) + { + this.MemberName = memberName; + } + } + + + + + + Tells the validation system that this member should not be validated. It will not show validation messages in the inspector, and it will not be scanned by the project validator. + + + + + DrawWithUnity can be applied to a field or property to make Odin draw it using Unity's old drawing system. Use it if you want to selectively disable Odin drawing for a particular member. + + + Note that this attribute does not mean "disable Odin completely for this property"; it is visual only in nature, and in fact represents an Odin drawer which calls into Unity's old property drawing system. As Odin is still ultimately responsible for arranging the drawing of the property, and since other attributes exist with a higher priority than this attribute, and it is not guaranteed that Unity will draw the property if another attribute is present to override this one. + + + + + An attribute that enables GUI. + + + + public class InlineEditorExamples : MonoBehaviour + { + [EnableGUI] + public string SomeReadonlyProperty { get { return "My GUI is usually disabled." } } + } + + + + + + + EnableIf is used on any property, and can enable or disable the property in the inspector. + Use this to enable properties when they are relevant. + + + The following example shows how a property can be enabled by the state of a field. + + public class MyComponent : MonoBehaviour + { + public bool EnableProperty; + + [EnableIf("EnableProperty")] + public int MyInt; + + public SomeEnum SomeEnumField; + + [EnableIf("SomeEnumField", SomeEnum.SomeEnumMember)] + public string SomeString; + } + + + + The following examples show how a property can be enabled by a function. + + public class MyComponent : MonoBehaviour + { + [EnableIf("MyEnableFunction")] + public int MyInt; + + private bool MyEnableFunction() + { + // ... + } + } + + + + + + + + + + + The name of a bool member field, property or method. Obsolete; use the Condition member instead. + + + + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + + + + + The optional condition value. + + + + + Enables a property in the inspector, based on the value of a resolved string. + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + + + + Enables a property in the inspector, if the resolved string evaluates to the specified value. + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + Value to check against. + + + + Enables a member based on which type of a prefab and instance it is. + + + + + Draws an enum selector in the inspector with next and previous buttons to let you cycle through the available values for the enum property. + + + + public enum MyEnum + { + One, + Two, + Three, + } + + public class MyMonoBehaviour : MonoBehaviour + { + [EnumPaging] + public MyEnum Value; + } + + + + + + + Draws an enum in a horizontal button group instead of a dropdown. + + + + public class MyComponent : MonoBehvaiour + { + [EnumToggleButtons] + public MyBitmaskEnum MyBitmaskEnum; + + [EnumToggleButtons] + public MyEnum MyEnum; + } + + [Flags] + public enum MyBitmaskEnum + { + A = 1 << 1, // 1 + B = 1 << 2, // 2 + C = 1 << 3, // 4 + ALL = A | B | C + } + + public enum MyEnum + { + A, + B, + C + } + + + + + + + FilePath is used on string properties, and provides an interface for file paths. + + + The following example demonstrates how FilePath is used. + + public class FilePathExamples : MonoBehaviour + { + // By default, FilePath provides a path relative to the Unity project. + [FilePath] + public string UnityProjectPath; + + // It is possible to provide custom parent path. Parent paths can be relative to the Unity project, or absolute. + [FilePath(ParentFolder = "Assets/Plugins/Sirenix")] + public string RelativeToParentPath; + + // Using parent path, FilePath can also provide a path relative to a resources folder. + [FilePath(ParentFolder = "Assets/Resources")] + public string ResourcePath; + + // Provide a comma seperated list of allowed extensions. Dots are optional. + [FilePath(Extensions = "cs")] + public string ScriptFiles; + + // By setting AbsolutePath to true, the FilePath will provide an absolute path instead. + [FilePath(AbsolutePath = true)] + [BoxGroup("Conditions")] + public string AbsolutePath; + + // FilePath can also be configured to show an error, if the provided path is invalid. + [FilePath(RequireValidPath = true)] + public string ValidPath; + + // By default, FilePath will enforce the use of forward slashes. It can also be configured to use backslashes instead. + [FilePath(UseBackslashes = true)] + public string Backslashes; + + // FilePath also supports member references with the $ symbol. + [FilePath(ParentFolder = "$DynamicParent", Extensions = "$DynamicExtensions")] + public string DynamicFilePath; + + public string DynamicParent = "Assets/Plugin/Sirenix"; + + public string DynamicExtensions = "cs, unity, jpg"; + } + + + + + + + + If true the FilePath will provide an absolute path, instead of a relative one. + + + + + Comma separated list of allowed file extensions. Dots are optional. + Supports member referencing with $. + + + + + ParentFolder provides an override for where the path is relative to. ParentFolder can be relative to the Unity project, or an absolute path. + Supports member referencing with $. + + + + + If true an error will be displayed for invalid, or missing paths. + + + + + If true an error will be displayed for non-existing paths. + + + + + By default FilePath enforces forward slashes. Set UseBackslashes to true if you want backslashes instead. + + + + + Gets or sets a value indicating whether the path should be read only. + + + + + FolderPath is used on string properties, and provides an interface for directory paths. + + + The following example demonstrates how FolderPath is used. + + public class FolderPathExamples : MonoBehaviour + { + // By default, FolderPath provides a path relative to the Unity project. + [FolderPath] + public string UnityProjectPath; + + // It is possible to provide custom parent patn. ParentFolder paths can be relative to the Unity project, or absolute. + [FolderPath(ParentFolder = "Assets/Plugins/Sirenix")] + public string RelativeToParentPath; + + // Using ParentFolder, FolderPath can also provide a path relative to a resources folder. + [FolderPath(ParentFolder = "Assets/Resources")] + public string ResourcePath; + + // By setting AbsolutePath to true, the FolderPath will provide an absolute path instead. + [FolderPath(AbsolutePath = true)] + public string AbsolutePath; + + // FolderPath can also be configured to show an error, if the provided path is invalid. + [FolderPath(RequireValidPath = true)] + public string ValidPath; + + // By default, FolderPath will enforce the use of forward slashes. It can also be configured to use backslashes instead. + [FolderPath(UseBackslashes = true)] + public string Backslashes; + + // FolderPath also supports member references with the $ symbol. + [FolderPath(ParentFolder = "$DynamicParent")] + public string DynamicFolderPath; + + public string DynamicParent = "Assets/Plugins/Sirenix"; + } + + + + + + + + If true the FolderPath will provide an absolute path, instead of a relative one. + + + + + ParentFolder provides an override for where the path is relative to. ParentFolder can be relative to the Unity project, or an absolute path. + Supports member referencing with $. + + + + + If true an error will be displayed for invalid, or missing paths. + + + + + If true an error will be displayed for non-existing paths. + + + + + By default FolderPath enforces forward slashes. Set UseBackslashes to true if you want backslashes instead. + + + + + FoldoutGroup is used on any property, and organizes properties into a foldout. + Use this to organize properties, and to allow the user to hide properties that are not relevant for them at the moment. + + + The following example shows how FoldoutGroup is used to organize properties into a foldout. + + public class MyComponent : MonoBehaviour + { + [FoldoutGroup("MyGroup")] + public int A; + + [FoldoutGroup("MyGroup")] + public int B; + + [FoldoutGroup("MyGroup")] + public int C; + } + + + + The following example shows how properties can be organizes into multiple foldouts. + + public class MyComponent : MonoBehaviour + { + [FoldoutGroup("First")] + public int A; + + [FoldoutGroup("First")] + public int B; + + [FoldoutGroup("Second")] + public int C; + } + + + + + + + + + + + Gets a value indicating whether or not the foldout should be expanded by default. + + + + + Gets a value indicating whether or not the Expanded property has been set. + + + + + Adds the property to the specified foldout group. + + Name of the foldout group. + The order of the group in the inspector. + + + + Adds the property to the specified foldout group. + + Name of the foldout group. + Whether or not the foldout should be expanded by default. + The order of the group in the inspector. + + + + Combines the foldout property with another. + + The group to combine with. + + + + GUIColor is used on any property and changes the GUI color used to draw the property. + + + The following example shows how GUIColor is used on a properties to create a rainbow effect. + + public class MyComponent : MonoBehaviour + { + [GUIColor(1f, 0f, 0f)] + public int A; + + [GUIColor(1f, 0.5f, 0f, 0.2f)] + public int B; + + [GUIColor("GetColor")] + public int C; + + private Color GetColor() { return this.A == 0 ? Color.red : Color.white; } + } + + + + + + The GUI color of the property. + + + + Supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). Here are the available named colors: black, blue, clear, cyan, gray, green, grey, magenta, orange, purple, red, transparent, transparentBlack, transparentWhite, white, yellow, lightblue, lightcyan, lightgray, lightgreen, lightgrey, lightmagenta, lightorange, lightpurple, lightred, lightyellow, darkblue, darkcyan, darkgray, darkgreen, darkgrey, darkmagenta, darkorange, darkpurple, darkred, darkyellow. + + + + Sets the GUI color for the property. + + The red channel. + The green channel. + The blue channel. + The alpha channel. + + + + Sets the GUI color for the property. + + Supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). + + + + Indicates that Odin should hide the reference box, if this property would otherwise be drawn as a reference to another property, due to duplicate reference values being encountered. + Note that if the value is referencing itself recursively, then the reference box will be drawn regardless of this attribute in all recursive draw calls. + + + + + HideIf is used on any property and can hide the property in the inspector. + Use this to hide irrelevant properties based on the current state of the object. + + + This example shows a component with fields hidden by the state of another field. + + public class MyComponent : MonoBehaviour + { + public bool HideProperties; + + [HideIf("HideProperties")] + public int MyInt; + + [HideIf("HideProperties", false)] + public string MyString; + + public SomeEnum SomeEnumField; + + [HideIf("SomeEnumField", SomeEnum.SomeEnumMember)] + public string SomeString; + } + + + + This example shows a component with a field that is hidden when the game object is inactive. + + public class MyComponent : MonoBehaviour + { + [HideIf("MyVisibleFunction")] + public int MyHideableField; + + private bool MyVisibleFunction() + { + return !this.gameObject.activeInHierarchy; + } + } + + + + + + + + + The name of a bool member field, property or method. Obsolete; use the Condition member instead. + + + + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + + + + + The optional condition value. + + + + + Whether or not to slide the property in and out when the state changes. + + + + + Hides a property in the inspector, based on the value of a resolved string. + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + Whether or not to slide the property in and out when the state changes. + + + + Hides a property in the inspector, if the resolved string evaluates to the specified value. + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + Value to check against. + Whether or not to slide the property in and out when the state changes. + + + +

HideIfGroup allows for showing or hiding a group of properties based on a condition.

+

The attribute is a group attribute and can therefore be combined with other group attributes, and even be used to show or hide entire groups.

+

Note that in the vast majority of cases where you simply want to be able to control the visibility of a single group, it is better to use the VisibleIf parameter that *all* group attributes have.

+
+ + + + + +
+ + + Whether or not to visually animate group visibility changes. + + + + + The optional member value. + + + + + Name of member to use when to hide the group. Defaults to the name of the group, by can be overriden by setting this property. + + + + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + + + + + Makes a group that can be shown or hidden based on a condition. + + The group path. + If true then a fade animation will be played when the group is hidden or shown. + + + + Makes a group that can be shown or hidden based on a condition. + + The group path. + The value the member should equal for the property to shown. + If true then a fade animation will be played when the group is hidden or shown. + + + + Combines HideIfGroup attributes. + + Another ShowIfGroup attribute. + + + + Hides a member based on which type of a prefab and instance it is in. + + + + + HideInEditorMode is used on any property, and hides the property when not in play mode. + Use this when you only want a property to only be visible play mode. + + + The following example shows how HideInEditorMode is used to hide a property when in the editor. + + public class MyComponent : MonoBehaviour + { + [HideInEditorMode] + public int MyInt; + } + + + + + + + + + + Hides a property if it is drawn within an . + + + + + Hides a property if it is drawn from a non prefab instance or asset. + + + + + HideInPlayMode is used on any property, and hides the property when not in editor mode. + Use this when you only want a property to only be visible the editor. + + + The following example shows how HideInPlayMode is used to hide a property when in play mode. + + public class MyComponent : MonoBehaviour + { + [HideInPlayMode] + public int MyInt; + } + + + + + + + + + + Hides a property if it is drawn from a prefab asset. + + + + + Hides a property if it is drawn from a prefab instance. + + + + + Hides a property if it is drawn from a prefab instance or a prefab asset. + + + + + The HideInTables attribute is used to prevent members from showing up as columns in tables drawn using the . + + + + + HideLabel is used on any property, and hides the label in the inspector. + Use this to hide the label of properties in the inspector. + + + The following example show how HideLabel is used to hide the label of a game object property. + + public class MyComponent : MonoBehaviour + { + [HideLabel] + public GameObject MyGameObjectWithoutLabel; + } + + + + + + + Apply HideMonoScript to your class to prevent the Script property from being shown in the inspector. + + This attribute has the same effect on a single type that the global configuration option "Show Mono Script In Editor" in "Preferences -> Odin Inspector -> General -> Drawers" has globally when disabled. + + + + The following example shows how to use this attribute. + + [HideMonoScript] + public class MyComponent : MonoBehaviour + { + // The Script property will not be shown for this component in the inspector + } + + + + + + + Apply HideNetworkBehaviourFields to your class to prevent the special "Network Channel" and "Network Send Interval" properties from being shown in the inspector for a NetworkBehaviour. + This attribute has no effect on classes that are not derived from NetworkBehaviour. + + + The following example shows how to use this attribute. + + [HideNetworkBehaviourFields] + public class MyComponent : NetworkBehaviour + { + // The "Network Channel" and "Network Send Interval" properties will not be shown for this component in the inspector + } + + + + + + + Hides the polymorphic object-picker shown above the properties of non-Unity serialized reference types. + + + When the object picker is hidden, you can right click and set the instance to null, in order to set a new value. + If you don't want this behavior, you can use attribute to ensure people can't change the value. + + + + + public class MyComponent : SerializedMonoBehaviour + { + [Header("Hidden Object Pickers")] + [Indent] + [HideReferenceObjectPicker] + public MyCustomReferenceType OdinSerializedProperty1; + + [Indent] + [HideReferenceObjectPicker] + public MyCustomReferenceType OdinSerializedProperty2; + + [Indent] + [Header("Shown Object Pickers")] + public MyCustomReferenceType OdinSerializedProperty3; + + [Indent] + public MyCustomReferenceType OdinSerializedProperty4; + + public class MyCustomReferenceType + { + public int A; + public int B; + public int C; + } + } + + + + + + HorizontalGroup is used group multiple properties horizontally in the inspector. + The width can either be specified as percentage or pixels. + All values between 0 and 1 will be treated as a percentage. + If the width is 0 the column will be automatically sized. + Margin-left and right can only be specified in pixels. + + + The following example shows how three properties have been grouped together horizontally. + + // The width can either be specified as percentage or pixels. + // All values between 0 and 1 will be treated as a percentage. + // If the width is 0 the column will be automatically sized. + // Margin-left and right can only be specified in pixels. + + public class HorizontalGroupAttributeExamples : MonoBehaviour + { + [HorizontalGroup] + public int A; + + [HideLabel, LabelWidth (150)] + [HorizontalGroup(150)] + public LayerMask B; + + // LabelWidth can be helpfull when dealing with HorizontalGroups. + [HorizontalGroup("Group 1"), LabelWidth(15)] + public int C; + + [HorizontalGroup("Group 1"), LabelWidth(15)] + public int D; + + [HorizontalGroup("Group 1"), LabelWidth(15)] + public int E; + + // Having multiple properties in a column can be achived using multiple groups. Checkout the "Combining Group Attributes" example. + [HorizontalGroup("Split", 0.5f, PaddingRight = 15)] + [BoxGroup("Split/Left"), LabelWidth(15)] + public int L; + + [BoxGroup("Split/Right"), LabelWidth(15)] + public int M; + + [BoxGroup("Split/Left"), LabelWidth(15)] + public int N; + + [BoxGroup("Split/Right"), LabelWidth(15)] + public int O; + + // Horizontal Group also has supprot for: Title, MarginLeft, MarginRight, PaddingLeft, PaddingRight, MinWidth and MaxWidth. + [HorizontalGroup("MyButton", MarginLeft = 0.25f, MarginRight = 0.25f)] + public void SomeButton() + { + + } + } + + + + + + + + + + + The width. Values between 0 and 1 will be treated as percentage, 0 = auto, otherwise pixels. + + + + + The margin left. Values between 0 and 1 will be treated as percentage, 0 = ignore, otherwise pixels. + + + + + The margin right. Values between 0 and 1 will be treated as percentage, 0 = ignore, otherwise pixels. + + + + + The padding left. Values between 0 and 1 will be treated as percentage, 0 = ignore, otherwise pixels. + + + + + The padding right. Values between 0 and 1 will be treated as percentage, 0 = ignore, otherwise pixels. + + + + + The minimum Width. Values between 0 and 1 will be treated as percentage, 0 = ignore, otherwise pixels. + + + + + The maximum Width. Values between 0 and 1 will be treated as percentage, 0 = ignore, otherwise pixels. + + + + + The width between each column. Values between 0 and 1 will be treated as percentage, otherwise pixels. + + + + + Adds a title above the horizontal group. + + + + + Fallback to using the default label width, whatever that might be. + + + + + The label width, 0 = auto. + + + + + Organizes the property in a horizontal group. + + The group for the property. + The width of the property. Values between 0 and 1 are interpolated as a percentage, otherwise pixels. + The left margin in pixels. + The right margin in pixels. + The order of the group in the inspector. + + + + Organizes the property in a horizontal group. + + The width of the property. Values between 0 and 1 are interpolated as a percentage, otherwise pixels. + The left margin in pixels. + The right margin in pixels. + The order of the group in the inspector. + + + + Merges the values of two group attributes together. + + The other group to combine with. + + + + Indent is used on any property and moves the property's label to the right. + Use this to clearly organize properties in the inspector. + + + The following example shows how a property is indented by Indent. + + public class MyComponent : MonoBehaviour + { + [Indent] + public int IndentedInt; + } + + + + + + Indicates how much a property should be indented. + + + + + Indents a property in the inspector. + + How much a property should be indented. + + + + InfoBox is used on any property, and display a text box above the property in the inspector. + Use this to add comments or warn about the use of different properties. + + + The following example shows different info box types. + + public class MyComponent : MonoBehaviour + { + [InfoBox("This is an int property")] + public int MyInt; + + [InfoBox("This info box is a warning", InfoMessageType.Warning)] + public float MyFloat; + + [InfoBox("This info box is an error", InfoMessageType.Error)] + public object MyObject; + + [InfoBox("This info box is just a box", InfoMessageType.None)] + public Vector3 MyVector; + } + + + + The following example how info boxes can be hidden by fields and properties. + + public class MyComponent : MonoBehaviour + { + [InfoBox("This info box is hidden by an instance field.", "InstanceShowInfoBoxField")] + public int MyInt; + public bool InstanceShowInfoBoxField; + + [InfoBox("This info box is hideable by a static field.", "StaticShowInfoBoxField")] + public float MyFloat; + public static bool StaticShowInfoBoxField; + + [InfoBox("This info box is hidden by an instance property.", "InstanceShowInfoBoxProperty")] + public int MyOtherInt; + public bool InstanceShowInfoBoxProperty { get; set; } + + [InfoBox("This info box is hideable by a static property.", "StaticShowInfoBoxProperty")] + public float MyOtherFloat; + public static bool StaticShowInfoBoxProperty { get; set; } + } + + + + The following example shows how info boxes can be hidden by functions. + + public class MyComponent : MonoBehaviour + { + [InfoBox("This info box is hidden by an instance function.", "InstanceShowFunction")] + public int MyInt; + public bool InstanceShowFunction() + { + return this.MyInt == 0; + } + + [InfoBox("This info box is hidden by a static function.", "StaticShowFunction")] + public short MyShort; + public bool StaticShowFunction() + { + return true; + } + + // You can also specify a function with the same type of parameter. + // Use this to specify the same function, for multiple different properties. + [InfoBox("This info box is hidden by an instance function with a parameter.", "InstanceShowParameterFunction")] + public GameObject MyGameObject; + public bool InstanceShowParameterFunction(GameObject property) + { + return property != null; + } + + [InfoBox("This info box is hidden by a static function with a parameter.", "StaticShowParameterFunction")] + public Vector3 MyVector; + public bool StaticShowParameterFunction(Vector3 property) + { + return property.magnitude == 0f; + } + } + + + + + + + + The message to display in the info box. + + + + + The type of the message box. + + + + + Optional member field, property or function to show and hide the info box. + + + + + When true the InfoBox will ignore the GUI.enable flag and always draw as enabled. + + + + + The icon to be displayed next to the message. + + + + Supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). Here are the available named colors: black, blue, clear, cyan, gray, green, grey, magenta, orange, purple, red, transparent, transparentBlack, transparentWhite, white, yellow, lightblue, lightcyan, lightgray, lightgreen, lightgrey, lightmagenta, lightorange, lightpurple, lightred, lightyellow, darkblue, darkcyan, darkgray, darkgreen, darkgrey, darkmagenta, darkorange, darkpurple, darkred, darkyellow. + + + + Displays an info box above the property. + + The message for the message box. Supports referencing a member string field, property or method by using $. + The type of the message box. + Name of member bool to show or hide the message box. + + + + Displays an info box above the property. + + The message for the message box. Supports referencing a member string field, property or method by using $. + Name of member bool to show or hide the message box. + + + + Displays an info box above the property. + + The message for the message box. Supports referencing a member string field, property or method by using $. + The icon to be displayed next to the message. + Name of member bool to show or hide the message box. + + + + The inline button adds a button to the end of a property. + + + Due to a bug, multiple inline buttons are currently not supported. + + + The following examples demonstrates how InlineButton can be used. + + public class MyComponent : MonoBehaviour + { + // Adds a button to the end of the A property. + [InlineButton("MyFunction")] + public int A; + + // This is example demonstrates how you can change the label of the button. + // InlineButton also supports refering to string members with $. + [InlineButton("MyFunction", "Button")] + public int B; + + private void MyFunction() + { + // ... + } + } + + + + + + + + Name of member method to call when the button is clicked. Obsolete; use the Action member instead. + + + + + A resolved string that defines the action to perform when the button is clicked, such as an expression or method invocation. + + + + + Optional label of the button. + + + + + Optional resolved string that specifies a condition for whether to show the inline button or not. + + + + Supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). Here are the available named colors: black, blue, clear, cyan, gray, green, grey, magenta, orange, purple, red, transparent, transparentBlack, transparentWhite, white, yellow, lightblue, lightcyan, lightgray, lightgreen, lightgrey, lightmagenta, lightorange, lightpurple, lightred, lightyellow, darkblue, darkcyan, darkgray, darkgreen, darkgrey, darkmagenta, darkorange, darkpurple, darkred, darkyellow. + + + Supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). Here are the available named colors: black, blue, clear, cyan, gray, green, grey, magenta, orange, purple, red, transparent, transparentBlack, transparentWhite, white, yellow, lightblue, lightcyan, lightgray, lightgreen, lightgrey, lightmagenta, lightorange, lightpurple, lightred, lightyellow, darkblue, darkcyan, darkgray, darkgreen, darkgrey, darkmagenta, darkorange, darkpurple, darkred, darkyellow. + + + + Draws a button to the right of the property. + + A resolved string that defines the action to perform when the button is clicked, such as an expression or method invocation. + Optional label of the button. + + + + Draws a button to the right of the property. + + A resolved string that defines the action to perform when the button is clicked, such as an expression or method invocation. + The icon to be shown inside the button. + Optional label of the button. + + + + InlineAttribute is used on any property or field with a type that inherits from UnityEngine.Object. This includes components and assets etc. + + + + public class InlineEditorExamples : MonoBehaviour + { + [DisableInInlineEditors] + public Vector3 DisabledInInlineEditors; + + [HideInInlineEditors] + public Vector3 HiddenInInlineEditors; + + [InlineEditor] + public Transform InlineComponent; + + [InlineEditor(InlineEditorModes.FullEditor)] + public Material FullInlineEditor; + + [InlineEditor(InlineEditorModes.GUIAndHeader)] + public Material InlineMaterial; + + [InlineEditor(InlineEditorModes.SmallPreview)] + public Material[] InlineMaterialList; + + [InlineEditor(InlineEditorModes.LargePreview)] + public GameObject InlineObjectPreview; + + [InlineEditor(InlineEditorModes.LargePreview)] + public Mesh InlineMeshPreview; + } + + + + + + + + If true, the inline editor will start expanded. + + + + + Draw the header editor header inline. + + + + + Draw editor GUI inline. + + + + + Draw editor preview inline. + + + + + Maximum height of the inline editor. If the inline editor exceeds the specified height, a scrollbar will appear. + Values less or equals to zero will let the InlineEditor expand to its full size. + + + + + The size of the editor preview if drawn together with GUI. + + + + + The size of the editor preview if drawn alone. + + + + + If false, this will prevent the InlineEditor attribute from incrementing the InlineEditorAttributeDrawer.CurrentInlineEditorDrawDepth. + This is helpful in cases where you want to draw the entire editor, and disregard attributes + such as [] and []. + + + + + How the InlineEditor attribute drawer should draw the object field. + + + + + Whether to set GUI.enabled = false when drawing an editor for an asset that is locked by source control. Defaults to true. + + + + + Where to draw the preview. + + + + + Initializes a new instance of the class. + + The inline editor mode. + How the object field should be drawn. + + + + Initializes a new instance of the class. + + How the object field should be drawn. + + + + The Inline Property is used to place the contents of a type next to the label, instead of being rendered in a foldout. + + + + public class InlinePropertyExamples : MonoBehaviour + { + public Vector3 Vector3; + + public Vector3Int Vector3Int; + + [InlineProperty(LabelWidth = 12)] // It can be placed on classes as well as members + public Vector2Int Vector2Int; + + } + + [Serializable] + [InlineProperty(LabelWidth = 12)] // It can be placed on classes as well as members + public struct Vector3Int + { + [HorizontalGroup] + public int X; + + [HorizontalGroup] + public int Y; + + [HorizontalGroup] + public int Z; + } + + [Serializable] + public struct Vector2Int + { + [HorizontalGroup] + public int X; + + [HorizontalGroup] + public int Y; + } + + + + + + + Specify a label width for all child properties. + + + + + LabelText is used to change the labels of properties. + Use this if you want a different label than the name of the property. + + + The following example shows how LabelText is applied to a few property fields. + + public MyComponent : MonoBehaviour + { + [LabelText("1")] + public int MyInt1; + + [LabelText("2")] + public int MyInt2; + + [LabelText("3")] + public int MyInt3; + } + + + + + + + The new text of the label. + + + + + Whether the label text should be nicified before it is displayed, IE, "m_someField" becomes "Some Field". + If the label text is resolved via a member reference, an expression, or the like, then the evaluated result + of that member reference or expression will be nicified. + + + + + The icon to be displayed. + + + + Supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). Here are the available named colors: black, blue, clear, cyan, gray, green, grey, magenta, orange, purple, red, transparent, transparentBlack, transparentWhite, white, yellow, lightblue, lightcyan, lightgray, lightgreen, lightgrey, lightmagenta, lightorange, lightpurple, lightred, lightyellow, darkblue, darkcyan, darkgray, darkgreen, darkgrey, darkmagenta, darkorange, darkpurple, darkred, darkyellow. + + + + Give a property a custom label. + + The new text of the label. + + + + Give a property a custom icon. + + The icon to be shown next to the property. + + + + Give a property a custom label. + + The new text of the label. + Whether to nicify the label text. + + + + Give a property a custom label with a custom icon. + + The new text of the label. + The icon to be displayed. + + + + Give a property a custom label with a custom icon. + + The new text of the label. + Whether to nicify the label text. + The icon to be displayed. + + + + LabelWidth is used to change the width of labels for properties. + + + The following example shows how LabelText is applied to a few property fields. + + public MyComponent : MonoBehaviour + { + [LabelWidth("3")] + public int MyInt3; + } + + + + + + + The new text of the label. + + + + + Give a property a custom label. + + The width of the label. + + + + Customize the behavior for lists and arrays in the inspector. + + + This example shows how you can add your own custom add button to a list. + + [ListDrawerSettings(HideAddButton = true, OnTitleBarGUI = "DrawTitleBarGUI")] + public List<MyType> SomeList; + + #if UNITY_EDITOR + private void DrawTitleBarGUI() + { + if (SirenixEditorGUI.ToolbarButton(EditorIcons.Plus)) + { + this.SomeList.Add(new MyType()); + } + } + #endif + + + + This attribute is scheduled for refactoring. + + + + + If true, the add button will not be rendered in the title toolbar. You can use OnTitleBarGUI to implement your own add button. + + + true if [hide add button]; otherwise, false. + + + + + If true, the remove button will not be rendered on list items. You can use OnBeginListElementGUI and OnEndListElementGUI to implement your own remove button. + + + true if [hide remove button]; otherwise, false. + + + + + Specify the name of a member inside each list element which defines the label being drawn for each list element. + + + + + Override the default behaviour for adding objects to the list. + If the referenced member returns the list type element, it will be called once per selected object. + If the referenced method returns void, it will only be called once regardless of how many objects are selected. + + + + + Calls a method before each list element. The member referenced must have a return type of void, and an index parameter of type int which represents the element index being drawn. + + + + + Calls a method after each list element. The member referenced must have a return type of void, and an index parameter of type int which represents the element index being drawn. + + + + + If true, object/type pickers will never be shown when the list add button is clicked, and default(T) will always be added instantly instead, where T is the element type of the list. + + + + + Whether adding a new element should copy the last element. False by default. + + + + A resolved string with "int index" and "Color defaultColor" parameters that lets you control the color of individual elements. Supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). Here are the available named colors: black, blue, clear, cyan, gray, green, grey, magenta, orange, purple, red, transparent, transparentBlack, transparentWhite, white, yellow, lightblue, lightcyan, lightgray, lightgreen, lightgrey, lightmagenta, lightorange, lightpurple, lightred, lightyellow, darkblue, darkcyan, darkgray, darkgreen, darkgrey, darkmagenta, darkorange, darkpurple, darkred, darkyellow. + + + + Override the default setting specified in the Advanced Odin Preferences window and explicitly tell whether paging should be enabled or not. + + + + + Override the default setting specified in the Advanced Odin Preferences window and explicitly tell whether items should be draggable or not. + + + + + Override the default setting specified in the Advanced Odin Preferences window and explicitly tells how many items each page should contain. + + + + + Mark a list as read-only. This removes all editing capabilities from the list such as Add, Drag and delete, + but without disabling GUI for each element drawn as otherwise would be the case if the was used. + + + + + Override the default setting specified in the Advanced Odin Preferences window and explicitly tell whether or not item count should be shown. + + + + + Whether to show a foldout for the collection or not. If this is set to false, the collection will *always* be expanded. + + + + + Whether to show a foldout for the collection or not. If this is set to false, the collection will *always* be expanded. + + This documentation used to wrongly state that this value would override the default setting specified in the Advanced Odin Preferences + window and explicitly tell whether or not the list should be expanded or collapsed by default. This value *would* do that, but it would + also simultaneously act as ShowFoldout, leading to weird and unintuitive behaviour. + + + + + + Override the default setting specified in the Odin Preferences window and explicitly tell whether or not the list should be expanded or collapsed by default. + Note that this will override the persisted expand state, as this is set *every time* the collection drawer is initialized. + + + + + If true, a label is drawn for each element which shows the index of the element. + + + + + Use this to inject custom GUI into the title-bar of the list. + + + + + Whether the Paging property is set. + + + + + Whether the ShowItemCount property is set. + + + + + Whether the NumberOfItemsPerPage property is set. + + + + + Whether the Draggable property is set. + + + + + Whether the IsReadOnly property is set. + + + + + Whether the ShowIndexLabels property is set. + + + + + Whether the DefaultExpandedState property is set. + + + + + MaxValue is used on primitive fields. It caps value of the field to a maximum value. + Use this to define a maximum value for the field. + + + Note that this attribute only works in the editor! Values changed from scripting will not be capped at a maximum. + + + The following example shows a component where a speed value must be less than or equal to 200. + + public class Car : MonoBehaviour + { + // The speed of the car must be less than or equal to 200. + [MaxValue(200)] + public float Speed; + } + + + + The following example shows how MaxValue can be combined with . + + public class Health : MonoBehaviour + { + // The speed value must be between 0 and 200. + [MinValue(0), MaxValue(200)] + public float Speed; + } + + + + + + + The maximum value for the property. + + + + + The string with which to resolve a maximum value. This could be a field, property or method name, or an expression. + + + + + Sets a maximum value for the property in the inspector. + + The max value. + + + + Sets a maximum value for the property in the inspector. + + The string with which to resolve a maximum value. This could be a field, property or method name, or an expression. + + + + Draw a special slider the user can use to specify a range between a min and a max value. + Uses a Vector2 where x is min and y is max. + + + The following example shows how MinMaxSlider is used. + + public class Player : MonoBehaviour + { + [MinMaxSlider(4, 5)] + public Vector2 SpawnRadius; + } + + + + + + The hardcoded min value for the slider. + + + + + The hardcoded max value for the slider. + + + + + The name of a field, property or method to get the min value from. Obsolete; use MinValueGetter instead. + + + + + A resolved string that should evaluate to a float value, which is used as the min bounds. + + + + + The name of a field, property or method to get the max value from. Obsolete; use MaxValueGetter instead. + + + + + A resolved string that should evaluate to a float value, which is used as the max bounds. + + + + + The name of a Vector2 field, property or method to get the min max values from. Obsolete; use MinMaxValueGetter instead. + + + + + A resolved string that should evaluate to a Vector2 value, which is used as the min/max bounds. If this is non-null, it overrides the behaviour of the MinValue, MinValueGetter, MaxValue and MaxValueGetter members. + + + + + Draw float fields for min and max value. + + + + + Draws a min-max slider in the inspector. X will be set to min, and Y will be set to max. + + The min value. + The max value. + If true number fields will drawn next to the MinMaxSlider. + + + + Draws a min-max slider in the inspector. X will be set to min, and Y will be set to max. + + A resolved string that should evaluate to a float value, which is used as the min bounds. + The max value. + If true number fields will drawn next to the MinMaxSlider. + + + + Draws a min-max slider in the inspector. X will be set to min, and Y will be set to max. + + The min value. + A resolved string that should evaluate to a float value, which is used as the max bounds. + If true number fields will drawn next to the MinMaxSlider. + + + + Draws a min-max slider in the inspector. X will be set to min, and Y will be set to max. + + A resolved string that should evaluate to a float value, which is used as the min bounds. + A resolved string that should evaluate to a float value, which is used as the max bounds. + If true number fields will drawn next to the MinMaxSlider. + + + + Draws a min-max slider in the inspector. X will be set to min, and Y will be set to max. + + A resolved string that should evaluate to a Vector2 value, which is used as the min/max bounds. If this is non-null, it overrides the behaviour of the MinValue, MinValueGetter, MaxValue and MaxValueGetter members. + If true number fields will drawn next to the MinMaxSlider. + + + + MinValue is used on primitive fields. It caps value of the field to a minimum value. + Use this to define a minimum value for the field. + + + Note that this attribute only works in the editor! Values changed from scripting will not be capped at a minimum. + + + The following example shows a player component that must have at least 1 life. + + public class Player : MonoBehaviour + { + // The life value must be set to at least 1. + [MinValue(1)] + public int Life; + } + + + + The following example shows how MinValue can be combined with + + public class Health : MonoBehaviour + { + // The health value must be between 0 and 100. + [MinValue(0), MaxValue(100)] + public float Health; + } + + + + + + + The minimum value for the property. + + + + + The string with which to resolve a minimum value. This could be a field, property or method name, or an expression. + + + + + Sets a minimum value for the property in the inspector. + + The minimum value. + + + + Sets a minimum value for the property in the inspector. + + The string with which to resolve a minimum value. This could be a field, property or method name, or an expression. + + + + MultiLineProperty is used on any string property. + Use this to allow users to edit strings in a multi line textbox. + + + MultiLineProperty is similar to Unity's but can be applied to both fields and properties. + + + The following example shows how MultiLineProperty is applied to properties. + + public class MyComponent : MonoBehaviour + { + [MultiLineProperty] + public string MyString; + + [ShowInInspector, MultiLineProperty(10)] + public string PropertyString; + } + + + + + + The number of lines for the text box. + + + + + Makes a multiline textbox for editing strings. + + The number of lines for the text box. + + + + + OnCollectionChanged can be put on collections, and provides an event callback when the collection is about to be changed through the inspector, + and when the collection has been changed through the inspector. Additionally, it provides a CollectionChangeInfo struct containing information + about the exact changes made to the collection. This attribute works for all collections with a collection resolver, amongst them arrays, lists, + dictionaries, hashsets, stacks and linked lists. + + + + Note that this attribute only works in the editor! Collections changed by script will not trigger change events! + + + The following example shows how OnCollectionChanged can be used to get callbacks when a collection is being changed. + + [OnCollectionChanged("Before", "After")] + public List<string> list; + + public void Before(CollectionChangeInfo info) + { + if (info.ChangeType == CollectionChangeType.Add || info.ChangeType == CollectionChangeType.Insert) + { + Debug.Log("Adding to the list!"); + } + else if (info.ChangeType == CollectionChangeType.RemoveIndex || info.ChangeType == CollectionChangeType.RemoveValue) + { + Debug.Log("Removing from the list!"); + } + } + + public void After(CollectionChangeInfo info) + { + if (info.ChangeType == CollectionChangeType.Add || info.ChangeType == CollectionChangeType.Insert) + { + Debug.Log("Finished adding to the list!"); + } + else if (info.ChangeType == CollectionChangeType.RemoveIndex || info.ChangeType == CollectionChangeType.RemoveValue) + { + Debug.Log("Finished removing from the list!"); + } + } + + + + + + The OnInspectorDispose attribute takes in an action string as an argument (typically the name of a method to be invoked, or an expression to be executed), and executes that action when the property's drawers are disposed in the inspector. + Disposing will happen at least once, when the inspector changes selection or the property tree is collected by the garbage collector, but may also happen several times before that, most often when the type of a polymorphic property changes and it refreshes its drawer setup and recreates all its children, disposing of the old setup and children. + + + The following example demonstrates how OnInspectorDispose works. + + public class MyComponent : MonoBehaviour + { + [OnInspectorDispose(@"@UnityEngine.Debug.Log(""Dispose event invoked!"")")] + [ShowInInspector, InfoBox("When you change the type of this field, or set it to null, the former property setup is disposed. The property setup will also be disposed when you deselect this example."), DisplayAsString] + public BaseClass PolymorphicField; + + public abstract class BaseClass { public override string ToString() { return this.GetType().Name; } } + public class A : BaseClass { } + public class B : BaseClass { } + public class C : BaseClass { } + } + + + + + + This constructor should be used when the attribute is placed directly on a method. + + + + + This constructor should be used when the attribute is placed on a non-method member. + + + + + OnInspectorGUI is used on any property, and will call the specified function whenever the inspector code is running. + Use this to create custom inspector GUI for an object. + + + + + public MyComponent : MonoBehaviour + { + [OnInspectorGUI] + private void MyInspectorGUI() + { + GUILayout.Label("Label drawn from callback"); + } + } + + + + The following example shows how a callback can be set before another property. + + public MyComponent : MonoBehaviour + { + [OnInspectorGUI("MyInspectorGUI", false)] + public int MyField; + + private void MyInspectorGUI() + { + GUILayout.Label("Label before My Field property"); + } + } + + + + The following example shows how callbacks can be added both before and after a property. + + public MyComponent : MonoBehaviour + { + [OnInspectorGUI("GUIBefore", "GUIAfter")] + public int MyField; + + private void GUIBefore() + { + GUILayout.Label("Label before My Field property"); + } + + private void GUIAfter() + { + GUILayout.Label("Label after My Field property"); + } + } + + + + + + The resolved action string that defines the action to be invoked before the property is drawn, if any. + + + + + The resolved action string that defines the action to be invoked after the property is drawn, if any. + + + + + The name of the method to be called before the property is drawn, if any. Obsolete; use the Prepend member instead. + + + + + The name of the method to be called after the property is drawn, if any. Obsolete; use the Append member instead. + + + + + Calls a function decorated with this attribute, when the inspector is being drawn. + + + + + Adds callbacks to the specified action when the property is being drawn. + + The resolved action string that defines the action to be invoked. + If true the method will be called after the property has been drawn. Otherwise the method will be called before. + + + + Adds callbacks to the specified actions when the property is being drawn. + + The resolved action string that defines the action to be invoked before the property is drawn, if any. + The resolved action string that defines the action to be invoked after the property is drawn, if any. + + + + The OnInspectorInit attribute takes in an action string as an argument (typically the name of a method to be invoked, or an expression to be executed), and executes that action when the property's drawers are initialized in the inspector. + Initialization will happen at least once during the first drawn frame of any given property, but may also happen several times later, most often when the type of a polymorphic property changes and it refreshes its drawer setup and recreates all its children. + + + The following example demonstrates how OnInspectorInit works. + + public class MyComponent : MonoBehaviour + { + // Display current time for reference. + [ShowInInspector, DisplayAsString, PropertyOrder(-1)] + public string CurrentTime { get { GUIHelper.RequestRepaint(); return DateTime.Now.ToString(); } } + + // OnInspectorInit executes the first time this string is about to be drawn in the inspector. + // It will execute again when the example is reselected. + [OnInspectorInit("@TimeWhenExampleWasOpened = DateTime.Now.ToString()")] + public string TimeWhenExampleWasOpened; + + // OnInspectorInit will not execute before the property is actually "resolved" in the inspector. + // Remember, Odin's property system is lazily evaluated, and so a property does not actually exist + // and is not initialized before something is actually asking for it. + // + // Therefore, this OnInspectorInit attribute won't execute until the foldout is expanded. + [FoldoutGroup("Delayed Initialization", Expanded = false, HideWhenChildrenAreInvisible = false)] + [OnInspectorInit("@TimeFoldoutWasOpened = DateTime.Now.ToString()")] + public string TimeFoldoutWasOpened; + } + + + + + + This constructor should be used when the attribute is placed directly on a method. + + + + + This constructor should be used when the attribute is placed on a non-method member. + + + + + + OnStateUpdate provides an event callback when the property's state should be updated, when the StateUpdaters run on the property instance. + This generally happens at least once per frame, and the callback will be invoked even when the property is not visible. This can be used to + approximate custom StateUpdaters like [ShowIf] without needing to make entire attributes and StateUpdaters for one-off cases. + + + + The following example shows how OnStateUpdate can be used to control the visible state of a property. + + public class MyComponent : MonoBehaviour + { + [OnStateUpdate("@$property.State.Visible = ToggleMyInt")] + public int MyInt; + + public bool ToggleMyInt; + } + + + + The following example shows how OnStateUpdate can be used to control the expanded state of a list. + + public class MyComponent : MonoBehaviour + { + [OnStateUpdate("@$property.State.Expanded = ExpandList")] + public List<string> list; + + public bool ExpandList; + } + + The following example shows how OnStateUpdate can be used to control the state of another property. + + public class MyComponent : MonoBehaviour + { + public List>string< list; + + [OnStateUpdate("@#(list).State.Expanded = $value")] + public bool ExpandList; + } + + + + + + + OnValueChanged works on properties and fields, and calls the specified function + whenever the value has been changed via the inspector. + + + + Note that this attribute only works in the editor! Properties changed by script will not call the function. + + + The following example shows how OnValueChanged is used to provide a callback for a property. + + public class MyComponent : MonoBehaviour + { + [OnValueChanged("MyCallback")] + public int MyInt; + + private void MyCallback() + { + // .. + } + } + + + + The following example show how OnValueChanged can be used to get a component from a prefab property. + + public class MyComponent : MonoBehaviour + { + [OnValueChanged("OnPrefabChange")] + public GameObject MyPrefab; + + // RigidBody component of MyPrefab. + [SerializeField, HideInInspector] + private RigidBody myPrefabRigidbody; + + private void OnPrefabChange() + { + if(MyPrefab != null) + { + myPrefabRigidbody = MyPrefab.GetComponent<Rigidbody>(); + } + else + { + myPrefabRigidbody = null; + } + } + } + + + + + + Name of callback member function. Obsolete; use the Action member instead. + + + + + A resolved string that defines the action to perform when the value is changed, such as an expression or method invocation. + + + + + Whether to perform the action when a child value of the property is changed. + + + + + Whether to perform the action when an undo or redo event occurs via UnityEditor.Undo.undoRedoPerformed. True by default. + + + + + Whether to perform the action when the property is initialized. This will generally happen when the property is first viewed/queried (IE when the inspector is first opened, or when its containing foldout is first expanded, etc), and whenever its type or a parent type changes, or it is otherwise forced to rebuild. + + + + + Adds a callback for when the property's value is changed. + + A resolved string that defines the action to perform when the value is changed, such as an expression or method invocation. + Whether to perform the action when a child value of the property is changed. + + + + Overrides the 'Reference Required by Default' rule to allow for null values. + Has no effect if the rule is disabled. + + This attribute does not do anything unless you have Odin Validator and the 'Reference Required by Default' rule is enabled. + + + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + + These object fields can also be selectively enabled and customized globally from the Odin preferences window. + + + + The following example shows how PreviewField is applied to a few property fields. + + public MyComponent : MonoBehaviour + { + [PreviewField] + public UnityEngine.Object SomeObject; + + [PreviewField] + public Texture SomeTexture; + + [HorizontalGroup, HideLabel, PreviewField(30)] + public Material A, B, C, D, F; + } + + + + + + + The height of the object field + + + + + The FilterMode to be used for the preview. + + + + + Left aligned. + + + + + Whether an alignment value is specified. + + + + + A resolved value that should resolve to the desired preview texture. + + + + + Draws a square object field which renders a preview for UnityEngine.Object type objects. + + + + + Draws a square object field which renders a preview for UnityEngine.Object type objects. + + The height of the preview field. + + + + Draws a square object field which renders a preview for UnityEngine.Object type objects. + + A resolved value that should resolve to the desired preview texture. + The filter mode to be used for the preview texture. + + + + Draws a square object field which renders a preview for UnityEngine.Object type objects. + + A resolved value that should resolve to the desired preview texture. + The height of the preview field. + The filter mode to be used for the preview texture. + + + + Draws a square object field which renders a preview for UnityEngine.Object type objects. + + The height of the preview field. + The alignment of the preview field. + + + + Draws a square object field which renders a preview for UnityEngine.Object type objects. + + A resolved value that should resolve to the desired preview texture. + The alignment of the preview field. + The filter mode to be used for the preview texture. + + + + Draws a square object field which renders a preview for UnityEngine.Object type objects. + + A resolved value that should resolve to the desired preview texture. + The height of the preview field. + The alignment of the preview field. + The filter mode to be used for the preview texture. + + + + Draws a square object field which renders a preview for UnityEngine.Object type objects. + + The alignment of the preview field. + + + + Draws a horizontal progress bar based on the value of the property. + Use it for displaying a meter to indicate how full an inventory is, or to make a visual indication of a health bar. + + + The following example shows how ProgressBar can be used. + + public class ProgressBarExample : MonoBehaviour + { + // Default progress bar. + [ProgressBar(0, 100)] + public int ProgressBar; + + // Health bar. + [ProgressBar(0, 100, ColorMember = "GetHealthBarColor")] + public float HealthBar = 50; + + private Color GetHealthBarColor(float value) + { + // Blends between red, and yellow color for when the health is below 30, + // and blends between yellow and green color for when the health is above 30. + return Color.Lerp(Color.Lerp( + Color.red, Color.yellow, MathUtilities.LinearStep(0f, 30f, value)), + Color.green, MathUtilities.LinearStep(0f, 100f, value)); + } + + // Stacked health bar. + // The ProgressBar attribute is placed on property, without a set method, so it can't be edited directly. + // So instead we have this Range attribute on a float to change the value. + [Range(0, 300)] + public float StackedHealth; + + [ProgressBar(0, 100, ColorMember = "GetStackedHealthColor", BackgroundColorMember = "GetStackHealthBackgroundColor")] + private float StackedHealthProgressBar + { + // Loops the stacked health value between 0, and 100. + get { return this.StackedHealth - 100 * (int)((this.StackedHealth - 1) / 100); } + } + + private Color GetStackedHealthColor() + { + return + this.StackedHealth > 200 ? Color.cyan : + this.StackedHealth > 100 ? Color.green : + Color.red; + } + + private Color GetStackHealthBackgroundColor() + { + return + this.StackedHealth > 200 ? Color.green : + this.StackedHealth > 100 ? Color.red : + new Color(0.16f, 0.16f, 0.16f, 1f); + } + + // Custom color and height. + [ProgressBar(-100, 100, r: 1, g: 1, b: 1, Height = 30)] + public short BigProgressBar = 50; + + // You can also reference members by name to dynamically assign the min and max progress bar values. + [ProgressBar("DynamicMin", "DynamicMax")] + public float DynamicProgressBar; + + public float DynamicMin, DynamicMax; + } + + + + + + + + + The minimum value. + + + + + The maximum value. + + + + + The name of a field, property or method to get the min values from. Obsolete; use the MinGetter member instead. + + + + + A resolved string that should evaluate to a float value, and will be used as the min bounds. + + + + + The name of a field, property or method to get the max values from. Obsolete; use the MaxGetter member instead. + + + + + A resolved string that should evaluate to a float value, and will be used as the max bounds. + + + + + The red channel of the color of the progress bar. + + + + + The green channel of the color of the progress bar. + + + + + The blue channel of the color of the progress bar. + + + + + The height of the progress bar in pixels. Defaults to 12 pixels. + + + + + Optional reference to a Color field, property or method, to dynamically change the color of the progress bar. Obsolete; use the ColorGetter member instead. + + + + Supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). Here are the available named colors: black, blue, clear, cyan, gray, green, grey, magenta, orange, purple, red, transparent, transparentBlack, transparentWhite, white, yellow, lightblue, lightcyan, lightgray, lightgreen, lightgrey, lightmagenta, lightorange, lightpurple, lightred, lightyellow, darkblue, darkcyan, darkgray, darkgreen, darkgrey, darkmagenta, darkorange, darkpurple, darkred, darkyellow. + + + + Optional reference to a Color field, property or method, to dynamically change the background color of the progress bar. + Default background color is (0.16, 0.16, 0.16, 1). + Obsolete; use the BackgroundColorGetter member instead. + + + + Optional resolved string that should evaluate to a Color value, to dynamically change the background color of the progress bar. Default background color is (0.16, 0.16, 0.16, 1). It supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). Here are the available named colors: black, blue, clear, cyan, gray, green, grey, magenta, orange, purple, red, transparent, transparentBlack, transparentWhite, white, yellow, lightblue, lightcyan, lightgray, lightgreen, lightgrey, lightmagenta, lightorange, lightpurple, lightred, lightyellow, darkblue, darkcyan, darkgray, darkgreen, darkgrey, darkmagenta, darkorange, darkpurple, darkred, darkyellow. + + + + If true then the progress bar will be drawn in tiles. + + + + + References a member by name to get a custom value label string from. Obsolete; use the CustomValueStringGetter member instead. + + + + + A resolved string to get a custom value label string from. + + + + + Draws a progress bar for the value. + + The minimum value. + The maximum value. + The red channel of the color of the progress bar. + The green channel of the color of the progress bar. + The blue channel of the color of the progress bar. + + + + Draws a progress bar for the value. + + A resolved string that should evaluate to a float value, and will be used as the min bounds. + The maximum value. + The red channel of the color of the progress bar. + The green channel of the color of the progress bar. + The blue channel of the color of the progress bar. + + + + Draws a progress bar for the value. + + The minimum value. + A resolved string that should evaluate to a float value, and will be used as the max bounds. + The red channel of the color of the progress bar. + The green channel of the color of the progress bar. + The blue channel of the color of the progress bar. + + + + Draws a progress bar for the value. + + A resolved string that should evaluate to a float value, and will be used as the min bounds. + A resolved string that should evaluate to a float value, and will be used as the max bounds. + The red channel of the color of the progress bar. + The green channel of the color of the progress bar. + The blue channel of the color of the progress bar. + + + + If true then there will be drawn a value label on top of the progress bar. + + + + + Gets a value indicating if the user has set a custom DrawValueLabel value. + + + + + The alignment of the value label on top of the progress bar. Defaults to center. + + + + + Gets a value indicating if the user has set a custom ValueLabelAlignment value. + + + + + Attribute to derive from if you wish to create a new property group type, such as box groups or tab groups. + Note that this attribute has special behaviour for "combining" several attributes into one, as one group, + may be declared across attributes in several members, completely out of order. See . + + + All group attributes for a group with the same name (and of the same attribute type) are combined into a single representative group attribute using the method, which is called by the method. + This behaviour is a little unusual, but it is important that you understand it when creating groups with many custom parameters that may have to be combined. + + + This example shows how could be implemented. + + [AttributeUsage(AttributeTargets.All, AllowMultiple = false, Inherited = true)] + public class BoxGroupAttribute : PropertyGroupAttribute + { + public string Label { get; private set; } + public bool ShowLabel { get; private set; } + public bool CenterLabel { get; private set; } + + public BoxGroupAttribute(string group, bool showLabel = true, bool centerLabel = false, float order = 0) + : base(group, order) + { + this.Label = group; + this.ShowLabel = showLabel; + this.CenterLabel = centerLabel; + } + + protected override void CombineValuesWith(PropertyGroupAttribute other) + { + // The given attribute parameter is *guaranteed* to be of type BoxGroupAttribute. + var attr = other as BoxGroupAttribute; + + // If this attribute has no label, we the other group's label, thus preserving the label across combines. + if (this.Label == null) + { + this.Label = attr.Label; + } + + // Combine ShowLabel and CenterLabel parameters. + this.ShowLabel |= attr.ShowLabel; + this.CenterLabel |= attr.CenterLabel; + } + } + + + + + + + + + + + The ID used to grouping properties together. + + + + + The name of the group. This is the last part of the group ID if there is a path, otherwise it is just the group ID. + + + + + The order of the group. + + + + + Whether to hide the group by default when all its children are not visible. True by default. + + + + + If not null, this resolved string controls the group's visibility. Note that if is true, there must be *both* a visible child *and* this condition must be true, before the group is shown. + + + + + Whether to animate the visibility changes of this group or make the visual transition instantly. True by default. + + + + + Initializes a new instance of the class. + + The group identifier. + The group order. + + + + Initializes a new instance of the class. + + The group identifier. + + + + Combines this attribute with another attribute of the same type. + This method invokes the virtual method to invoke custom combine logic. + All group attributes are combined to one attribute used by a single OdinGroupDrawer. + Example: protected override void CombineValuesWith(PropertyGroupAttribute other) { this.Title = this.Title ?? (other as MyGroupAttribute).Title; } + + The attribute to combine with. + The instance that the method was invoked on. + The argument 'other' was null. + + Attributes to combine are not of the same type. + or + PropertyGroupAttributes to combine must have the same group id. + + + + + Override this method to add custom combine logic to your group attribute. This method determines how your group's parameters combine when spread across multiple attribute declarations in the same class. + Remember, in .NET, member order is not guaranteed, so you never know which order your attributes will be combined in. + + The attribute to combine with. This parameter is guaranteed to be of the correct attribute type. + + This example shows how attributes are combined. + + protected override void CombineValuesWith(PropertyGroupAttribute other) + { + // The given attribute parameter is *guaranteed* to be of type BoxGroupAttribute. + var attr = other as BoxGroupAttribute; + + // If this attribute has no label, we the other group's label, thus preserving the label across combines. + if (this.Label == null) + { + this.Label = attr.Label; + } + + // Combine ShowLabel and CenterLabel parameters. + this.ShowLabel |= attr.ShowLabel; + this.CenterLabel |= attr.CenterLabel; + } + + + + + + PropertyOrder is used on any property, and allows for ordering of properties. + Use this to define in which order your properties are shown. + + + Lower order values will be drawn before higher values. + There is unfortunately no way of ensuring that properties are in the same order, as they appear in your class. PropertyOrder overcomes this. + + + The following example shows how PropertyOrder is used to order properties in the inspector. + + public class MyComponent : MonoBehaviour + { + [PropertyOrder(1)] + public int MySecondProperty; + + [PropertyOrder(-1)] + public int MyFirstProperty; + } + + + + + + The order for the property. + + + + + Initializes a new instance of the class. + + + + + Defines a custom order for the property. + + The order for the property. + + + + PropertyRange attribute creates a slider control to set the value of a property to between the specified range. + This is equivalent to Unity's Range attribute, but this attribute can be applied to both fields and property. + + The following example demonstrates how PropertyRange is used. + + public class MyComponent : MonoBehaviour + { + [PropertyRange(0, 100)] + public int MyInt; + + [PropertyRange(-100, 100)] + public float MyFloat; + + [PropertyRange(-100, -50)] + public decimal MyDouble; + + // This attribute also supports dynamically referencing members by name to assign the min and max values for the range field. + [PropertyRange("DynamicMin", "DynamicMax"] + public float MyDynamicValue; + + public float DynamicMin, DynamicMax; + } + + + + + + + + + The minimum value. + + + + + The maximum value. + + + + + The name of a field, property or method to get the min value from. Obsolete; use the MinGetter member instead. + + + + + A resolved string that should evaluate to a float value, and will be used as the min bounds. + + + + + The name of a field, property or method to get the max value from. Obsolete; use the MaxGetter member instead. + + + + + A resolved string that should evaluate to a float value, and will be used as the max bounds. + + + + + Creates a slider control to set the value of the property to between the specified range.. + + The minimum value. + The maximum value. + + + + Creates a slider control to set the value of the property to between the specified range.. + + A resolved string that should evaluate to a float value, and will be used as the min bounds. + The maximum value. + + + + Creates a slider control to set the value of the property to between the specified range.. + + The minimum value. + A resolved string that should evaluate to a float value, and will be used as the max bounds. + + + + Creates a slider control to set the value of the property to between the specified range.. + + A resolved string that should evaluate to a float value, and will be used as the min bounds. + A resolved string that should evaluate to a float value, and will be used as the max bounds. + + + + The PropertySpace attribute have the same function as Unity's existing Space attribute, but can be applied anywhere as opposed to just fields. + + + The following example demonstrates the usage of the PropertySpace attribute. + + [PropertySpace] // Defaults to a space of 8 pixels just like Unity's Space attribute. + public int MyField; + + [ShowInInspector, PropertySpace(16)] + public int MyProperty { get; set; } + + [ShowInInspector, PropertySpace(16, 16)] + public int MyProperty { get; set; } + + [Button, PropertySpace(32)] + public void MyMethod() + { + ... + } + + [PropertySpace(-8)] // A negative space can also be remove existing space between properties. + public int MovedUp; + + + + + + + + + + The space between properties in pixels. + + + + + The space between properties in pixels. + + + + + Adds a space of 8 pixels between properties. + + + + + Adds a space between properties. + + + + + Adds a space between properties. + + + + + PropertyTooltip is used on any property, and creates tooltips for when hovering the property in the inspector. + Use this to explain the purpose, or how to use a property. + + + This is similar to Unity's but can be applied to both fields and properties. + + + The following example shows how PropertyTooltip is applied to various properties. + + public class MyComponent : MonoBehaviour + { + [PropertyTooltip("This is an int property.")] + public int MyField; + + [ShowInInspector, PropertyTooltip("This is another int property.")] + public int MyProperty { get; set; } + } + + + + + + + + + + + The message shown in the tooltip. + + + + + Adds a tooltip to the property in the inspector. + + The message shown in the tooltip. + + + + ReadOnly is used on any property, and prevents the property from being changed in the inspector. + Use this for when you want to see the value of a property in the inspector, but don't want it to be changed. + + + This attribute only affects the inspector! Values can still be changed by script. + + + The following example shows how a field can be displayed in the editor, but not be editable. + + public class Health : MonoBehaviour + { + public int MaxHealth; + + [ReadOnly] + public int CurrentHealth; + } + + + + ReadOnly can also be combined with . + + public class Health : MonoBehaviour + { + public int MaxHealth; + + [ShowInInspector, ReadOnly] + private int currentHealth; + } + + + + + + + Required is used on any object property, and draws a message in the inspector if the property is missing. + Use this to clearly mark fields as necessary to the object. + + + The following example shows different uses of the Required attribute. + + public class MyComponent : MonoBehaviour + { + [Required] + public GameObject MyPrefab; + + [Required(InfoMessageType.Warning)] + public Texture2D MyTexture; + + [Required("MyMesh is nessessary for this component.")] + public Mesh MyMesh; + + [Required("MyTransform might be important.", InfoMessageType.Info)] + public Transform MyTransform; + } + + + + + + + + The message of the info box. + + + + + The type of the info box. + + + + + Adds an error box to the inspector, if the property is missing. + + + + + Adds an info box to the inspector, if the property is missing. + + The message to display in the error box. + The type of info box to draw. + + + + Adds an error box to the inspector, if the property is missing. + + The message to display in the error box. + + + + Adds an info box to the inspector, if the property is missing. + + The type of info box to draw. + + + + Makes a member required based on which type of a prefab and instance it is in. + + + + + The message of the info box. + + + + + The type of the info box. + + + + + Adds an error box to the inspector, if the property is missing. + + + + + Adds an info box to the inspector, if the property is missing. + + The message to display in the error box. + The type of info box to draw. + + + + Adds an error box to the inspector, if the property is missing. + + The message to display in the error box. + + + + Adds an info box to the inspector, if the property is missing. + + The type of info box to draw. + + + + The message of the info box. + + + + + The type of the info box. + + + + + Adds an error box to the inspector, if the property is missing. + + + + + Adds an info box to the inspector, if the property is missing. + + The message to display in the error box. + The type of info box to draw. + + + + Adds an error box to the inspector, if the property is missing. + + The message to display in the error box. + + + + Adds an info box to the inspector, if the property is missing. + + The type of info box to draw. + + + + + The minimum length of the collection. If not set, there is no minimum length restriction. + + + + + The maximum length of the collection. If not set, there is no maximum length restriction. + + + + + A C# expression for getting the minimum length of the collection, for example "@this.otherList.Count". + If set, MinLength will be the fallback in case nothing in case MinLengthGetter returns null. + + + + + A C# expression for getting the maximum length of the collection, for example "@this.otherList.Count". + If set, MaxLength will be the fallback in case nothing in case MaxLengthGetter returns null. + + + + + Limits the collection to be contain the specified number of elements. + + + + + Limits the collection to be contain the specified number of elements. + + The minimum and maximum length of the collection. + + + + Limits the collection to be contain the specified number of elements. + + The minimum length of the collection. + The maximum length of the collection. + + + + Limits the collection to be contain the specified number of elements. + + The minimum length of the collection. + A C# expression for getting the maximum length of the collection, for example "@this.otherList.Count". If set, MaxLength will be the fallback in case nothing in case MaxLengthGetter returns null. + + + + Limits the collection to be contain the specified number of elements. + + The minimum and maximum length of the collection. + + + + Limits the collection to be contain the specified number of elements. + + A C# expression for getting the minimum length of the collection, for example "@this.otherList.Count". If set, MinLength will be the fallback in case nothing in case MinLengthGetter returns null. + A C# expression for getting the maximum length of the collection, for example "@this.otherList.Count". If set, MaxLength will be the fallback in case nothing in case MaxLengthGetter returns null. + + + + Limits the collection to be contain the specified number of elements. + + A C# expression for getting the minimum length of the collection, for example "@this.otherList.Count". If set, MinLength will be the fallback in case nothing in case MinLengthGetter returns null. + The maximum length of the collection. + + + + Groups buttons into a group that will position and resize the buttons based on the amount of available layout space. + + + + [ResponsiveButtonGroup] + public void Foo() { } + + [ResponsiveButtonGroup] + public void Bar() { } + + [ResponsiveButtonGroup] + public void Baz() { } + + + + + [ResponsiveButtonGroup(UniformLayout = true)] + public void Foo() { } + + [ResponsiveButtonGroup] + public void Bar() { } + + [ResponsiveButtonGroup] + public void Baz() { } + + + + + [ResponsiveButtonGroupAttribute(UniformLayout = true, DefaultButtonSize = ButtonSizes.Large)] + public void Foo() { } + + [GUIColor(0, 1, 0))] + [Button(ButtonSizes.Large)] + [ResponsiveButtonGroup] + public void Bar() { } + + [ResponsiveButtonGroup] + public void Baz() { } + + + + + [TabGroup("SomeTabGroup", "SomeTab")] + [ResponsiveButtonGroup("SomeTabGroup/SomeTab/SomeBtnGroup")] + public void Foo() { } + + [ResponsiveButtonGroup("SomeTabGroup/SomeTab/SomeBtnGroup")] + public void Bar() { } + + [ResponsiveButtonGroup("SomeTabGroup/SomeTab/SomeBtnGroup")] + public void Baz() { } + + + + + + The default size of the button. + + + + + If true then the widths of a line of buttons will be the same. + + + + + Draws a button that will be placed in a group that will respond to the horizontal space available to the group. + + The name of the group to place the button in. + + + + Merges the values of this group with another ResponsiveButtonGroupAttribute. + + The attribute to combine with. + + + + SceneObjectsOnly is used on object properties, and restricts the property to scene objects, and not project assets. + Use this when you want to ensure an object is a scene object, and not from a project asset. + + + The following example shows a component with a game object property, that must be from a scene, and not a prefab asset. + + public MyComponent : MonoBehaviour + { + [SceneObjectsOnly] + public GameObject MyPrefab; + } + + + + + + + Adds a search filter that can search the children of the field or type on + which it is applied. Note that this does not currently work when directly + applied to dictionaries, though a search field "above" the dictionary will + still search the dictionary's properties if it is searching recursively. + + + + + Whether to use fuzzy string matching for the search. + Default value: true. + + + + + The options for which things to use to filter the search. + Default value: All. + + + + + Whether to search recursively, or only search the top level properties. + Default value: true. + + + + + + ShowDrawerChain lists all prepend, append and value drawers being used in the inspector. + This is great in situations where you want to debug, and want to know which drawers might be involved in drawing the property. + + Your own custom drawers are highlighted with a green label. + Drawers, that have not been called during the draw chain, will be greyed out in the inspector to make it clear which drawers have had an effect on the properties. + + + + public class MyComponent : MonoBehaviour + { + [ShowDrawerChain] + public int IndentedInt; + } + + + + + + ShowIf is used on any property and can hide the property in the inspector. + Use this to hide irrelevant properties based on the current state of the object. + + + This example shows a component with fields hidden by the state of another field. + + public class MyComponent : MonoBehaviour + { + public bool ShowProperties; + + [ShowIf("showProperties")] + public int MyInt; + + [ShowIf("showProperties", false)] + public string MyString; + + public SomeEnum SomeEnumField; + + [ShowIf("SomeEnumField", SomeEnum.SomeEnumMember)] + public string SomeString; + } + + + + This example shows a component with a field that is hidden when the game object is inactive. + + public class MyComponent : MonoBehaviour + { + [ShowIf("MyVisibleFunction")] + public int MyHideableField; + + private bool MyVisibleFunction() + { + return this.gameObject.activeInHierarchy; + } + } + + + + + + + + + The name of a bool member field, property or method. Obsolete; use the Condition member instead. + + + + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + + + + + The optional condition value. + + + + + Whether or not to slide the property in and out when the state changes. + + + + + Shows a property in the inspector, based on the value of a resolved string. + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + Whether or not to slide the property in and out when the state changes. + + + + Shows a property in the inspector, if the resolved string evaluates to the specified value. + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + Value to check against. + Whether or not to slide the property in and out when the state changes. + + + +

ShowIfGroup allows for showing or hiding a group of properties based on a condition.

+

The attribute is a group attribute and can therefore be combined with other group attributes, and even be used to show or hide entire groups.

+

Note that in the vast majority of cases where you simply want to be able to control the visibility of a single group, it is better to use the VisibleIf parameter that *all* group attributes have.

+
+ + + + + +
+ + + Whether or not to visually animate group visibility changes. Alias for AnimateVisibility. + + + + + The optional member value. + + + + + Name of member to use when to hide the group. Defaults to the name of the group, by can be overriden by setting this property. + + + + + A resolved string that defines the condition to check the value of, such as a member name or an expression. + + + + + Makes a group that can be shown or hidden based on a condition. + + The group path. + If true then a fade animation will be played when the group is hidden or shown. + + + + Makes a group that can be shown or hidden based on a condition. + + The group path. + The value the member should equal for the property to shown. + If true then a fade animation will be played when the group is hidden or shown. + + + + Combines ShowIfGroup attributes. + + Another ShowIfGroup attribute. + + + + Shows a member based on which type of a prefab and instance it is in. + + + + + Only shows a property if it is drawn within an . + + + + + ShowInInspector is used on any member, and shows the value in the inspector. Note that the value being shown due to this attribute DOES NOT mean that the value is being serialized. + + + This can for example be combined with to allow for live debugging of values. + + + + The following example shows how ShowInInspector is used to show properties in the inspector, that otherwise wouldn't. + + public class MyComponent : MonoBehaviour + { + [ShowInInspector] + private int myField; + + [ShowInInspector] + public int MyProperty { get; set; } + } + + + + + + Marks a type as being specially serialized. Odin uses this attribute to check whether it should include non-Unity-serialized members in the inspector. + + + + + + ShowPropertyResolver shows the property resolver responsible for bringing the member into the property tree. + This is useful in situations where you want to debug why a particular member that is normally not shown in the inspector suddenly is. + + + + + public class MyComponent : MonoBehaviour + { + [ShowPropertyResolver] + public int IndentedInt; + } + + + + + + The SuffixLabel attribute draws a label at the end of a property. + Use this for conveying intend about a property. Is the distance measured in meters, kilometers, or in light years?. + Is the angle measured in degrees or radians? + Using SuffixLabel, you can place a neat label at the end of a property, to clearly show how the the property is used. + + + The following example demonstrates how SuffixLabel is used. + + public class MyComponent : MonoBehaviour + { + // The SuffixLabel attribute draws a label at the end of a property. + // It's useful for conveying intend about a property. + // Fx, this field is supposed to have a prefab assigned. + [SuffixLabel("Prefab")] + public GameObject GameObject; + + // Using the Overlay property, the suffix label will be drawn on top of the property instead of behind it. + // Use this for a neat inline look. + [SuffixLabel("ms", Overlay = true)] + public float Speed; + + [SuffixLabel("radians", Overlay = true)] + public float Angle; + + // The SuffixLabel attribute also supports string member references by using $. + [SuffixLabel("$Suffix", Overlay = true)] + public string Suffix = "Dynamic suffix label"; + } + + + + + + + + + + The label displayed at the end of the property. + + + + + If true the suffix label will be drawn on top of the property, instead of after. + + + + + The icon to be displayed. + + + + Supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). Here are the available named colors: black, blue, clear, cyan, gray, green, grey, magenta, orange, purple, red, transparent, transparentBlack, transparentWhite, white, yellow, lightblue, lightcyan, lightgray, lightgreen, lightgrey, lightmagenta, lightorange, lightpurple, lightred, lightyellow, darkblue, darkcyan, darkgray, darkgreen, darkgrey, darkmagenta, darkorange, darkpurple, darkred, darkyellow. + + + + Draws a label at the end of the property. + + The text of the label. + If true the suffix label will be drawn on top of the property, instead of after. + + + + Draws a label at the end of the property. + + The text of the label. + The icon to be displayed. + If true the suffix label will be drawn on top of the property, instead of after. + + + + Draws a label at the end of the property. + + The icon to be displayed. + + + + SuppressInvalidAttributeError is used on members to suppress the inspector error message you get when applying an attribute to a value that it's not supposed to work on. + This can be very useful for applying attributes to generic parameter values, when it only applies to some of the possible types that the value might become. + + + The following example shows a case where the attribute might be useful. + + public class NamedValue<T> + { + public string Name; + + // The Range attribute will be applied if T is compatible with it, but if T is not compatible, an error will not be shown. + [SuppressInvalidAttributeError, Range(0, 10)] + public T Value; + } + + + + + + TabGroup is used on any property, and organizes properties into different tabs. + Use this to organize different value to make a clean and easy to use inspector. + + + Use groups to create multiple tab groups, each with multiple tabs and even sub tabs. + + + The following example shows how to create a tab group with two tabs. + + public class MyComponent : MonoBehaviour + { + [TabGroup("First")] + public int MyFirstInt; + + [TabGroup("First")] + public int AnotherInt; + + [TabGroup("Second")] + public int MySecondInt; + } + + + + The following example shows how multiple groups of tabs can be created. + + public class MyComponent : MonoBehaviour + { + [TabGroup("A", "FirstGroup")] + public int FirstGroupA; + + [TabGroup("B", "FirstGroup")] + public int FirstGroupB; + + // The second tab group has been configured to have constant height across all tabs. + [TabGroup("A", "SecondGroup", true)] + public int SecondgroupA; + + [TabGroup("B", "SecondGroup")] + public int SecondGroupB; + + [TabGroup("B", "SecondGroup")] + public int AnotherInt; + } + + + + This example demonstrates how multiple tabs groups can be combined to create tabs in tabs. + + public class MyComponent : MonoBehaviour + { + [TabGroup("ParentGroup", "First Tab")] + public int A; + + [TabGroup("ParentGroup", "Second Tab")] + public int B; + + // Specify 'First Tab' as a group, and another child group to the 'First Tab' group. + [TabGroup("ParentGroup/First Tab/InnerGroup", "Inside First Tab A")] + public int C; + + [TabGroup("ParentGroup/First Tab/InnerGroup", "Inside First Tab B")] + public int D; + + [TabGroup("ParentGroup/Second Tab/InnerGroup", "Inside Second Tab")] + public int E; + } + + + + + + + The default tab group name which is used when the single-parameter constructor is called. + + + + + Name of the tab. + + + + + Should this tab be the same height as the rest of the tab group. + + + + + If true, the content of each page will not be contained in any box. + + + + + If true, the tab group will be hidden if it only contains one tab. + + + + Supports a variety of color formats, including named colors (e.g. "red", "orange", "green", "blue"), hex codes (e.g. "#FF0000" and "#FF0000FF"), and RGBA (e.g. "RGBA(1,1,1,1)") or RGB (e.g. "RGB(1,1,1)"), including Odin attribute expressions (e.g "@this.MyColor"). Here are the available named colors: black, blue, clear, cyan, gray, green, grey, magenta, orange, purple, red, transparent, transparentBlack, transparentWhite, white, yellow, lightblue, lightcyan, lightgray, lightgreen, lightgrey, lightmagenta, lightorange, lightpurple, lightred, lightyellow, darkblue, darkcyan, darkgray, darkgreen, darkgrey, darkmagenta, darkorange, darkpurple, darkred, darkyellow. + + + + Specify how tabs should be layouted. + + + + + Organizes the property into the specified tab in the default group. + Default group name is '_DefaultTabGroup' + + The tab. + if set to true [use fixed height]. + The order. + + + + Organizes the property into the specified tab in the specified group. + + The group to attach the tab to. + The name of the tab. + Set to true to have a constant height across the entire tab group. + The order of the group. + + + + Organizes the property into the specified tab in the specified group. + + The group to attach the tab to. + The name of the tab. + Set to true to have a constant height across the entire tab group. + The order of the group. + + + + Name of all tabs in this group. + + + + + The TableColumnWidth attribute is used to further customize the width of a column in tables drawn using the . + + + + [TableList] + public List<SomeType> TableList = new List<SomeType>(); + + [Serializable] + public class SomeType + { + [LabelWidth(30)] + [TableColumnWidth(130, false)] + [VerticalGroup("Combined")] + public string A; + + [LabelWidth(30)] + [VerticalGroup("Combined")] + public string B; + + [Multiline(2), Space(3)] + public string fields; + } + + + + + + + The width of the column. + + + + + Whether the column should be resizable. True by default. + + + + + Initializes a new instance of the class. + + The width of the column in pixels. + If true then the column can be resized in the inspector. + + + + Renders lists and arrays in the inspector as tables. + + + + + + + If ShowPaging is enabled, this will override the default setting specified in the Odin Preferences window. + + + + + Mark the table as read-only. This removes all editing capabilities from the list such as Add and delete, + but without disabling GUI for each element drawn as otherwise would be the case if the was used. + + + + + The default minimum column width - 40 by default. This can be overwriten by individual columns using the . + + + + + If true, a label is drawn for each element which shows the index of the element. + + + + + Whether to draw all rows in a scroll-view. + + + + + The number of pixels before a scroll view appears. 350 by default. + + + + + The number of pixels before a scroll view appears. 0 by default. + + + + + If true, expanding and collapsing the table from the table title-bar is no longer an option. + + + + + Whether to hide the toolbar containing the add button and pagin etc.s + + + + + The cell padding. + + + + + Whether paging buttons should be added to the title bar. The default value of this, can be customized from the Odin Preferences window. + + + + + Whether the ShowPaging property has been set. + + + + + Sets the Min and Max ScrollViewHeight. + + + + + The TableMatrix attribute is used to further specify how Odin should draw two-dimensional arrays. + + + + // Inheriting from SerializedMonoBehaviour is only needed if you want Odin to serialize the multi-dimensional arrays for you. + // If you prefer doing that yourself, you can still make Odin show them in the inspector using the ShowInInspector attribute. + public class TableMatrixExamples : SerializedMonoBehaviour + { + [InfoBox("Right-click and drag column and row labels in order to modify the tables."), PropertyOrder(-10), OnInspectorGUI] + private void ShowMessageAtOP() { } + + [BoxGroup("Two Dimensional array without the TableMatrix attribute.")] + public bool[,] BooleanTable = new bool[15, 6]; + + [BoxGroup("ReadOnly table")] + [TableMatrix(IsReadOnly = true)] + public int[,] ReadOnlyTable = new int[5, 5]; + + [BoxGroup("Labled table")] + [TableMatrix(HorizontalTitle = "X axis", VerticalTitle = "Y axis")] + public GameObject[,] LabledTable = new GameObject[15, 10]; + + [BoxGroup("Enum table")] + [TableMatrix(HorizontalTitle = "X axis")] + public InfoMessageType[,] EnumTable = new InfoMessageType[4,4]; + + [BoxGroup("Custom table")] + [TableMatrix(DrawElementMethod = "DrawColoredEnumElement", ResizableColumns = false)] + public bool[,] CustomCellDrawing = new bool[30,30]; + + #if UNITY_EDITOR + + private static bool DrawColoredEnumElement(Rect rect, bool value) + { + if (Event.current.type == EventType.MouseDown && rect.Contains(Event.current.mousePosition)) + { + value = !value; + GUI.changed = true; + Event.current.Use(); + } + + UnityEditor.EditorGUI.DrawRect(rect.Padding(1), value ? new Color(0.1f, 0.8f, 0.2f) : new Color(0, 0, 0, 0.5f)); + + return value; + } + + #endif + } + + + + + + If true, inserting, removing and dragging columns and rows will become unavailable. But the cells themselves will remain modifiable. + If you want to disable everything, you can use the attribute. + + + + + Whether or not columns are resizable. + + + + + The vertical title label. + + + + + The horizontal title label. + + + + + Override how Odin draws each cell. + [TableMatrix(DrawElementMethod='DrawMyElement')] + public MyType[,] myArray; + private static MyType DrawElement(Rect rect, MyType value) { return GUI.DrawMyType(rect, value); } + + + + + The height for all rows. 0 = default row height. + + + + + If true, the height of each row will be the same as the width of the first cell. + + + + + If true, no column indices drawn. + + + + + If true, no row indices drawn. + + + + + Whether the drawn table should respect the current GUI indent level. + + + + + If true, tables are drawn with rows/columns reversed (C# initialization order). + + + + + Title is used to make a bold header above a property. + + + The following example shows how Title is used on different properties. + + public class TitleExamples : MonoBehaviour + { + [Title("Titles and Headers")] + [InfoBox( + "The Title attribute has the same purpose as Unity's Header attribute," + + "but it also supports properties, and methods." + + "\n\nTitle also offers more features such as subtitles, options for horizontal underline, bold text and text alignment." + + "\n\nBoth attributes, with Odin, supports either static strings, or refering to members strings by adding a $ in front.")] + public string MyTitle = "My Dynamic Title"; + public string MySubtitle = "My Dynamic Subtitle"; + + [Title("Static title")] + public int C; + public int D; + + [Title("Static title", "Static subtitle")] + public int E; + public int F; + + [Title("$MyTitle", "$MySubtitle")] + public int G; + public int H; + + [Title("Non bold title", "$MySubtitle", bold: false)] + public int I; + public int J; + + [Title("Non bold title", "With no line seperator", horizontalLine: false, bold: false)] + public int K; + public int L; + + [Title("$MyTitle", "$MySubtitle", TitleAlignments.Right)] + public int M; + public int N; + + [Title("$MyTitle", "$MySubtitle", TitleAlignments.Centered)] + public int O; + public int P; + + [Title("$Combined", titleAlignment: TitleAlignments.Centered)] + public int Q; + public int R; + + [ShowInInspector] + [Title("Title on a Property")] + public int S { get; set; } + + [Title("Title on a Method")] + [Button] + public void DoNothing() + { } + + public string Combined { get { return this.MyTitle + " - " + this.MySubtitle; } } + } + + + + + + + + The title displayed above the property in the inspector. + + + + + Optional subtitle. + + + + + If true the title will be displayed with a bold font. + + + + + Gets a value indicating whether or not to draw a horizontal line below the title. + + + + + Title alignment. + + + + + Creates a title above any property in the inspector. + + The title displayed above the property in the inspector. + Optional subtitle + Title alignment + Horizontal line + If true the title will be drawn with a bold font. + + + + Groups properties vertically together with a title, an optional subtitle, and an optional horizontal line. + + + + + Optional subtitle. + + + + + Title alignment. + + + + + Gets a value indicating whether or not to draw a horizontal line below the title. + + + + + If true the title will be displayed with a bold font. + + + + + Gets a value indicating whether or not to indent all group members. + + + + + Groups properties vertically together with a title, an optional subtitle, and an optional horizontal line. + + The title- + Optional subtitle. + The text alignment. + Horizontal line. + Bold text. + Whether or not to indent all group members. + The group order. + + + + Combines TitleGroup attributes. + + The other group attribute to combine with. + + + + Toggle is used on any field or property, and allows to enable or disable the property in the inspector. + Use this to create a property that can be turned off or on. + + + Toggle does current not support any static members for toggling. + + + The following example shows how Toggle is used to create a toggleable property. + + public class MyComponent : MonoBehaviour + { + [Toggle("Enabled")] + public MyToggleable MyToggler = new MyToggleable(); + } + + public class MyToggleable + { + public bool Enabled; + + public int MyValue; + } + + + + + + + + Name of any bool field or property to enable or disable the object. + + + + + If true, all other open toggle groups will collapse once another one opens. + + + + + Create a togglable property in the inspector. + + Name of any bool field or property to enable or disable the object. + + + + ToggleGroup is used on any field, and create a toggleable group of options. + Use this to create options that can be enabled or disabled. + + + The functions as the ID for the ToggleGroup, and therefore all members of a toggle group must specify the same toggle member. + This attribute does not support static members! + + + The following example shows how ToggleGroup is used to create two separate toggleable groups. + + public class MyComponent : MonoBehaviour + { + // This attribute has a title specified for the group. The title only needs to be applied to a single attribute for a group. + [ToggleGroup("FirstToggle", order: -1, groupTitle: "First")] + public bool FirstToggle; + + [ToggleGroup("FirstToggle")] + public int MyInt; + + // This group specifies a member string as the title of the group. A property or a function can also be used. + [ToggleGroup("SecondToggle", titleStringMemberName: "SecondGroupTitle")] + public bool SecondToggle { get; set; } + + [ToggleGroup("SecondToggle")] + public float MyFloat; + + [HideInInspector] + public string SecondGroupTitle = "Second"; + } + + + + "/> + + + + Title of the toggle group in the inspector. + If null will be used instead. + + + + + If true, all other open toggle groups will collapse once another one opens. + + + + + Creates a ToggleGroup. See . + + Name of any bool field or property to enable or disable the ToggleGroup. + The order of the group. + Use this to name the group differently than toggleMemberName. + + + + Creates a ToggleGroup. See . + + Name of any bool field or property to enable or disable the ToggleGroup. + Use this to name the group differently than toggleMemberName. + + + + Obsolete constructor overload. + + Obsolete overload. + Obsolete overload. + Obsolete overload. + Obsolete overload. + + + + Name of any bool field, property or function to enable or disable the ToggleGroup. + + + + + Name of any string field, property or function, to title the toggle group in the inspector. + If null will be used instead. + + + + + Combines the ToggleGroup with another ToggleGroup. + + Another ToggleGroup. + + + + Draws the checkbox before the label instead of after. + + ToggleLeftAttribute can be used an all fields and properties of type boolean + + + public class MyComponent : MonoBehaviour + { + [ToggleLeft] + public bool MyBoolean; + } + + + + + + Name of any field, property or method member that implements IList. E.g. arrays or Lists. Obsolete; use the FilterGetter member instead. + + + + + A resolved string that should evaluate to a value that is assignable to IList; e.g, arrays and lists are compatible. + + + + + Gets or sets the title for the dropdown. Null by default. + + + + + If true, the value will be drawn normally after the type selector dropdown has been drawn. False by default. + + + + + Creates a dropdown menu for a property. + + A resolved string that should evaluate to a value that is assignable to IList; e.g, arrays and lists are compatible. + + + + The TypeInfoBox attribute adds an info box to the very top of a type in the inspector. + Use this to add an info box to the top of a class in the inspector, without having to use neither the PropertyOrder nor the OnInspectorGUI attribute. + + + The following example demonstrates the use of the TypeInfoBox attribute. + + [TypeInfoBox("This is my component and it is mine.")] + public class MyComponent : MonoBehaviour + { + // Class implementation. + } + + + + + + + + The message to display in the info box. + + + + + Draws an info box at the top of a type in the inspector. + + The message to display in the info box. + + + + ValidateInput is used on any property, and allows to validate input from inspector. + Use this to enforce correct values. + + + ValidateInput refuses invalid values. + ValidateInput only works in the editor. Values changed through scripting will not be validated. + + + The following examples shows how a speed value can be forced to be above 0. + + public class MyComponent : MonoBehaviour + { + [ValidateInput("ValidateInput")] + public float Speed; + + // Specify custom output message and message type. + [ValidateInput("ValidateInput", "Health must be more than 0!", InfoMessageType.Warning)] + public float Health; + + private bool ValidateInput(float property) + { + return property > 0f; + } + } + + + + The following example shows how a static function could also be used. + + public class MyComponent : MonoBehaviour + { + [ValidateInput("StaticValidateFunction")] + public int MyInt; + + private static bool StaticValidateFunction(int property) + { + return property != 0; + } + } + + + + + + + + Default message for invalid values. + + + + + OBSOLETE; use the Condition member instead. + A resolved string that should evaluate to a boolean value, and which should validate the input. Note that in expressions, the $value named parameter, and in methods, a parameter named value, can be used to get the validated value instead of referring to the value by its containing member. This makes it easier to reuse validation strings. + + + + + A resolved string that should evaluate to a boolean value, and which should validate the input. Note that in expressions, the $value named parameter, and in methods, a parameter named value, can be used to get the validated value instead of referring to the value by its containing member. This makes it easier to reuse validation strings. + + + + + The type of the message. + + + + + Whether to also trigger validation when changes to child values happen. This is true by default. + + + + + If true, the validation method will not only be executed when the User has changed the value. It'll run once every frame in the inspector. + + + + + Initializes a new instance of the class. + + A resolved string that should evaluate to a boolean value, and which should validate the input. Note that in expressions, the $value named parameter, and in methods, a parameter named value, can be used to get the validated value instead of referring to the value by its containing member. This makes it easier to reuse validation strings. + Default message for invalid values. + Type of the message. + + + + Obsolete. Rejecting invalid input is no longer supported. Use the other constructors instead. + + Obsolete overload. + Obsolete overload. + Obsolete overload. + Obsolete overload. + + + + ValueDropdown is used on any property and creates a dropdown with configurable options. + Use this to give the user a specific set of options to select from. + + + Due to a bug in Unity, enums will sometimes not work correctly. The last example shows how this can be fixed. + + + The following example shows a how the ValueDropdown can be used on an int property. + + public class MyComponent : MonoBehaviour + { + [ValueDropdown("myValues")] + public int MyInt; + + // The selectable values for the dropdown. + private int[] myValues = { 1, 2, 3 }; + } + + + + The following example shows how ValueDropdownList can be used for objects, that do not implement a usable ToString. + + public class MyComponent : MonoBehaviour + { + [ValueDropdown("myVectorValues")] + public Vector3 MyVector; + + // The selectable values for the dropdown, with custom names. + private ValueDropdownList<Vector3> myVectorValues = new ValueDropdownList<Vector3>() + { + {"Forward", Vector3.forward }, + {"Back", Vector3.back }, + {"Up", Vector3.up }, + {"Down", Vector3.down }, + {"Right", Vector3.right }, + {"Left", Vector3.left }, + }; + } + + + + The following example shows how the ValueDropdown can on any member that implements IList. + + public class MyComponent : MonoBehaviour + { + // Member field of type float[]. + private float[] valuesField; + + [ValueDropdown("valuesField")] + public float MyFloat; + + // Member property of type List<thing>. + private List<string> ValuesProperty { get; set; } + + [ValueDropdown("ValuesProperty")] + public string MyString; + + // Member function that returns an object of type IList. + private IList<ValueDropdownItem<int>> ValuesFunction() + { + return new ValueDropdownList<int> + { + { "The first option", 1 }, + { "The second option", 2 }, + { "The third option", 3 }, + }; + } + + [ValueDropdown("ValuesFunction")] + public int MyInt; + } + + + + Due to a bug in Unity, enums member arrays will in some cases appear as empty. This example shows how you can get around that. + + public class MyComponent : MonoBehaviour + { + // Make the field static. + private static MyEnum[] MyStaticEnumArray = MyEnum[] { ... }; + + // Force Unity to serialize the field, and hide the property from the inspector. + [SerializeField, HideInInspector] + private MyEnum MySerializedEnumArray = MyEnum[] { ... }; + } + + + + + + + Name of any field, property or method member that implements IList. E.g. arrays or Lists. Obsolete; use the ValuesGetter member instead. + + + + + A resolved string that should evaluate to a value that is assignable to IList; e.g, arrays and lists are compatible. + + + + + The number of items before enabling search. Default is 10. + + + + + False by default. + + + + + True by default. If the ValueDropdown attribute is applied to a list, then disabling this, + will render all child elements normally without using the ValueDropdown. The ValueDropdown will + still show up when you click the add button on the list drawer, unless is true. + + + + + False by default. + + + + + If the ValueDropdown attribute is applied to a list, and is set to true, then enabling this, + will exclude existing values, instead of rendering a checkbox indicating whether the item is already included or not. + + + + + If the dropdown renders a tree-view, then setting this to true will ensure everything is expanded by default. + + + + + If true, instead of replacing the drawer with a wide dropdown-field, the dropdown button will be a little button, drawn next to the other drawer. + + + + + Disables the the GUI for the appended drawer. False by default. + + + + + By default, a single click selects and confirms the selection. + + + + + By default, the dropdown will create a tree view. + + + + + Gets or sets the width of the dropdown. Default is zero. + + + + + Gets or sets the height of the dropdown. Default is zero. + + + + + Gets or sets the title for the dropdown. Null by default. + + + + + False by default. + + + + + Whether to draw all child properties in a foldout. + + + + + Whether values selected by the value dropdown should be copies of the original or references (in the case of reference types). Defaults to true. + + + + + If this is set to true, the actual property value will *only* be changed *once*, when the selection in the dropdown is fully confirmed. + + + + + Creates a dropdown menu for a property. + + A resolved string that should evaluate to a value that is assignable to IList; e.g, arrays and lists are compatible. + + + + + + + + + Gets the label for the dropdown item. + + The label text for the item. + + + + Gets the value of the dropdown item. + + The value for the item. + + + + Use this with to specify custom names for values. + + The type of the value. + + + + Adds the specified value with a custom name. + + The name of the item. + The value. + + + + Adds the specified value. + + The value. + + + + + + + + + The name of the item. + + + + + The value of the item. + + + + + Initializes a new instance of the class. + + The text to display for the dropdown item. + The value for the dropdown item. + + + + The name of this item. + + + + + Gets the text. + + + + + Gets the value. + + + + + + + + + + The name of the item. + + + + + The value of the item. + + + + + Initializes a new instance of the class. + + The text to display for the dropdown item. + The value for the dropdown item. + + + + Gets the text. + + + + + Gets the value. + + + + + The name of this item. + + + + + VerticalGroup is used to gather properties together in a vertical group in the inspector. + This doesn't do much in and of itself, but in combination with other groups, such as it can be very useful. + + + The following example demonstrates how VerticalGroup can be used in conjunction with + + public class MyComponent : MonoBehaviour + { + [HorizontalGroup("Split")] + [VerticalGroup("Split/Left")] + public Vector3 Vector; + + [VerticalGroup("Split/Left")] + public GameObject First; + + [VerticalGroup("Split/Left")] + public GameObject Second; + + [VerticalGroup("Split/Right", PaddingTop = 18f)] + public int A; + + [VerticalGroup("Split/Right")] + public int B; + } + + + + + + + + + + + Space in pixels at the top of the group. + + + + + Space in pixels at the bottom of the group. + + + + + Groups properties vertically. + + The group ID. + The group order. + + + + Groups properties vertically. + GroupId: _DefaultVerticalGroup + + The group order. + + + + Combines properties that have been group vertically. + + The group attribute to combine with. + + + + Wrap is used on most primitive property, and allows for wrapping the value when it goes out of the defined range. + Use this when you want a value that goes around in circle, like for example an angle. + + + Currently unsigned primitives are not supported. + + + The following example show how Wrap is used on a property. + + public class MyComponent : MonoBehaviour + { + [Wrap(-100, 100)] + public float MyFloat; + } + + + + + + + The lowest value for the property. + + + + + The highest value for the property. + + + + + Wraps the value of the property round when the values goes out of range. + + The lowest value for the property. + The highest value for the property. + + + + Not yet documented. + + + + + Not yet documented. + + + + + Various built-in button sizes. + + + + + Small button size, fits well with properties in the inspector. + + + + + A larger button. + + + + + A very large button. + + + + + A gigantic button. Twice as big as Large + + + + + Various display modes for the dictionary to draw its items. + + + + + Draws all dictionary items in two columns. The left column contains all key values, the right column displays all values. + + + + + Draws each dictionary item in a box with the key in the header and the value inside the box. + Whether or not the box is expanded or collapsed by default, is determined by the + "Expand Foldout By Default" setting found in the preferences window "Tools > Odin > Inspector > Preferences > Drawers > Settings". + + + + + Draws each dictionary item in a collapsed foldout with the key in the header and the value inside the box. + + + + + Draws each dictionary item in an expanded foldout with the key in the header and the value inside the box. + + + + + When this attribute is added is added to another attribute, then attributes from that attribute + will also be added to the property in the attribute processing step. + + + + + Type of info message box. This enum matches Unity's MessageType enum which could not be used since it is located in the UnityEditor assembly. + + + + + Generic message box with no type. + + + + + Information message box. + + + + + Warning message box. + + + + + Error message box. + + + + + Editor modes for + + + + + + Draws only the editor GUI + + + + + Draws the editor GUI and the editor header. + + + + + Draws the editor GUI to the left, and a small editor preview to the right. + + + + + Draws a small editor preview without any GUI. + + + + + Draws a large editor preview without any GUI. + + + + + Draws the editor header and GUI to the left, and a small editor preview to the right. + + + + + How the InlineEditor attribute drawer should draw the object field. + + + + + Draws the object field in a box. + + + + + Draws the object field with a foldout. + + + + + Hides the object field unless it's null. + + + + + Hidden the object field also when the object is null. + + + + + Implement this interface to create custom matching + logic for search filtering in the inspector. + + + The following example shows how you might do this: + + public class MyCustomClass : ISearchFilterable + { + public bool SearchEnabled; + public string MyStr; + + public bool IsMatch(string searchString) + { + if (SearchEnabled) + { + return MyStr.Contains(searchString); + } + + return false; + } + } + + + + + + Any type implementing this interface will be considered to be validating itself using the implemented logic, as if a custom validator had been written for it. + + + + + Not yet documented. + + + + + Not yet documented. + + Not yet documented. + + + + Not yet documented. + + Not yet documented. + Not yet documented. + + + + How the square object field should be aligned. + + + + + + Left aligned. + + + + + Aligned to the center. + + + + + Right aligned. + + + + + The prefab kind returned by + + + + + None. + + + + + Instances of prefabs in scenes. + + + + + Instances of prefabs nested inside other prefabs. + + + + + Regular prefab assets. + + + + + Prefab variant assets. + + + + + Non-prefab component or gameobject instances in scenes. + + + + + Instances of regular prefabs, and prefab variants in scenes or nested in other prefabs. + + + + + Prefab assets and prefab variant assets. + + + + + Prefab Instances, as well as non-prefab instances. + + + + + All kinds + + + + + Options for filtering search. + + + + + Title alignment enum used by various attributes. + + + + + + + Title and subtitle left aligned. + + + + + Title and subtitle centered aligned. + + + + + Title and subtitle right aligned. + + + + + Title on the left, subtitle on the right. + + +
+
diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Attributes.xml.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Attributes.xml.meta new file mode 100644 index 0000000..ba9d6b6 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Attributes.xml.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 47a84ebde4ec47fabb620b30cc7a096f +timeCreated: 1488828285 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.dll b/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.dll new file mode 100755 index 0000000..4bf307f Binary files /dev/null and b/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.dll differ diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.dll.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.dll.meta new file mode 100755 index 0000000..456a3f6 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.dll.meta @@ -0,0 +1,46 @@ +fileFormatVersion: 2 +guid: a4865f1ab4504ed8a368670db22f409c +timeCreated: 1488828285 +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + isOverridable: 0 + platformData: + Any: + enabled: 0 + settings: + Exclude Android: 1 + Exclude Editor: 0 + Exclude Linux: 1 + Exclude Linux64: 1 + Exclude LinuxUniversal: 1 + Exclude N3DS: 1 + Exclude OSXIntel: 1 + Exclude OSXIntel64: 1 + Exclude OSXUniversal: 1 + Exclude PS4: 1 + Exclude PSM: 1 + Exclude PSP2: 1 + Exclude SamsungTV: 1 + Exclude Tizen: 1 + Exclude WebGL: 1 + Exclude WiiU: 1 + Exclude Win: 1 + Exclude Win64: 1 + Exclude WindowsStoreApps: 1 + Exclude XboxOne: 1 + Exclude iOS: 1 + Exclude tvOS: 1 + Editor: + enabled: 1 + settings: + DefaultValueInitialized: true + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.xml b/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.xml new file mode 100644 index 0000000..88e54ee --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.xml @@ -0,0 +1,10941 @@ + + + + Sirenix.OdinInspector.Editor + + + + + An ActionResolver resolves a string to an action, given an InspectorProperty instance to use as context. Call to get an instance of an ActionResolver. + Action resolvers are a globally extendable system that can be hooked into and modified or changed by creating and registering an . + See Odin's tutorials for details and examples of how to use ActionResolvers. + + + + + The context of this ActionResolver, containing all of its configurations and values it needs to function. For performance and simplicity reasons, this is a single very large struct that is passed around by ref to anything that needs it. + + + + + The delegate that executes the actual action. You should not call this manually, but instead call . + + + + + The current error message that the resolver has, or null if there is no error message. This is a shortcut for writing "resolver.Context.ErrorMessage". + + + + + Whether there is an error message at the moment. This is a shortcut for writing "resolver.Context.ErrorMessage != null". + + + + + Draws an error message box if there is an error, and does nothing if there is no error. + + + + + Executes the resolved action for a given selection index. + + The selection index to execute the action on. Defaults to 0. + + + + Executes the action for all selection indices. + + + + + Creates a new action resolver instance from a pre-built context struct. This is a more advanced use that requires you to + know how the context needs to be set up before action resolution happens. However, this allows you to do more advanced + things like adjust various context values before string resolution happens. + + The pre-built context that should be used to get a resolver. + + + + Creates a new action resolver instance for a given string. + + The property that is the context for the resolution to happen in. + The string that should be resolved to an action. + + + + Creates a new action resolver instance for a given string. + + The property that is the context for the resolution to happen in. + The string that should be resolved to an action. + The extra named args that this resolver has access to. Passing in a named arg that already exists will silently override the pre-existing named arg. + + + + Gets a nicely formatted string that lists all the errors in the given set of action resolvers. The returned value is null if there are no errors. + + + + + Gets a nicely formatted string that lists all the errors in the given set of action resolvers. The returned value is null if there are no errors. + + + + + Draws error boxes for all errors in the given action resolvers, or does nothing if there are no errors. This is equivalent to calling DrawError() on all resolvers passed to this method. + + + + + Draws error boxes for all errors in the given action resolvers, or does nothing if there are no errors. This is equivalent to calling DrawError() on all resolvers passed to this method. + + + + + This struct contains all of an ActionResolver's configurations and values it needs to function. For performance and simplicity reasons, this is a single very large struct that lives on an ActionResolver instance and is passed around by ref to anything that needs it. + + + + + The property that *provides* the context for the action resolution. This is the instance that was passed to the resolver when it was created. Note that this is different from , which is based on this value, but almost always isn't the same InspectorProperty instance. + + + + + The error message, if a valid action resolution wasn't found, or if creation of the action resolver failed because was invalid, or if the action was executed but threw an exception. (In this last case, will be true.) + + + + + The named values that are available to the action resolver. Use this field only to get and set named values - once the ValueResolver has been created, new named values will have no effect. + + + + + This will be true if is not null and the message was caused by an exception thrown by code invoked during execution of the resolved action. + + + + + Whether exceptions thrown during action execution should be logged to the console. + + + + + The string that is resolved to perform an action. + + + + + Whether the action resolver should sync ref parameters of invoked methods with named values. If this is true, then if a ref or out parameter value is changed during action execution, the named value associated with that parameter will also be changed to the same value. + + + + + Whether this context has been resolved. + + + + + The type that is the parent of the action resolution, ie, the type that is the context. This is the same as .ValueEntry.TypeOfValue. + + + + + The property that *is* the context for the action resolution. This is not the instance that was passed to the resolver when it was created, but this value is based on that instance. This is the property that provides the actual context - for example, if is for a member of a type - or for an element in a collection contained by a member - this value will be the parent property for the type that contains that member. Only if is the tree's root property is the same as . + + + + + Gets the parent value which provides the context of the resolver. + + The selection index of the parent value to get. + + + + Sets the parent value which provides the context of the resolver. + + The selection index of the parent value to set. + The value to set. + + + + Adds the default named values of "property" and "value" to the context's named values. + This method is usually automatically invoked when a resolver is created, so there + is no need to invoke it manually. + + + + + A color palette. + + + + + Name of the color palette. + + + + + The colors. + + + + + Whether to show the alpha channel. + + + + + Add, Edit or remove custom color palettes used by the . + + You can modify the configuration in the Odin Preferences window found in 'Tools -> Odin Inspector -> Preferences -> Drawers -> Color Palettes', + or by locating the configuration file stored as a serialized object in the Sirenix folder under 'Odin Inspector/Config/Editor/ColorPaletteManager'. + + + + + + Specify the amount of spacing between each color in a color palette. + + + + + Specify the width of each color in a color palette. If StretchPalette is set to true, this will become the min-width. + + + + + If true, all color in a color palette is stretch so that the entire color-palette area is filled. + + + + + If true, a toolbar with the name of the color palette is shown above each color palette. + + + + + Gives you the list of all custom color palettes. + Remember to call UnityEditor.EditorUtility.SetDirty(ColorPaletteManager.Instance) after modifying the list. + + + + + Editor Only Mode Utility. + + + + + Gaither all necessary information about the editor only state. + + + + + Disables Editor Only Mode. + + + + + Enables editor only mode. + + + + + Checks to see whether Editor Only Mode is enabled. + + + + + Checks to see whether Odin Inspector is installed in Source Code mode. + + + + + Contains general configuration for all Odin drawers. + + You can modify the configuration in the Odin Preferences window found in 'Tools -> Odin Inspector -> Preferences -> Drawers -> General', + or by locating the configuration file stored as a serialized object in the Sirenix folder under 'Odin Inspector/Config/Editor/GeneralDrawerConfig'. + + + + + + Specify whether or not the script selector above components should be drawn. + + + + + Specify whether or not the warning for properties that do not support prefab modifications should be shown in the inspector. + + + + + Specify whether or not the warning for properties that do not support prefab modifications should be shown in the inspector. + + + + + Specifies the maximum depth to which a property can draw itself recursively before the system refuses to draw it any deeper. + + + + + If set to true, most foldouts throughout the inspector will be expanded by default. + + + + + If set to true, buttons will show the result values from invoking them in the inspector by default. + + + + + Specify the animation speed for most foldouts throughout the inspector. + + + + + Specify the shaking duration for most shaking animations throughout the inspector. + + + + + Specify the animation speed for + + + + + When true the component labels, for vector fields, will be hidden when the field is too narrow. + + + + + Specify how the Quaternion struct should be shown in the inspector. + + + + + Gets or sets a value indicating whether [use improved enum drop down]. + + + + + Gets or sets a value indicating whether [use improved enum drop down]. + + + + + Specify whether or not a list should hide the foldout triangle when the list is empty. + + + + + Specifies whether a list should hide the foldout triangle when the list is empty. + + + + + Specify whether or not lists should hide the paging buttons when the list is collapsed. + + + + + Specify whether or not lists should hide the paging buttons when there is only one page. + + + + + Specify the number of elements drawn per page. + + + + + Specify whether or not lists should be expanded or collapsed by default. + + + + + Specify whether or not to include a button which expands the list, showing all pages at once. + + + + + Specify whether or not lists should show item count. + + + + + Specify whether or not lists should show item count. + + + + + Specify the color of even list elements when in the dark skin. + + + + + Specify the color of odd list elements when in the dark skin. + + + + + Specify the color of even list elements when in the light skin. + + + + + Specify the color of odd list elements when in the light skin. + + + + + Gets or sets the default size of the preview object field. + + + + + Gets or sets the default alignment of the preview object field. + + + + + Gets or sets which types should be drawn by default by the preview object field. + + + + + Resets all settings to default. + + + + + Configurations for Odin DLLs import settings. + + + + + Gets or sets a value indicating whether or not Odin should automatically configure the import settings of its DLLs in a preprocess build step. + Keep in mind that this feature is only supported by Unity version 5.6 and up. + + + + + Gets a value indicating whether or not automatic configuration of Odin's DLL import settings is supported by the current Unity version. + + + + + + Tell Odin which types should be drawn or should not be drawn by Odin. + + + You can modify which types should be drawn by Odin in the Preferences window found in 'Tools -> Odin Inspector -> Preferences -> Editor Types', + or by locating the configuration file stored as a serialized object in the Sirenix folder under 'Odin Inspector/Config/Editor/InspectorConfig'. + + + + + + Whether Odin is enabled in the inspector or not. + + + + + InspectorDefaultEditors is a bitmask used to tell which types should have an Odin Editor generated. + + + + + The config which contains configuration data for which types Odin should draw in the inspector. + + + + + Updates Unity with the current Odin editor configuration. + + + + + InspectorDefaultEditors is a bitmask used to tell which types should have an Odin Editor generated. + + + + + + Excludes all types. + + + + + UserTypes includes all custom user scripts that are not located in an editor or plugin folder. + + + + + PluginTypes includes all types located in the plugins folder and are not located in an editor folder. + + + + + UnityTypes includes all types depended on UnityEngine and from UnityEngine, except editor, plugin and user types. + + + + + OtherTypes include all other types that are not depended on UnityEngine or UnityEditor. + + + + + Contains configuration data for which types Odin should draw in the inspector. + + + Note that this class supports assigning arbitrary editor types to inspect any Unity object type. The Editor Types GUI in preferences simply does not, as of now, support assigning editors of any other type than . However, the API is open to further customization. + When an editor is generated for a type, a new editor type is added to the GeneratedOdinEditors assembly, which is derived from the assigned editor type - in most cases, . + You can check if an editor is compatible using . + + . + . + + + + The type binder that the uses to bind types to names, and names to types. + This is usually an instance of . + + + + + Resets the drawing configuration to the default values. + + + + + Gets a list of all drawn types that have entries in the drawing config. + + + + + Forces the config's internal drawer type to value type lookup cache to rebuild itself. + + + + + Clears the editor type entry for the given drawer, so it will be set to Unity's default. + + The drawn type to clear the editor for. + drawnType is null + + + + Assigns a given editor to draw a given type. + + The drawn type to assign an editor type for. + The editor type to assign. When generating editors, a type derived from this editor will be created and set to draw the given drawn type. + drawnType + The type " + editorType.GetNiceName() + " is not a valid base editor for type " + drawnType.GetNiceName() + ". Check criteria using . + + + + Determines whether an editor value has been assigned for a given drawn type. + + The drawn type to check. + drawnType is null + + + + Gets which editor type would draw the given type. If the type has not been assigned a custom editor type in the config, the default editor type is returned using . + + The drawn type to get an editor type for. + The editor that would draw the given type. + drawnType is null + + + + Gets the default editor that this type would have, if no custom editor was set for this type in particular. This is calculated using the value of . + + The drawn type to get the default editor for. + The editor that would draw this type by default, or null, if there is no default Odin-defined editor for the drawn type. + drawnType is null + + + + Checks whether the given editor can be assigned to draw any type using the class. + + Type of the editor to check. + True if the editor is valid, otherwise false + + + + Checks whether the given editor can be assigned to draw a given type using the class. + This method checks the attribute on the type for whether the given type is compatible. + + Type of the editor to check. + Type of the drawn value to check. If this parameter is null, the drawn type is not checked for compatibility with the editor type; only the editor type itself is checked for validity. + True if the editor is valid, otherwise false + editorType + + + + Gets the type that an editor draws, by extracting it from the editor's attribute, if it is declared. + This method returns null for abstract editor types, as those can never draw anything. + + Type of the editor. + Whether the editor in question is also an editor for types derived from the given type. + + editorType + + + + A type that indicates that a drawer is missing. + + + + + Draws an instance, and contains methods getting all types that should be drawn by Odin. + Note that this class keeps a lot of static state, and is only intended to draw the instance of that exists in the singleton asset. If used to draw other instances, odd behaviour may occur. + + . + . + + + + Determines whether Odin is capable of creating a custom editor for a given type. + + + + + Gets an array of all assigned editor types, and the types they have to draw. + + + + + Draws the property. + + + + + Installed Odin Inspector Version Info. + + + + + Gets the name of the current running version of Odin Inspector. + + + + + Gets the current running version of Odin Inspector. + + + + + Whether the current version of Odin is an enterprise version. + + + + + Contains information about an editor type which is assigned to draw a certain type in the inspector. + This class uses the instance to bind types to names, and names to types. + + . + . + . + + + + A default, empty value. + + + + + The name of the type to be drawn. + + + + + The name of the editor type. + + + + + Initializes a new instance of the struct. + + The drawn type. + drawnType is null + + + + Initializes a new instance of the struct. + + The drawn type. + The editor type. + drawnType is null + + + + Determines whether the specified is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Determines whether the specified , is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Implements the operator ==. + + The x. + The y. + + The result of the operator. + + + + + Implements the operator !=. + + The x. + The y. + + The result of the operator. + + + + + A contextual value attached to an , mapped to a key, contained in a . + + + + + The contained value. + + + + + Creates a new PropertyContext. + + + + + Performs an explicit conversion from to . + + The context. + + The result of the conversion. + + + + + Returns a that represents this instance, of the format ": Value.ToString()". + + + A that represents this instance. + + + + + Contains a context for an , which offers the ability to address persistent values by key across several editor GUI frames. + Use this in drawers to store contextual editor-only values such as the state of a foldout. + + + + + Initializes a new instance of the class. + + The property. + property + + + + Gets a global context value for a given key, using a given delegate to generate a default value if the context doesn't already exist. + Global contexts are not associated with any one specific drawer, and so are shared across all drawers for this property. + + The type of the context value to get. + The key of the context value to get. + A delegate for generating a default value. + The found context. + + + + Gets a global context value for a given key, using a given default value if the context doesn't already exist. + Global contexts are not associated with any one specific drawer, and so are shared across all drawers for this property. + + The type of the context value to get. + The key of the context value to get. + The default value to set if the context value doesn't exist yet. + The found context. + + + + Gets a global context value for a given key, and creates a new instance of as a default value if the context doesn't already exist. + Global contexts are not associated with any one specific drawer, and so are shared across all drawers for this property. + + The type of the context value to get. + The key of the context value to get. + The found context. + + + + Gets a object and creates a object for it. + + The type of the value of the context. + The instance of the drawer. + The key for the context. + The default value for the context. + + + + Gets a object and creates a object for it. + Returns true when the is first created. Otherwise false. + + The type of the value of the context. + The instance of the drawer. + The key for the context. + The object. + Returns true when the is first created. Otherwise false. + + + + Swaps context values with a given . + + The context to swap with. + + + + An can implement this interface to indicate that it defines right-click context menu items for properties that it draws. + + + + + Method that is invoked when a user has right-clicked a property, and the context menu is being built. The method is invoked in order of drawer priority. + + The property that has been right-clicked on. + The generic menu instance that is being built. Add items to this. + + + + A polymorphic alias for getting and setting the values of an . + + The type of the owner. + The type of the value. + The type of the property owner. + The type of the property value. + + + + Gets the type of the owner. + + + + + Gets the type of the value. + + + + + Whether the value is readonly. + + + + + Initializes a new instance of the class. + + The information. + info + + + + Gets the value from a given weakly typed owner. + + The weakly typed owner. + The found value. + + + + Gets the value from a given owner. + + The owner. + owner is null + + + + Sets the weakly typed value on a given weakly typed owner. + + The owner. + The value. + + + + Sets the value on a given owner. + + The owner. + The value. + + + + Responsible for getting and setting values on properties. + + The type of the owner. + The type of the value. + + + + + Whether the value is readonly. + + + + + Gets the type of the owner. + + + + + Gets the type of the value. + + + + + Initializes a new instance of the class. + + The field member to represent. + if set to true [is readonly]. + + + + Initializes a new instance of the class. + + The getter. + The setter. + getter + + + + Initializes a new instance of the class. + + The getter. + The setter. + getter + + + + Gets the value from a given owner. + + The owner. + The found value. + owner is null + + + + Gets the value from a given weakly typed owner. + + The weakly typed owner. + The found value. + + + + Sets the weakly typed value on a given weakly typed owner. + + The owner. + The value. + + + + Sets the value on a given owner. + + The owner. + The value. + + + + Contains meta-data information about a property in the inspector, that can be used to create an actual property instance. + + + + + The name of the property. + + + + + Gets a value indicating whether this InspectorPropertyInfo has any backing members. + + + + + Gets a value indicating whether this InspectorPropertyInfo has only a single backing member. + + + + + The member info of the property. If the property has many member infos, such as if it is a group property, the first member info of is returned. + + + + + Indicates which type of property it is. + + + + + The serialization backend for this property. + + + + + The type on which this property is declared. + + + + + The base type of the value which this property represents. If there is no value, this will be null. + + + + + Whether this property is editable or not. + + + + + All member infos of the property. There will only be more than one member if it is an . + + + + + The order value of this property. Properties are (by convention) ordered by ascending order, IE, lower order values are shown first in the inspector. The final actual ordering of properties is decided upon by the property resolver. + + + + + The attributes associated with this property. + + + + + Whether this property only exists as a Unity , and has no associated managed member to represent it. + This case requires some special one-off custom behaviour in a few places. + + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Gets the first attribute of a given type on this property. + + + + + Gets the first attribute of a given type on this property, which is not contained in a given hashset. + + The attributes to exclude. + + + + Gets all attributes of a given type on the property. + + + + + The s of all the individual properties in this group. + + + + + Gets the property's method delegate, if there is one. Note that this is null if a method property is backed by an actual method member. + + + + + Gets all s for a given type. + + The parent property. + The type to get infos for. + if set to true members that are serialized by Odin will be included. + + + + Gets an aliased version of a member, with the declaring type name included in the member name, so that there are no conflicts with private fields and properties with the same name in different classes in the same inheritance hierarchy. + + + + + Represents a property in the inspector, and provides the hub for all functionality related to that property. + + + + + Gets the property which is the ultimate root of this property's serialization. + + + + + The name of the property. + + + + + The nice name of the property, usually as converted by . + + + + + The cached label of the property, usually containing . + + + + + The full Odin path of the property. To get the Unity property path, see . + + + + + The child index of this property. + + + + + Gets the resolver for this property's children. + + + + + The current recursive draw depth, incremented for each time that the property has caused itself to be drawn recursively. + Note that this is the current recursion level, not the total amount of recursions so far this frame. + + + + + The amount of times that the property has been drawn so far this frame. + + + + + How deep in the drawer chain the property currently is, in the current drawing session as determined by . + + + + + Whether this property supports having prefab modifications applied or not. + + + + + Gets an immutable list of the components attached to the property. + + + + + Gets an immutable list of processed attributes for the property. + + + + + Gets an array of the state updaters of the property. Don't change the contents of this array! + + + + + The value entry that represents the base value of this property. + + + + + The value entry that represents the strongly typed value of the property; this is possibly an alias entry in case of polymorphism. + + + + + The parent of the property. If null, this property is a root-level property in the . + + + + + The of this property. + + + + + The that this property exists in. + + + + + The children of this property. + + + + + The context container of this property. + + + + + The last rect that this property was drawn within. + + + + + The type on which this property is declared. This is the same as . + + + + + The parent values of this property, by selection index; this represents the values that 'own' this property, on which it is declared. + + + + + The full Unity property path of this property; note that this is merely a converted version of , and not necessarily a path to an actual Unity property. + In the case of Odin-serialized data, for example, no Unity properties will exist at this path. + + + + + The full path of this property as used by deep reflection, containing all the necessary information to find this property through reflection only. This is used as the path for prefab modifications. + + + + + The full path of this property as used by prefab modifications and the deep reflection system, containing all the necessary information to find this property through reflection only. + + + + + The PropertyState of the property at the current draw count index. + + + + + Gets the component of a given type on the property, or null if the property does not have a component of the given type. + + + + + Marks the property's serialization root values dirty if they are derived from UnityEngine.Object. + + + + + Records the property's serialization root for undo to prepare for undoable changes, with a custom string that includes the property path and Unity object name. If a message is specified, it is included in the custom undo string. + + + + + Gets the first attribute of a given type on this property. + + + + + Gets the first attribute of a given type on this property, which is not contained in a given hashset. + + The attributes to exclude. + + + + Gets all attributes of a given type on the property. + + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Draws this property in the inspector. + + + + + Draws this property in the inspector with a given default label. This default label may be overridden by attributes on the drawn property. + + + + + Push a draw session. This is used by and . + + + + + Increments the current drawer chain index. This is used by . + + + + + Pop a draw session. This is used by and . + + + + + Gets the next property in the , or null if none is found. + + Whether to include children or not. + Whether to only include visible properties. + + + + Finds the first parent property that matches a given predicate. + + + + + Finds the first child recursively, that matches a given predicate. + + + + + Updates the property. This method resets the temporary context, and updates the value entry and the property children. + + If true, the property will update regardless of whether it has already updated for the current . + + + + Populates a generic menu with items from all drawers for this property that implement . + + + + + Determines whether this property is the child of another property in the hierarchy. + + The property to check whether this property is the child of. + other is null + + + + Determines whether this property is a parent of another property in the hierarchy. + + The property to check whether this property is the parent of. + other is null + + + + Handles all prefab modifications that apply to the targets of a property tree, if any. This class determines which properties have modifications, what the modifications are, auto-applies modifications if the current instance values do not correspond to the prefab values, and also provides an API for modifying those modifications. + NOTE: This class is liable to see a lot of changes, as the prefab modification system is slated to be redesigned for increased extendability in the future. Do not depend overly on the current API. + + + + + The prefabs for each prefab instance represented by the property tree, if any. + + + + + Whether any of the values the property tree represents are prefab instances. + + + + + A prefab tree for the prefabs of this property tree's prefab instances, if any exist. + + + + + Gets the Unity PropertyModification for the property at this path, if there are any. + + The property path to get the modification for. + The index of the tree target to get the modification for. + Whether any children of the path have modifications registered. + + + + + Gets the Odin prefab modification type of a given property, if any. + + The property to check. + + + The prefab modification type of the property if it has one, otherwise null. + + + + + Registers a modification of type for a given property. + + The property to register a modification for. + Selection index of the target to register a modification for. + The modified list length. + + Property " + property.Path + " does not have a value entry; cannot register prefab modification to this property. + or + newLength cannot be negative! + + + + + Registers a modification of type for a given property. + + The property to register a modification for. + Selection index of the target to register a modification for. + Whether to force the change to be registered immediately, rather than at the end of frame. + Property " + property.Path + " does not have a value entry; cannot register prefab modification to this property. + + + + Calculates a delta between the current dictionary property and its prefab counterpart, and registers that delta as a modification. + + The property to register a modification for. + Selection index of the target. + Property " + property.Path + " does not have a value entry; cannot register prefab modification to this property. + + + + Adds a remove key modification to the dictionary modifications of a given property. + + The property to register a modification for. + Selection index of the target. + The key to be removed. + Property " + property.Path + " does not have a value entry; cannot register prefab modification to this property. + + + + Adds an add key modification to the dictionary modifications of a given property. + + The property to register a modification for. + Selection index of the target. + The key to be added. + Property " + property.Path + " does not have a value entry; cannot register prefab modification to this property. + + + + Removes all dictionary modifications on a property for a given dictionary key value. + + The property to remove a key modification for. + Selection index of the target. + The key to remove modifications for. + key + + + + Removes all prefab modifications of a given type on a given property. + + The property to remove modifications for. + Selection index of the target. + Type of the modification to remove. + + + + Gets all prefab modifications in this property tree for a given selection index. + + + + + + + Represents the children of an . + + + + + The that this instance handles children for. + + + + + Gets a child by index. This is an alias for . + + The index of the child to get. + The child at the given index. + + + + Gets a child by name. This is an alias for . + + The name of the child to get. + The child, if a child was found; otherwise, null. + + + + Gets a child by name. This is an alias for . + + The name of the child to get. + The child, if a child was found; otherwise, null. + + + + Initializes a new instance of the class. + + The property to handle children for. + property is null + + + + The number of children on the property. + + + + + Updates this instance of . + + + + + Gets a child by name. + + The name of the child to get. + The child, if a child was found; otherwise, null. + name + + + + Gets a child by name. + + The name of the child to get. + The child, if a child was found; otherwise, null. + name + + + + Gets a child by index. + + The index of the child to get. + + The child at the given index. + + The given index was out of range. + + + + Gets the path of the child at a given index. + + The index to get the path of. + The path of the child at the given index. + The given index was out of range. + + + + Returns an IEnumerable that recursively yields all children of the property, depth first. + + + + + Gets the property's already created children. If the child count is less than or equal to 10000, children are returned in order. If the count is larger than 10000, they are returned in no particular order. + + + + + Gets the enumerator. + + + + + Gets the enumerator. + + + + + This is a class for creating, getting and modifying a property's various states. An instance of this class always comes attached to an InspectorProperty. + See Odin's tutorials for more information about usage of the state system. + + + + + If set to true, all state changes for this property will be logged to the console. + + + + + Whether the property is visible in the inspector. + + + + + Whether the Visible state was true or not during the last layout event. + + + + + Whether the property is enabled in the inspector. + + + + + Whether the Enabled state was true or not during the last layout event. + + + + + Whether the property is expanded in the inspector. + + + + + Whether the Expanded state was true or not during the last layout event. + + + + + Creates a custom state with a given name. + + + + + + + + + Determines whether a state with the given key exists. + + The key to check. + True if the state exists, otherwise, false. + + + + Determines whether a state with the given key exists. + + The key to check. + If the state exists, this out parameter will be true if the state is persistent. + True if the state exists, otherwise, false. + + + + Determines whether a state with the given key exists. + + The key to check. + If the state exists, this out parameter will contain the type of value that the state contains. + True if the state exists, otherwise, false. + + + + Determines whether a state with the given key exists. + + The key to check. + If the state exists, this out parameter will be true if the state is persistent. + If the state exists, this out parameter will contain the type of value that the state contains. + True if the state exists, otherwise, false. + + + + Gets the value of a given state as an instance of type T. + + The type to get the state value as. An will be thrown if the state's value type cannot be assigned to T. + The key of the state to get. An will be thrown if a state with the given key does not exist. + The value of the state. + + + + Gets the value that a given state contained last layout as an instance of type T. + + The type to get the state value as. An will be thrown if the state's value type cannot be assigned to T. + The key of the state to get. An will be thrown if a state with the given key does not exist. + The value of the state during the last layout event. + + + + Sets the value of a given state to a given value. + + The type to set the state value as. An will be thrown if T cannot be assigned to the state's value type. + The key of the state to set the value of. An will be thrown if a state with the given key does not exist. + The value to set. + + + + Cleans the property state and prepares it for cached reuse of its containing PropertyTree. This will also reset the state. + + + + + Resets all states to their default values. Persistent states will be updated to their persistent cached value if one exists. + + + + + Represents a set of values of the same type as a tree of properties that can be drawn in the inspector, and provides an array of utilities for querying the tree of properties. + + + + + Delegate for on property value changed callback. + + + + + This will be replaced by an IMGUIDrawingComponent in patch 3.2. + + + + + The component providers that create components for each property in the tree. If you change this list after the tree has been used, you should call tree.RootProperty.RefreshSetup() to make the changes update properly throughout the tree. + + + + + The that this tree represents, if the tree was created for a . + + + + + The current update ID of the tree. This is incremented once, each update, and is used by to avoid updating multiple times in the same update round. + + + + + The type of the values that the property tree represents. + + + + + The actual values that the property tree represents. + + + + + The number of root properties in the tree. + + + + + The prefab modification handler of the tree. + + + + + Whether this property tree also represents members that are specially serialized by Odin. + + + + + Gets a value indicating whether or not to draw the mono script object field at the top of the property tree. + + + + + Gets a value indicating whether or not the PropertyTree is inspecting a static type. + + + + + The serialization backend used to determine how to draw this property tree. Set this to control. + + + + + Gets or sets the for the PropertyTree. + + + + + Gets or sets the for the PropertyTree. + + + + + Gets or sets the for the PropertyTree. + + + + + Gets or sets the for the PropertyTree. + + + + + An event that is invoked whenever an undo or a redo is performed in the inspector. + The advantage of using this event on a property tree instance instead of + is that this event will be desubscribed from + when the selection changes and the property + tree is no longer being used, allowing the GC to collect the property tree. + + + + + This event is invoked whenever the value of any property in the entire property tree is changed through the property system. + + + + + Creates a new for all target values of a . + + + + + Gets the root property of the tree. + + + + + Gets the secret root property of the tree, which hosts the property resolver used to resolve the "actual" root properties of the tree. + + + + + Registers that a given property is dirty and needs its changes to be applied at the end of the current frame. + + + + + Schedules a delegate to be invoked at the end of the current GUI frame. + + The action delegate to be delayed. + + + + Schedules a delegate to be invoked at the end of the next Repaint GUI frame. + + The action to be delayed. + + + + Enumerates over the properties of the tree. + + Whether to include children of the root properties or not. If set to true, every property in the entire tree will be enumerated. + Whether to only include visible properties. Properties whose parents are invisible are considered invisible. + + + + Gets the property at the given path. Note that this is the path found in , not the Unity path. + + The path of the property to get. + + + + Gets the property at the given path. Note that this is the path found in , not the Unity path. + + The path of the property to get. + + + + + Gets the property at the given Unity path. + + The Unity path of the property to get. + + + + Gets the property at the given Unity path. + + The Unity path of the property to get. + + + + + Gets the property at the given deep reflection path. + + The deep reflection path of the property to get. + + + + Gets the property at the given Odin prefab modification path. + + The prefab modification path of the property to get. + + + + Gets the property at the given Odin prefab modification path. + + The prefab modification path of the property to get. + + + + + Draw the property tree, and handles management of undo, as well as marking scenes and drawn assets dirty. + + This is a shorthand for calling + , + and . + . + + + + + + Draws a search bar for the property tree, and draws the search results if the search bar is used. + If this method returns true, the property tree should generally not be drawn normally afterwards. + Note that this method will throw exceptions if the property tree is not set up to be searchable; for that, see . + + True if the property tree is being searched and is currently drawing its search results, otherwise false. + + + + Gets a Unity property for the given Odin or Unity path. If there is no for this property tree, or no such property is found in the , a property will be emitted using . + + The Odin or Unity path to the property to get. + + + + Gets a Unity property for the given Odin or Unity path. If there is no for this property tree, or no such property is found in the , a property will be emitted using . + + The Odin or Unity path to the property to get. + The backing field of the Unity property. + + + + Checks whether a given object instance is referenced anywhere in the tree, and if it is, gives the path of the first time the object reference was encountered as an out parameter. + + The reference value to check. + The first found path of the object. + + + + Gets the number of references to a given object instance in this tree. + + + + + Updates all properties in the entire tree, and validates the prefab state of the tree, if applicable. + + + + + Replaces all occurrences of a value with another value, in the entire tree. + + The value to find all instances of. + The value to replace the found values with. + + + + Gets the root tree property at a given index. + + The index of the property to get. + + + + Invokes the actions that have been delayed using and . + + + + + Applies all changes made with properties to the inspected target tree values, and marks all changed Unity objects dirty. + + true if any values were changed, otherwise false + + + + Invokes the OnValidate method on the property tree's targets if they are derived from and have the method defined. + + + + + Registers an object reference to a given path; this is used to ensure that objects are always registered after having been encountered once. + + The referenced object. + The property that contains the reference. + + + + Creates a PropertyTree to inspect the static values of the given type. + + The type to inspect. + A PropertyTree instance for inspecting the type. + + + + Creates a new for a given target value. + + The target to create a tree for. + target is null + + + + Creates a new for a given target value. + + The target to create a tree for. + The serialization backend to use for the tree root. + target is null + + + + Creates a new for a set of given target values. + Note that the targets all need to be of the same type. + + The targets to create a tree for. + targets is null + + + + Creates a new for all target values of a . + + The serialized object to create a tree for. + serializedObject is null + + + + Creates a new for all target values of a . + + The serialized object to create a tree for. + serializedObject is null + The serialization backend to use for the tree root. + + + + Creates a new for a set of given target values. + Note that the targets all need to be of the same type. + + The targets to create a tree for. + + + + Creates a new for a set of given target values. + Note that the targets all need to be of the same type. + + The targets to create a tree for. + The serialization backend to use for the tree root. + + + + Creates a new for a set of given target values, represented by a given . + Note that the targets all need to be of the same type. + + The targets to create a tree for. + The serialized object to create a tree for. Note that the target values of the given must be the same values given in the targets parameter. + + + + Creates a new for a set of given target values, represented by a given . + Note that the targets all need to be of the same type. + + The targets to create a tree for. + The serialized object to create a tree for. Note that the target values of the given must be the same values given in the targets parameter. + The serialization backend to use for the tree root. + + + + Sets whether the property tree should be searchable or not, and allows the passing in of a custom SearchableAttribute instance to configure the search. + + Whether the tree should be set to be searchable or not. + If the tree is set to be searchable, then if this parameter is not null, it will be used to configure the property tree search. If the parameter is null, the SearchableAttribute on the tree's will be used. If that property has no such attribute, then default search settings will be applied. + + + + Represents a set of strongly typed values as a tree of properties that can be drawn in the inspector, and provides an array of utilities for querying the tree of properties. + This class also handles management of prefab modifications. + + + + + Gets the root property of the tree. + + + + + Gets the secret root property of the PropertyTree. + + + + + Gets the for the PropertyTree. + + + + + The current update ID of the tree. This is incremented once, each update, and is used by to avoid updating multiple times in the same update round. + + + + + The that this tree represents, if the tree was created for a . + + + + + The type of the values that the property tree represents. + + + + + The strongly types actual values that the property tree represents. + + + + + The weakly types actual values that the property tree represents. + + + + + The number of root properties in the tree. + + + + + Whether this property tree also represents members that are specially serialized by Odin. + + + + + Initializes a new instance of the class, inspecting only the target () type's static members. + + + + + Initializes a new instance of the class. + + The serialized object to represent. + + + + Initializes a new instance of the class. + + The targets to represent. + + + + Initializes a new instance of the class. + + The targets to represent. + The serialized object to represent. Note that the target values of the given must be the same values given in the targets parameter. + targets is null + + There must be at least one target. + or + A given target is a null value. + + + + + Initializes a new instance of the class. + + The targets to represent. + The serialized object to represent. Note that the target values of the given must be the same values given in the targets parameter. + The serialization backend to use for the tree root. + targets is null + + There must be at least one target. + or + A given target is a null value. + + + + + Applies all changes made with properties to the inspected target tree values. + + + true if any values were changed, otherwise false + + + + + Registers that a given property is dirty and needs its changes to be applied at the end of the current frame. + + + + + + + Updates all properties in the entire tree, and validates the prefab state of the tree, if applicable. + + + + + Checks whether a given object instance is referenced anywhere in the tree, and if it is, gives the path of the first time the object reference was encountered as an out parameter. + + The reference value to check. + The first found path of the object. + + + + Gets the number of references to a given object instance in this tree. + + + + + + Gets the property at the given path. Note that this is the path found in , not the Unity path. + + The path of the property to get. + + + + Gets the property at the given path. Note that this is the path found in , not the Unity path. + + The path of the property to get. + + + + + Finds the property at the specified unity path. + + The unity path for the property. + The property found at the path. + + + + Finds the property at the specified unity path. + + The unity path for the property. + + The property found at the path. + + + + Finds the property at the specified modification path. + + The prefab modification path for the property. + The property found at the path. + + + + Finds the property at the specified modification path. + + The prefab modification path for the property. + + The property found at the path. + + + + Gets a Unity property for the given Odin or Unity path. If there is no for this property tree, or no such property is found in the , a property will be emitted using . + + The Odin or Unity path to the property to get. + The backing field of the Unity property. + + + + Enumerates over the properties of the tree. WARNING: For tree that have large targets with lots of data, this may involve massive amounts of work as the full tree structure is resolved. USE THIS METHOD SPARINGLY AND ONLY WHEN ABSOLUTELY NECESSARY! + + Whether to include children of the root properties or not. If set to true, every property in the entire tree will be enumerated. + /// Whether to only include visible properties. Properties whose parents are invisible are considered invisible. + + + + Replaces all occurrences of a value with another value, in the entire tree. + + The value to find all instances of. + The value to replace the found values with. + + The value to replace with must either be null or be the same type as the value to replace (" + from.GetType().Name + "). + + + + Gets the root tree property at a given index. + + The index of the property to get. + + + + Schedules a delegate to be invoked at the end of the current GUI frame. + + The action delegate to be delayed. + action + + + + Schedules a delegate to be invoked at the end of the next Repaint GUI frame. + + The action to be delayed. + action + + + + Invokes the actions that have been delayed using and . + + + + + Enumeration describing the different types of properties that exist. + + + + + Property represents a value. + + + + + Property represents a method. + + + + + Property represents a named group of properties. + + + + + Enumeration for designating whether a has a special state,. + + + + + The value entry has no special state. + + + + + The property is a reference to another property. Get the path of the referenced property from . + + + + + The value entry is a null value. + + + + + The value entry has a primitive value conflict across selected indices. + A primitive value conflict is when primitive values, such a strings or floats, differ. + + + + + The value entry has a reference value conflict across selected indices. + A reference value conflict is when the types of reference type values differ, or when some values are null while others are not. + + + + + The value entry has a reference path conflict across selected indices. + A reference path conflict is when the property consists of references to many conflicting paths. Use to get paths to all referenced objects. + + + + + The value entry has a collection length conflict across selected indices. + A collection length conflict is when the property represents multiple parallel collections, and their lengths differ. + + + + + This attribute processor will take any attribute already applied to the property with the applied to, + and take all attributes applied to the attribute (except any ) and add to them to the property. + This allows for adding attributes to attributes in the property system. + + + + + Looks for attributes in the attributes list with a applied, and adds the attribute from those attributes to the property. + + The parent of the member. + The member that is being processed. + The list of attributes currently applied to the property. + + + + Finds all attributes attached to the specified member and adds to them to attribute list. + + + + + This attribute processor can only process for members. + + The property to process. + false. + + + + Finds all attributes attached to the specified member and adds to them to the attributes list. + + The parent property of the specified member. + The member to process attributes for. + The current attributes applied to the property. + + + + Attribute processor that can add, change and remove attributes from a property. + + + + + Instanciates an OdinAttributeProcessor instance of the specified type. + + The type of processor to instanciate. The type must inherit from . + A new instance of the specified type. + + + + Checks if the processor can process attributes for the specified member. + + The parent property of the member. + The member to be processed. + true if the processor can process for the specified member. Otherwise false. + + + + Checks if the processor can process attributes for the specified property. + + The property to process. + true if the processor can process attributes for the specified property. Otherwise false. + + + + Processes attributes for the specified member. + + The parent property of the specified member. + The member to process attributes for. + The current attributes applied to the property. + + + + Processes attributes for the specified property. + + The property to process attributes for. + The current attributes applied to the property. + + + + Attribute processor that can add, change and remove attributes from a property. + + + + + Find attributes attached to the type definition of a property and adds to them to attribute list. + + + + + This attribute processor can only process for properties. + + The parent of the specified member. + The member to process. + false. + + + + This attribute processor can only process for properties with an attached value entry. + + The property to process. + true if the specified property has a value entry. Otherwise false. + + + + Finds all attributes attached to the type and base types of the specified property value and adds them to the attribute list. + + The property to process. + The list of attributes for the property. + + + + Default implementation and the version that will be used when no other OdinAttributeProcessorLocator instance have been given to a PropertyTree. + This implementation will find all AttributeProcessor definitions not marked with the . + + + + + Singleton instance of the DefaultOdinAttributeProcessorLocator class. + + + + + Type search index used for matching to properties. + + + + + Gets a list of to process attributes for the specified child member of the parent property. + + The parent of the member. + Child member of the parent property. + List of to process attributes for the specified member. + + + + Gets a list of to process attributes for the specified property. + + The property to find attribute porcessors for. + List of to process attributes for the speicied member. + + + + Default implementation and the version that will be used by if no other instance have been specified. + + + + + Singleton instance of . + + + + + Gets an instance for the specified property. + + The property to get an instance for. + An instance of to resolver the specified property. + + + + Base class definition for OdinAttributeProcessorLocator. Responsible for finding and creating instances to process attributes for properties. + Default OdinAttributeProcessorLocator have been implemented as . + + + + + Gets a list of to process attributes for the specified child member of the parent property. + + The parent of the member. + Child member of the parent property. + List of to process attributes for the specified member. + + + + Gets a list of to process attributes for the specified property. + + The property to find attribute porcessors for. + List of to process attributes for the speicied member. + + + + Base class for locator of . Use for default implementation. + + + + + Gets an instance for the specified property. + + The property to get an instance for. + An instance of to resolver the specified property. + + + + Note: this interface may be temporary, and may eventually be substituted for a public-facing way of extending the prefab modification system. + + For now, it only exists to denote which internally defined resolvers support prefab modifications being set. + + + + + Contains information about a change that is going to occur/has occurred to a collection. + + + + + + Specifies the kinds of changes that can occur to collections. + + + + + Unknown collection change, the change was not specified by the invoking code. + + + + + The change is adding a value to the collection. Value and SelectionIndex will be set. + + + + + The change is inserting a value into the collection. Index, Value and SelectionIndex will be set. + + + + + The change is removing a value from the collection. Value and SelectionIndex will be set. + + + + + The change is removing a value at an index from the collection. Index and SelectionIndex will be set. + + + + + The change is clearing the collection. SelectionIndex will be set. + + + + + The change is removing a key from the collection. Key and SelectionIndex will be set. + + + + + The change is setting the value of a key in the collection. Key, Value and SelectionIndex will be set. + + + + + Class that describes the different possible serialization backends that a property can have, + and specifies the capabilities of each backend. + + + + + The property is serialized by Unity's polymorphic serialization backend via the [SerializeReference] attribute. Polymorphism, null values and cyclical references are supported. + + + + + The property is serialized by Unity's classic serialization backend. Polymorphism, null values and types such as are not supported. + + + + + The property is serialized by Odin. Polymorphism, null values and types such as are supported. + + + + + The property is not serialized by anything - possibly because it is a method, possibly because it is a field or property shown in the inspector without being serialized. + In the case of fields or properties, polymorphism, null values and types such as are supported, but will not be saved. + + + + + The property is not serialized by anything - possibly because it is a method, possibly because it is a field or property shown in the inspector without being serialized. + In the case of fields or properties, polymorphism, null values and types such as are supported, but will not be saved. + + + + + The property is serialized by Unity's classic serialization backend. Polymorphism, null values and types such as are not supported. + + + + + The property is serialized by Unity's polymorphic serialization backend via the [SerializeReference] attribute. Polymorphism, null values and cyclical references are supported. + + + + + The property is serialized by Odin. Polymorphism, null values and types such as are supported. + + + + + Gets the attribute that the OdinAttributeStateUpdater applies to. + + + + + Gets the strongly typed ValueEntry of the OdinAttributeStateUpdater's property. + + + + + Gets the strongly typed ValueEntry of the OdinValueStateUpdater's property. + + + + + Represents a weakly typed collection of values for a - one value per selected inspector target. + + + + + Whether the values have been changed since was last called. + + + + + Marks the value collection as being clean again. This is typically called at the end of the current GUI frame, during . + + + + + Marks the value collection as being dirty, regardless of any value changes. + + + + + Reverts the value collection to its origin values (found in ) from the last call, and marks the value collection as being clean again. + + + + + Force sets the value, ignoring whether it is editable or not. + Note that this will fail on list element value entries where is true on the parent value entry. + + The selection index of the value. + The value to be set. + + + + The original values of the value collection, such as they were immediately after the last call. + + + + + Represents a strongly typed collection of values for a - one value per selected inspector target. + + + + + Gets the value at the given selection index. + + + + + The number of values in the collection. + + + + + The original values of the value collection, such as they were immediately after the last call. + + + + + Force sets the value, ignoring whether it is editable or not. + Note that this will fail on list element value entries where is true on the parent value entry. + + The selection index of the value. + The value to be set. + + + + Represents the values of an , and contains utilities for querying the values' type and getting and setting them. + + + + + The number of parallel values this entry represents. This will always be exactly equal to the count of . + + + + + Whether this value entry is editable or not. + + + + + If this value entry has the override type , this is the path of the property it references. + + + + + The actual serialization backend for this value entry, possibly inherited from the serialization backend of the root property this entry is a child of. + Note that this is *not* always equal to . + + + + + The property whose values this value entry represents. + + + + + Provides access to the weakly typed values of this value entry. + + + + + Whether this value entry has been changed from its prefab counterpart. + + + + + Whether this value entry has had its list length changed from its prefab counterpart. + + + + + Whether this value entry has had its dictionary values changes from its prefab counterpart. + + + + + A weakly typed smart value that represents the first element of the value entry's value collection, but has "smart logic" for setting the value that detects relevant changes and applies them in parallel. + This lets you often just use the smart value instead of having to deal with the tedium of multiple parallel values. + + + + + The type from which this value entry comes. If this value entry represents a member value, this is the declaring type of the member. If the value entry represents a collection element, this is the type of the collection. + + + + + The most precise known contained type of the value entry. If polymorphism is in effect, this will be some type derived from . + + + + + The base type of the value entry. If this is value entry represents a member value, this is the type of the member. If the value entry represents a collection element, this is the element type of the collection. + + + + + The special state of the value entry. + + + + + Whether this value entry is an alias, or not. Value entry aliases are used to provide strongly typed value entries in the case of polymorphism. + + + + + The context container of this property. + + + + + Whether this type is marked as an atomic type using a . + + + + + An event that is invoked during , when any values have changed. + + + + + An event that is invoked during , when any child values have changed. + + + + + Updates the values contained in this value entry to the actual values in the target objects, and updates its state (override, type of value, etc.) accordingly. + + + + + Applies the changes made to this value entry to the target objects, and registers prefab modifications as necessary. + + True if any changes were made, otherwise, false. + + + + Checks whether the values in this value entry are equal to the values in another value entry. + Note, both value entries must have the same value type, and must represent values that are .NET value types. + + + + + Determines whether the value at the given selection index is different from the given prefab value, as is relevant for prefab modification checks. + If the value is a reference type, null and type difference is checked. If value is a value type, a comparer from is used. + This method is best ignored unless you know what you are doing. + + The value to check differences against. + The selection index to compare against. + + + + Represents the strongly typed values of an , and contains utilities for querying the values' type and getting and setting them. + + + + + Provides access to the strongly typed values of this value entry. + + + + + A strongly typed smart value that represents the first element of the value entry's value collection, but has "smart logic" for setting the value that detects relevant changes and applies them in parallel. + This lets you often just use the smart value instead of having to deal with the tedium of multiple parallel values. + + + + + Determines whether the value at the given selection index is different from the given prefab value, as is relevant for prefab modification checks. + If the value is a reference type, null and type difference is checked. If value is a value type, a comparer from is used. + This method is best ignored unless you know what you are doing. + + The value to check differences against. + The selection index to compare against. + + + + An internally used interface that is used by value entries during , that lets value entries force each other to set values directly to their target objects. + This interface should not be used by people who do not know what they are doing. + + + + + Sets the actual value of a value entry, for a given selection index. + + + + + An internally used interface that is used by value entries during , that lets value entries force each other to set values directly to their target objects. + This interface should not be used by people who do not know what they are doing. + + + + + Sets the actual value of a value entry, for a given selection index. + + + + + Represents a weakly typed collection of values for a - one value per selected inspector target. + + + + + The property whose values are represented. + + + + + Initializes a new instance of the class. + + The property to represent. + property is null + + + + Whether the values have been changed since was last called. + + + + + The number of values in the collection. + + + + + Gets a value indicating whether this instance is synchronized. + + + true if this instance is synchronized; otherwise, false. + + + + + Gets the synchronization root object. + + + The synchronization root object. + + + + + The original values of the (loosely typed) value collection, such as they were immediately after the last call. + + + + + Gets or sets the weakly typed at the specified index. + + + The value. + + The index to set. + + + + Gets an enumerator for the collection. + + + + + Marks the value collection as being clean again. This is typically called at the end of the current GUI frame, during . + + + + + Reverts the value collection to its origin values (found in ) from the last call, and marks the value collection as being clean again. + + + + + Determines whether the collection contains the specified value. + + The value. + + true if the collection contains the specified value; otherwise, false. + + + + + Copies the collection to an array. + + The array to copy to. + The index to copy from. + + + + Gets the index of the given value, or -1 if the value was not found. + + The value to get the index of. + The index of the given value, or -1 if the value was not found. + + + + Gets the weakly typed value at the given index. + + The index of the value to get. + The weakly typed value at the given index + + + + Sets the weakly typed value at the given index. + + The index to set the value of. + The value to set. + + + + Force sets the value, ignoring whether it is editable or not. + Note that this will fail on list element value entries where is true on the parent value entry. + + The selection index of the value. + The value to be set. + + + + Marks the value collection as being dirty, regardless of any value changes. + + + + + Represents a strongly typed collection of values for a - one value per selected inspector target. + + The element type of the collection. + + + + + Initializes a new instance of the class. + + The property. + The internal array. + The original array. + The internal atom array. + The original atom array. + + + + Whether the values have been changed since was last called. + + + + + The number of values in the collection. + + + + + Gets a value indicating whether this instance is synchronized. + + + true if this instance is synchronized; otherwise, false. + + + + + Gets the synchronization root object. + + + The synchronization root object. + + + + + The original values of the (loosely typed) value collection, such as they were immediately after the last call. + + + + + Gets or sets the at the specified index. + + + The . + + The index. + + + + + Gets an enumerator for the collection. + + + + + Marks the value collection as being clean again. This is typically called at the end of the current GUI frame, during . + + + + + Reverts the value collection to its origin values (found in ) from the last call, and marks the value collection as being clean again. + + + + + Copies the collection to an array. + + The array to copy to. + The index to copy from. + + + + Gets the weakly typed value at the given index. + + The index of the value to get. + + The weakly typed value at the given index + + + + + Sets the weakly typed value at the given index. + + The index to set the value of. + The value to set. + + + + Determines whether the collection contains the specified value. + + The value. + + true if the collection contains the specified value; otherwise, false. + + + + + Gets the index of the given value, or -1 if the value was not found. + + The value to get the index of. + + The index of the given value, or -1 if the value was not found. + + + + + Force sets the value, ignoring whether it is editable or not. + Note that this will fail on list element value entries where is true on the parent value entry. + + The selection index of the value. + The value to be set. + + + + Force sets the value, ignoring whether it is editable or not. + Note that this will fail on list element value entries where is true on the parent value entry. + + The selection index of the value. + The value to be set. + + + + + Marks the value collection as being dirty, regardless of any value changes. + + + + + Represents an alias for a strongly typed collection of values for a - one value per selected inspector target. + This class ensures that polymorphism works in the inspector, and can be strongly typed in applicable cases. + + The type of the aliased collection. + The polymorphic type of this collection, which is assignable to . + + + + + + Initializes a new instance of the class. + + The property. + The aliased collection. + Not yet documented. + Not yet documented. + aliasedCollection + + + + Whether the values have been changed since was last called. + + + + + The number of values in the collection. + + + + + Gets a value indicating whether this instance is synchronized. + + + true if this instance is synchronized; otherwise, false. + + + + + Gets the synchronization root object. + + + The synchronization root object. + + + + + The original values of the (loosely typed) value collection, such as they were immediately after the last call. + + + + + The original values of the value collection, such as they were immediately after the last call. + + + + + Gets or sets the at the specified index. + + + The . + + The index. + + + + + Gets an enumerator for the collection. + + + + + + Marks the value collection as being clean again. This is typically called at the end of the current GUI frame, during . + + + + + Reverts the value collection to its origin values (found in ) from the last call, and marks the value collection as being clean again. + + + + + Determines whether the collection contains the specified value. + + The value. + + true if the collection contains the specified value; otherwise, false. + + + + + Gets the index of the given value, or -1 if the value was not found. + + The value to get the index of. + + The index of the given value, or -1 if the value was not found. + + + + + Copies the collection to an array. + + The array to copy to. + The index to copy from. + + + + Gets the weakly typed value at the given index. + + The index of the value to get. + + The weakly typed value at the given index + + + + + Sets the weakly typed value at the given index. + + The index to set the value of. + The value to set. + + + + Force sets the value, ignoring whether it is editable or not. + Note that this will fail on list element value entries where is true on the parent value entry. + + The selection index of the value. + The value to be set. + + + + Force sets the value, ignoring whether it is editable or not. + Note that this will fail on list element value entries where is true on the parent value entry. + + The selection index of the value. + The value to be set. + + + + Marks the value collection as being dirty, regardless of any value changes. + + + + + Represents the values of an , and contains utilities for querying the values' type and getting and setting them. + + + + + + Delegate type used for the events and . + + + + + The nearest parent property that has a value. + That is, the property from which this value + entry will fetch its parentvalues from in order + to extract its own values. + + If is null, this is a root property. + + + + + Whether this value entry represents a boxed value type. + + + + + The number of parallel values this entry represents. This will always be exactly equal to the count of . + + + + + Whether this value entry is editable or not. + + + + + If this value entry has the override type , this is the path of the property it references. + + + + + The actual serialization backend for this value entry, possibly inherited from the serialization backend of the root property this entry is a child of. + Note that this is *not* always equal to . + + + + + The property whose values this value entry represents. + + + + + Provides access to the weakly typed values of this value entry. + + + + + Whether this value entry has been changed from its prefab counterpart. + + + + + Whether this value entry has had its list length changed from its prefab counterpart. + + + + + Whether this value entry has had its dictionary values changes from its prefab counterpart. + + + + + A weakly typed smart value that represents the first element of the value entry's value collection, but has "smart logic" for setting the value that detects relevant changes and applies them in parallel. + This lets you often just use the smart value instead of having to deal with the tedium of multiple parallel values. + + + + + The type from which this value entry comes. If this value entry represents a member value, this is the declaring type of the member. If the value entry represents a collection element, this is the type of the collection. + + + + + The most precise known contained type of the value entry. If polymorphism is in effect, this will be some type derived from . + + + + + The base type of the value entry. If this is value entry represents a member value, this is the type of the member. If the value entry represents a collection element, this is the element type of the collection. + + + + + The special state of the value entry. + + + + + Whether this value entry is an alias, or not. Value entry aliases are used to provide strongly typed value entries in the case of polymorphism. + + + + + The context container of this property. + + + + + Whether this type is marked as an atomic type using a . + + + + + An event that is invoked during , when any values have changed. + + + + + An event that is invoked during , when any child values have changed. + + + + + Updates the values contained in this value entry to the actual values in the target objects, and updates its state (override, type of value, etc.) accordingly. + + + + + Checks whether the values in this value entry are equal to the values in another value entry. + Note, both value entries must have the same value type, and must represent values that are .NET value types. + + + + + + + Applies the changes made to this value entry to the target objects, and registers prefab modifications as necessary. + + + True if any changes were made, otherwise, false. + + + + + Determines the value state of this value entry. + + + + + Determines what the most precise contained type is on this value entry. + + + + + Updates all values in this value entry from the target tree values. + + + + + Initializes this value entry. + + + + + Creates an alias value entry of a given type, for a given value entry. This is used to implement polymorphism in Odin. + + + + + Creates a value entry for a given property, of a given value type. Note that the created value entry is returned un-updated, and needs to have called on it before it can be used. + + + + + Determines whether the value at the given selection index is different from the given prefab value, as is relevant for prefab modification checks. + If the value is a reference type, null and type difference is checked. If value is a value type, a comparer from is used. + This method is best ignored unless you know what you are doing. + + The value to check differences against. + The selection index to compare against. + + + + Represents the values of an , and contains utilities for querying the values' type and getting and setting them. + + The type of the value. + + + + + An equality comparer for comparing values of type . This is gotten using . + + + + + Whether .is a primitive type; that is, the type is primitive, a string, or an enum. + + + + + Whether is a value type. + + + + + Whether is derived from . + + + + + Whether the type of the value is marked atomic. + + + + + If the type of the value is marked atomic, this an instance of an atom handler for the value type. + + + + + Initializes a new instance of the class. + + + + + Provides access to the weakly typed values of this value entry. + + + + + Provides access to the strongly typed values of this value entry. + + + + + Whether this type is marked as an atomic type using a . + + + + + A weakly typed smart value that represents the first element of the value entry's value collection, but has "smart logic" for setting the value that detects relevant changes and applies them in parallel. + This lets you often just use the smart value instead of having to deal with the tedium of multiple parallel values. + + + + + A strongly typed smart value that represents the first element of the value entry's value collection, but has "smart logic" for setting the value that detects relevant changes and applies them in parallel. + This lets you often just use the smart value instead of having to deal with the tedium of multiple parallel values. + + + + + An array containing the original values as they were at the beginning of frame. + + + + + An array containing the current modified set of values. + + + + + An array containing the current modified set of atomic values. + + + + + An array containing the original set of atomic values. + + + + + Initializes this value entry. + + + + + Sets the actual target tree value. + + + + + Checks whether the values in this value entry are equal to the values in another value entry. + Note, both value entries must have the same value type, and must represent values that are .NET value types. + + + + + Determines whether the value at the given selection index is different from the given prefab value, as is relevant for prefab modification checks. + If the value is a reference type, null and type difference is checked. If value is a value type, a comparer from is used. + This method is best ignored unless you know what you are doing. + + The value to check differences against. + The selection index to compare against. + + + + Determines whether the value at the given selection index is different from the given prefab value, as is relevant for prefab modification checks. + If the value is a reference type, null and type difference is checked. If value is a value type, a comparer from is used. + This method is best ignored unless you know what you are doing. + + The value to check differences against. + The selection index to compare against. + + + + Represents the values of an , and contains utilities for querying the values' type and getting and setting them. + + The type of the parent. + The type of the value. + + + + + The type from which this value entry comes. If this value entry represents a member value, this is the declaring type of the member. If the value entry represents a collection element, this is the type of the collection. + + + + + Determines what the most precise contained type is on this value entry. + + + + + Initializes this value entry. + + + + + Updates all values in this value entry from the target tree values. + + + + + Determines the value state of this value entry. + + + + + Applies the changes made to this value entry to the target objects, and registers prefab modifications as necessary. + + + True if any changes were made, otherwise, false. + + + + + Gets the parent value at the given index. + + + + + A polymorphic alias for a instance, used to implement strongly typed polymorphism in Odin. + + + + + The number of parallel values this entry represents. This will always be exactly equal to the count of . + + + + + Whether this value entry is editable or not. + + + + + If this value entry has the override type , this is the path of the property it references. + + + + + The actual serialization backend for this value entry, possibly inherited from the serialization backend of the root property this entry is a child of. + Note that this is *not* always equal to . + + + + + The property whose values this value entry represents. + + + + + Provides access to the weakly typed values of this value entry. + + + + + Whether this value entry has been changed from its prefab counterpart. + + + + + Whether this value entry has had its list length changed from its prefab counterpart. + + + + + Whether this value entry has had its dictionary values changes from its prefab counterpart. + + + + + A weakly typed smart value that represents the first element of the value entry's value collection, but has "smart logic" for setting the value that detects relevant changes and applies them in parallel. + This lets you often just use the smart value instead of having to deal with the tedium of multiple parallel values. + + + + + The type from which this value entry comes. If this value entry represents a member value, this is the declaring type of the member. If the value entry represents a collection element, this is the type of the collection. + + + + + The most precise known contained type of the value entry. If polymorphism is in effect, this will be some type derived from . + + + + + The base type of the value entry. If this is value entry represents a member value, this is the type of the member. If the value entry represents a collection element, this is the element type of the collection. + + + + + The special state of the value entry. + + + + + Whether this value entry is an alias, or not. Value entry aliases are used to provide strongly typed value entries in the case of polymorphism. + + + + + The context container of this property. + + + + + Whether this type is marked as an atomic type using a . + + + + + An event that is invoked during , when any values have changed. + + + + + An event that is invoked during , when any child values have changed. + + + + + Applies the changes made to this value entry to the target objects, and registers prefab modifications as necessary. + + + True if any changes were made, otherwise, false. + + + + + Updates the values contained in this value entry to the actual values in the target objects, and updates its state (override, type of value, etc.) accordingly. + + + + + Checks whether the values in this value entry are equal to the values in another value entry. + Note, both value entries must have the same value type, and must represent values that are .NET value types. + + + + + Sets the actual value of a value entry, for a given selection index. + + + + + Determines whether the value at the given selection index is different from the given prefab value, as is relevant for prefab modification checks. + If the value is a reference type, null and type difference is checked. If value is a value type, a comparer from is used. + This method is best ignored unless you know what you are doing. + + The value to check differences against. + The selection index to compare against. + + + + A polymorphic alias for a instance, used to implement strongly typed polymorphism in Odin. + + + + + Initializes a new instance of the class. + + The value entry to alias. + valueEntry is null + + + + Provides access to the strongly typed values of this value entry. + + + + + A strongly typed smart value that represents the first element of the value entry's value collection, but has "smart logic" for setting the value that detects relevant changes and applies them in parallel. + This lets you often just use the smart value instead of having to deal with the tedium of multiple parallel values. + + + + + A weakly typed smart value that represents the first element of the value entry's value collection, but has "smart logic" for setting the value that detects relevant changes and applies them in parallel. + This lets you often just use the smart value instead of having to deal with the tedium of multiple parallel values. + + + + + The number of parallel values this entry represents. This will always be exactly equal to the count of . + + + + + Whether this value entry is editable or not. + + + + + If this value entry has the override type , this is the path of the property it references. + + + + + The actual serialization backend for this value entry, possibly inherited from the serialization backend of the root property this entry is a child of. + Note that this is *not* always equal to . + + + + + The property whose values this value entry represents. + + + + + Provides access to the weakly typed values of this value entry. + + + + + Whether this value entry has been changed from its prefab counterpart. + + + + + Whether this value entry has had its list length changed from its prefab counterpart. + + + + + Whether this value entry has had its dictionary values changes from its prefab counterpart. + + + + + The type from which this value entry comes. If this value entry represents a member value, this is the declaring type of the member. If the value entry represents a collection element, this is the type of the collection. + + + + + The most precise known contained type of the value entry. If polymorphism is in effect, this will be some type derived from . + + + + + The base type of the value entry. If this is value entry represents a member value, this is the type of the member. If the value entry represents a collection element, this is the element type of the collection. + + + + + The special state of the value entry. + + + + + Whether this type is marked as an atomic type using a . + + + + + An event that is invoked during , when any values have changed. + + + + + An event that is invoked during , when any child values have changed. + + + + + Applies the changes made to this value entry to the target objects, and registers prefab modifications as necessary. + + + True if any changes were made, otherwise, false. + + + + + Updates the values contained in this value entry to the actual values in the target objects, and updates its state (override, type of value, etc.) accordingly. + + + + + Checks whether the values in this value entry are equal to the values in another value entry. + Note, both value entries must have the same value type, and must represent values that are .NET value types. + + + + + Sets the actual value of a value entry, for a given selection index. + + + + + Determines whether the value at the given selection index is different from the given prefab value, as is relevant for prefab modification checks. + If the value is a reference type, null and type difference is checked. If value is a value type, a comparer from is used. + This method is best ignored unless you know what you are doing. + + The value to check differences against. + The selection index to compare against. + + + + Determines whether the value at the given selection index is different from the given prefab value, as is relevant for prefab modification checks. + If the value is a reference type, null and type difference is checked. If value is a value type, a comparer from is used. + This method is best ignored unless you know what you are doing. + + The value to check differences against. + The selection index to compare against. + + + + Draws properties marked with . + Displays a configurable list of assets, where each item can be enabled or disabled. + + + + + + + + + + Draws the property. + + + + + Populates the generic menu for the property. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Initializes this instance. + + + + + Draws the property with GUILayout support. This method is called by DrawPropertyImplementation if the GUICallType is set to GUILayout, which is the default. + + + + + Odin drawer for . + + + + + Initializes the drawer. + + + + + Not yet documented. + + + + + Draws Color properties marked with . + + + + + Draws the property. + + + + + Draws Color properties marked with . + + + + + Draws the property. + + + + + Adds a generic menu option to properties marked with . + + + + + + + + Populates the generic menu for the property. + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + Draws char properties marked with . + + + + + Draws the property. + + + + + Draws string properties marked with . + + + + + Draws the property. + + + + + Draws sbyte properties marked with . + + + + + Draws the property. + + + + + Draws byte properties marked with . + + + + + Draws the property. + + + + + Draws short properties marked with . + + + + + Draws the property. + + + + + Draws ushort properties marked with . + + + + + Draws the property. + + + + + Draws int properties marked with . + + + + + Draws the property. + + + + + Draws uint properties marked with . + + + + + Draws the property. + + + + + Draws long properties marked with . + + + + + Draws the property. + + + + + Draws ulong properties marked with . + + + + + Draws the property. + + + + + Draws float properties marked with . + + + + + Draws the property. + + + + + Draws double properties marked with . + + + + + Draws the property. + + + + + Draws decimal properties marked with . + + + + + Draws the property. + + + + + Draws char properties marked with . + + + + + Draws the property. + + + + + Draws string properties marked with . + + + + + Draws the property. + + + + + Draws sbyte properties marked with . + + + + + Draws the property. + + + + + Draws byte properties marked with . + + + + + Draws the property. + + + + + Draws short properties marked with . + + + + + Draws the property. + + + + + Draws ushort properties marked with . + + + + + Draws the property. + + + + + Draws int properties marked with . + + + + + Draws the property. + + + + + Draws uint properties marked with . + + + + + Draws the property. + + + + + Draws long properties marked with . + + + + + Draws the property. + + + + + Draws ulong properties marked with . + + + + + Draws the property. + + + + + Draws float properties marked with . + + + + + Draws the property. + + + + + Draws double properties marked with . + + + + + Draws the property. + + + + + Draws decimal properties marked with . + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + + + + Initializes this instance. + + + + + Draws the property. + + + + + Draws properties marked with . + Calls the properties ToString method to get the string to draw. + + + + + + + + + + + Draws the property. + + + + + Draws members marked with . + + + + + Odin drawer for the . + + + + + Returns true if the drawer can draw the type. + + + + + Draws the property. + + + + + Draws an enum in a horizontal button group instead of a dropdown. + + + + + Returns true if the drawer can draw the type. + + + + + Draws the property. + + + + + Not yet documented. + + + + + Initializes the drawer. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Initializes the drawer. + + + + + Not yet documented. + + + + + Adds customs generic menu options. + + + + + Draws properties marked with . + This drawer sets the current GUI color, before calling the next drawer in the chain. + + + + + + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + Draws the property. + + + + + Draws properties marked with . + Draws an info box above the property. Error and warning info boxes can be tracked by Odin Scene Validator. + + + + + + + + + Draws the property. + + + + + Draws properties marked with + + + + + Draws the property. + + + + + Static GUI information reguarding the InlineEditor attribute. + + + + + Gets a value indicating how many InlineEditors we are currently in. + + + + + Draws properties marked with . + + + + + + + Initializes this instance. + + + + + Draws the property layout. + + The label. + + + + Drawer for the attribute. + + + + + Draws the property. + + + + + Draws properties marked with . + Creates a new GUIContent, with the provided label text, before calling further down in the drawer chain. + + + + + + + + + + + + Draws the attribute. + + + + + Draws properties marked with the . + + + + + + + + + + + + Draws the attribute. + + + + + Draws Vector2 properties marked with . + + + + + + + + + + + Draws string properties marked with . + This drawer only works for string fields, unlike . + + + + + + + + + + Draws the property. + + + + + Draws string properties marked with . + This drawer works for both string field and properties, unlike . + + + + + + + + + + Draws the property. + + + + + Draws a warning message for non-serialized properties that sports both the SerializeField and the ShowInInspector attribute. + + + + + Determines if the drawer can draw the property. + + The property to test. + true if the drawer can draw the property; otherwise false. + + + + Initializes the drawer. + + + + + Draws the warning message and calls the next drawer. + + The label for the property. + + + + + When first learning to use the Odin Inspector, it is common for people to misunderstand the OdinSerialize attribute, + and use it in places where it does not achive the deceired goal. + + + This drawer will display a warning message if the OdinSerialize attribute is potentially used in such cases. + + + + + + + Draws The Property. + + + + + Draws properties marked with . + + + + + + + + + + Draws properties marked with . + Calls the method, the attribute is either attached to, or the method that has been specified in the attribute, to allow for custom GUI drawing. + + + + + + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + + + + + Draws properties marked with as a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + + + + Draws the property. + + + + + Common base implementation for progress bar attribute drawers. + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Generic implementation of progress bar field drawing. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for a byte property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for a sbyte property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for a short property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for a ushort property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for an int property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for a uint property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for a long property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for a ulong property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for a float property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for a double property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws values decorated with . + + + + + + + Draws a progress bar for a decimal property. + + + + + Converts the generic value to a double. + + The generic value to convert. + The generic value as a double. + + + + Draws byte properties marked with . + + + + + + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws double properties marked with . + + + + + + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws float properties marked with . + + + + + + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws decimal properties marked with . + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws short properties marked with . + + + + + + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws int properties marked with . + + + + + + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws long properties marked with . + + + + + + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws sbyte properties marked with . + + + + + + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws ushort properties marked with . + + + + + + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws uint properties marked with . + + + + + + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws ulong properties marked with . + + + + + + + + + + + Initialized the drawer. + + + + + Draws the property. + + + + + Draws a space for properties marked with the PropertySpace attribute. + + + + + Initializes this instance. + + + + + Draws the property. + + + + + Draws byte properties marked with . + + + + + + + + + + + Draws the property. + + + + + Draws double properties marked with . + + + + + + + + + + + Draws the property. + + + + + Draws float properties marked with . + + + + + + + + + + + Draws the property. + + + + + Draws decimal properties marked with . + + + + + Draws the property. + + + + + Draws short properties marked with . + + + + + + + + + + + Draws the property. + + + + + Draws int properties marked with . + + + + + + + + + + + Draws the property. + + + + + Draws long properties marked with . + + + + + + + + + + + Draws the property. + + + + + Draws sbyte properties marked with . + + + + + + + + + + + Draws the property. + + + + + Draws ushort properties marked with . + + + + + + + + + + + Draws the property. + + + + + Draws uint properties marked with . + + + + + + + + + + + Draws the property. + + + + + Draws ulong properties marked with . + + + + + + + + + + + Draws the property. + + + + + Show drawer chain attribute drawer. + + + + + Draws the property. + + + + + Drawer for the ShowPropertyResolver attribute. + + + + + + Draws properties marked with . + + + + + + Initializes this instance. + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + + + + Draws the property. + + + + + TextArea attribute drawer. + + + + + Draws the property in the Rect provided. This method does not support the GUILayout, and is only called by DrawPropertyImplementation if the GUICallType is set to Rect, which is not the default. + If the GUICallType is set to Rect, both GetRectHeight and DrawPropertyRect needs to be implemented. + If the GUICallType is set to GUILayout, implementing DrawPropertyLayout will suffice. + + The label. This can be null, so make sure your drawer supports that. + + + + Draws properties marked with . + + + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + Initializes this instance. + + + + + Draws the property with GUILayout support. This method is called by DrawPropertyImplementation if the GUICallType is set to GUILayout, which is the default. + + + + + Draws all Unity DecoratorDrawers within prepend attribute drawers within Odin. + + + + + Initializes the class. + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + Draws the property. + + + + + Initializes this instance. + + + + + Draws the property with GUILayout support. This method is called by DrawPropertyImplementation if the GUICallType is set to GUILayout, which is the default. + + + + + Draws Vector2Int properties marked with . + + + + + Initializes the drawer by resolving any optional references to members for min/max value. + + + + + Draws the property. + + + + + Vector2Int proprety drawer. + + + + + Draws the property. + + + + + Populates the generic menu for the property. + + + + + Vector3Int property drawer. + + + + + Draws the property. + + + + + Populates the generic menu for the property. + + + + + Draws all properties grouped together with the + + + + + + Initializes this instance. + + + + + Draws the property. + + + + + Draws all properties grouped together with the + + + + + + Draws the property. + + + + + Draws all properties grouped together with the + + + + + + Initializes this instance. + + + + + Draws the property. + + + + + Drawer for the + + + + + + Draws the property. + + + + + Drawer for the ResponsiveButtonGroupAttribute. + + + + + Draws the property with GUILayout support. + + + + + Draws all properties grouped together with the + + + + + + Draws the property. + + + + + Draws properties marked with . + + + + + + + Draws the property. + + + + + Draws all properties grouped together with the + + + + + + Draws the property. + + + + + Drawer for the + + + + + + Draws the property. + + + + + The default method drawer that draws most buttons. + + + + + Initializes this instance. + + + + + Draws the property layout. + + + + + Draws all nullable reference types, with an object field. + + + + + Draws the property. + + + + + Returns a value that indicates if this drawer can be used for the given property. + + + + + Evaluates all strings, enums and primitive types and ensures EditorGUI.showMixedValue is true if there are any value conflicts in the current selection. + + + + + Sets the drawer to only be evaluated on primitive types, strings and enums. + + + + + Draws the property. + + + + + Adds the right click area. + + + + + Adds the right click area. + + + + + Opens a context menu for any given property on right click. The context menu is populated by all relevant drawers that implements . + + + + + + Initializes the drawer. + + + + + Draws the property. + + + + + Draws all reference type properties, which has already been drawn elsewhere. This drawer adds an additional foldout to prevent infinite draw depth. + + + + + Prevents the drawer from being applied to UnityEngine.Object references since they are shown as an object field, and is not drawn in-line. + + + + + Draws the property. + + + + + Draws properties with a set. + + + + + Draws the property. + + + + + + When multiple objects are selected and inspected, this his drawer ensures UnityEditor.EditorGUI.showMixedValue + gets set to true if there are any conflicts in the selection for any given property. + Otherwise the next drawer is called. + + This drawer also implements and provides a right-click context menu item for resolving conflicts if any. + + + + + Draws the property. + + + + + Animation curve property drawer. + + + + + Bool property drawer. + + + + + Draws the property. + + + + + Byte property drawer. + + + + + Draws the property. + + + + + Char property drawer. + + + + + Draws the property. + + + + + Property drawer for anything that has a . + + + + + Initializes the drawer. + + + + + Draws the property. + + + + + Color32 property drawer. + + + + + Draws the property. + + + + + Color property drawer. + + + + + Draws the property. + + + + + Color palette property drawer. + + + + + Draws the property. + + + + + Drawer for composite properties. + + + + + Draws the property. + + + + + Decimal property drawer. + + + + + Draws the property. + + + + + Delegate property drawer. This drawer is rather simplistic for now, and will receive significant upgrades in the future. + + + + + See . + + + + + Draws the property. + + + + + Property drawer for . + + + + + Draws the property. + + + + + Double property drawer. + + + + + Draws the property. + + + + + Base class to derive from for value drawers that merely wish to cause a value to be drawn by Unity. + + + + + Draws the property. + + + + + Enum property drawer. + + + + + Returns true if the drawer can draw the type. + + + + + Draws the property. + + + + + Gradient property drawer. + + + + + Int property drawer. + + + + + Draws the property. + + + + + The GUIStyleState Drawer + + + + + + Initializes this instance. + + + + + Draws the property with GUILayout support. + + + + + Short property drawer. + + + + + Draws the property. + + + + + Int property drawer. + + + + + Draws the property. + + + + + Long property drawer. + + + + + Draws the property. + + + + + LayerMask property drawer. + + + + + Draws the property. + + + + + Property drawer for nullables. + + + + + Draws the property. + + + + + Quaternion property drawer. + + + + + Draws the property. + + + + + Populates the generic menu for the property. + + + + + SByte property drawer. + + + + + Draws the property. + + + + + Float property drawer. + + + + + Draws the property. + + + + + String property drawer. + + + + + Draws the property. + + + + + The TableList attirbute drawer. + + + + + + Determines whether this instance [can draw attribute property] the specified property. + + + + + Initializes this instance. + + + + + Draws the property layout. + + + + + Base class for two-dimensional array drawers. + + + + + Override this method in order to define custom type constraints to specify whether or not a type should be drawn by the drawer. + Note that Odin's has full support for generic class constraints, so most often you can get away with not overriding CanDrawTypeFilter. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Draws the property. + + + + + This method gets called from DrawPropertyLayout right before the table and error message is drawn. + + + + + Compares the element. + + + + + Draws a table cell element. + + The rect. + The input value. + The output value. + + + + Draws the element. + + + + + Type property drawer + + + + + + Draws the property. + + + + + Ushort property drawer. + + + + + Draws the property. + + + + + Uint property drawer. + + + + + Draws the property. + + + + + Ulong property drawer. + + + + + Draws the property. + + + + + Unity event drawer. + + + + + Draws the property. + + + + + Unity object drawer. + + + + + Initializes this instance. + + + + + Draws the property. + + + + + Vector2 proprety drawer. + + + + + Draws the property. + + + + + Populates the generic menu for the property. + + + + + Vector3 property drawer. + + + + + Draws the property. + + + + + Populates the generic menu for the property. + + + + + Vector4 property drawer. + + + + + Draws the property. + + + + + Populates the generic menu for the property. + + + + + Draws properties marked with . + + + + + + + + + Draws the property. + + + + + Draws short properties marked with . + + + + + + Not yet documented. + + + + + Draws int properties marked with . + + + + + + Not yet documented. + + + + + Draws long properties marked with . + + + + + + Not yet documented. + + + + + Draws float properties marked with . + + + + + + Not yet documented. + + + + + Draws double properties marked with . + + + + + + Not yet documented. + + + + + Draws decimal properties marked with . + + + + + + Not yet documented. + + + + + Draws Vector2 properties marked with . + + + + + + Not yet documented. + + + + + Draws Vector3 properties marked with . + + + + + + Not yet documented. + + + + + Draws Vector4 properties marked with . + + + + + + Not yet documented. + + + + + Base drawer to inherit from to draw methods. + + + + + + Base class for attribute drawers. Use this class to create your own custom attribute drawers that will work for all types. + Alternatively you can derive from if you want to only support specific types. + + + + Odin supports the use of GUILayout and takes care of undo for you. It also takes care of multi-selection + in many simple cases. Check the manual for more information on handling multi-selection. + + + + Also note that Odin does not require that your custom attribute inherits from Unity's PropertyAttribute. + + + + The attribute that this drawer should be applied to. + + + Checkout the manual for more information. + + + + Example using the . + + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Property, AllowMultiple = false)] + public class CustomRangeAttribute : System.Attribute + { + public float Min; + public float Max; + + public CustomRangeAttribute(float min, float max) + { + this.Min = min; + this.Max = max; + } + } + + // Remember to wrap your custom attribute drawer within a #if UNITY_EDITOR condition, or locate the file inside an Editor folder. + + public sealed class CustomRangeAttributeDrawer : OdinAttributeDrawer<CustomRangeAttribute, float> + { + protected override void DrawPropertyLayout(GUIContent label) + { + this.ValueEntry.SmartValue = EditorGUILayout.Slider(label, this.ValueEntry.SmartValue, this.Attribute.Min, this.Attribute.Max); + } + } + + // Usage: + public class MyComponent : MonoBehaviour + { + [CustomRangeAttribute(0, 1)] + public float MyFloat; + } + + + + + Example using the . + + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Property, AllowMultiple = false)] + public class GUITintColorAttribute : System.Attribute + { + public Color Color; + + public GUITintColorAttribute(float r, float g, float b, float a = 1) + { + this.Color = new Color(r, g, b, a); + } + } + + // Remember to wrap your custom attribute drawer within a #if UNITY_EDITOR condition, or locate the file inside an Editor folder. + + public sealed class GUITintColorAttributeDrawer : OdinAttributeDrawer<GUITintColorAttribute> + { + protected override void DrawPropertyLayout(GUIContent label) + { + Color prevColor = GUI.color; + GUI.color *= this.Attribute.Color; + this.CallNextDrawer(label); + GUI.color = prevColor; + } + } + + // Usage: + public class MyComponent : MonoBehaviour + { + [GUITintColor(0, 1, 0)] + public float MyFloat; + } + + + + + + Odin uses multiple drawers to draw any given property, and the order in which these drawers are + called are defined using the . + Your custom drawer injects itself into this chain of drawers based on its . + If no is defined, a priority is generated automatically based on the type of the drawer. + Each drawer can ether choose to draw the property or not, or pass on the responsibility to the + next drawer by calling CallNextDrawer(), as the f attribute does in the example above. + + + + This means that there is no guarantee that your drawer will be called, sins other drawers + could have a higher priority than yours and choose not to call CallNextDrawer(). + + + + Note that Odin's has full support for generic class constraints, + and if that is not enough, you can also add additional type constraints by overriding CanDrawTypeFilter + + + + Also note that all custom property drawers needs to handle cases where the label provided by the DrawPropertyLayout is null, + otherwise exceptions will be thrown when in cases where the label is hidden. For instance when [HideLabel] is used, or the property is drawn within a list where labels are also not shown. + + + + [DrawerPriority(DrawerPriorityLevel.AttributePriority)] + public sealed class MyCustomAttributeDrawer<T> : OdinAttributeDrawer<MyCustomAttribute, T> where T : class + { + public override bool CanDrawTypeFilter(Type type) + { + return type != typeof(string); + } + + protected override void DrawPropertyLayout(GUIContent label) + { + // Draw property here. + } + } + + + + + + + + + + + + + + + + + + Gets the attribute that the OdinAttributeDrawer draws for. + + + + + Tells whether or not multiple attributes are allowed. + + + + + Draws the property with the given label. + Override this to implement your custom OdinAttributeDrawer. + + Optional label for the property. + + + + Tests if the drawer can draw for the specified property. + + The property to test. + true if the drawer can drawn the property. Otherwise false. + + + + Tests if the attribute drawer can draw for the specified property. + + The property to test. + true if the drawer can drawn the property. Otherwise false. + + + + + Base class for all type specific attribute drawers. For non-type specific attribute drawers see . + + + + Odin supports the use of GUILayout and takes care of undo for you. It also takes care of multi-selection + in many simple cases. Checkout the manual for more information on handling multi-selection. + + + + Also note that Odin does not require that your custom attribute inherits from Unity's PropertyAttribute. + + + + The attribute that this drawer should be applied to. + The type of the value the drawer should be drawing. Note that Odin's has full support for generic constraints. + + + Checkout the manual for more information. + + + + Example using the . + + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Property, AllowMultiple = false)] + public class CustomRangeAttribute : System.Attribute + { + public float Min; + public float Max; + + public CustomRangeAttribute(float min, float max) + { + this.Min = min; + this.Max = max; + } + } + + // Remember to wrap your custom attribute drawer within a #if UNITY_EDITOR condition, or locate the file inside an Editor folder. + + public sealed class CustomRangeAttributeDrawer : OdinAttributeDrawer<CustomRangeAttribute, float> + { + protected override void DrawPropertyLayout(GUIContent label) + { + this.ValueEntry.SmartValue = EditorGUILayout.Slider(label, this.ValueEntry.SmartValue, this.Attribute.Min, this.Attribute.Max); + } + } + + // Usage: + public class MyComponent : MonoBehaviour + { + [CustomRangeAttribute(0, 1)] + public float MyFloat; + } + + + + + Example using the . + + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Property, AllowMultiple = false)] + public class GUITintColorAttribute : System.Attribute + { + public Color Color; + + public GUITintColorAttribute(float r, float g, float b, float a = 1) + { + this.Color = new Color(r, g, b, a); + } + } + + // Remember to wrap your custom attribute drawer within a #if UNITY_EDITOR condition, or locate the file inside an Editor folder. + + public sealed class GUITintColorAttributeDrawer : OdinAttributeDrawer<GUITintColorAttribute> + { + protected override void DrawPropertyLayout(GUIContent label) + { + Color prevColor = GUI.color; + GUI.color *= this.Attribute.Color; + this.CallNextDrawer(label); + GUI.color = prevColor; + } + } + + // Usage: + public class MyComponent : MonoBehaviour + { + [GUITintColor(0, 1, 0)] + public float MyFloat; + } + + + + + + Odin uses multiple drawers to draw any given property, and the order in which these drawers are + called is defined using the . + Your custom drawer injects itself into this chain of drawers based on its . + If no is defined, a priority is generated automatically based on the type of the drawer. + Each drawer can ether choose to draw the property or not, or pass on the responsibility to the + next drawer by calling CallNextDrawer(), as the GUITintColor attribute does in the example above. + + + + This means that there is no guarantee that your drawer will be called, since other drawers + could have a higher priority than yours and choose not to call CallNextDrawer(). + + + + Note that Odin's has full support for generic class constraints, + and if that is not enough, you can also add additional type constraints by overriding CanDrawTypeFilter + + + + Also note that all custom property drawers needs to handle cases where the label provided by the DrawPropertyLayout is null, + otherwise exceptions will be thrown when in cases where the label is hidden. For instance when [HideLabel] is used, or the property is drawn within a list where labels are also not shown. + + + + [DrawerPriority(DrawerPriorityLevel.AttributePriority)] + public class MyCustomAttributeDrawer<T> : OdinAttributeDrawer<MyCustomAttribute, T> where T : class + { + public override bool CanDrawTypeFilter(Type type) + { + return type != typeof(string); + } + + protected override void DrawPropertyLayout(GUIContent label) + { + // Draw property here. + } + } + + + + + + + + + + + + + + + + + + Gets the strongly typed ValueEntry of the OdinAttributeDrawer's property. + + + + + Draws the property with the given label. + Override this to implement your custom OdinAttributeDrawer. + + Optional label for the property. + + + + Tests if the drawer can draw for the specified property. + + The property to test. + true if the drawer can drawn the property. Otherwise false. + + + + Tests if the attribute drawer can draw for the specified property. + + The property to test. + true if the drawer can drawn the property. Otherwise false. + + + + + Base class for all Odin drawers. In order to create your own custom drawers you need to derive from one of the following drawers: + + + + + + + + Remember to provide your custom drawer with an in order for it to be located by the . + Drawers require a context, and are instantiated automatically by the . + Odin supports the use of GUILayout and takes care of undo for you. It also takes care of multi-selection in many simple cases. Checkout the manual for more information. + + + + + + + + + + + + + + + + + If true then this drawer will be skipped in the draw chain. Otherwise the drawer will be called as normal in the draw chain. + + + + + Gets a value indicating if the drawer has been initialized yet. + + + + + Gets the property this drawer draws for. + + + + + Override this method in order to define custom type constraints to specify whether or not a type should be drawn by the drawer. + Note that Odin's has full support for generic class constraints, so most often you can get away with not overriding CanDrawTypeFilter. + + The type. + + Returns true by default, unless overridden. + + + + + Initializes the drawer instance. + + + + + + Initializes the drawer instance. Override this to implement your own initialization logic. + + + + + Draws the property with a custom label. + + The label. Null is allow if you wish no label should be drawn. + + + + Draws the property with GUILayout support. + + The label. This can be null, so make sure your drawer supports that. + + + + Calls the next drawer in the draw chain. + + The label to pass on to the next drawer. + + + + Gets a value indicating if the drawer can draw for the specified property. + Override this to implement a custom property filter for your drawer. + + The property to test. + true if the drawer can draw for the property. Otherwise false. + + + + OdinDrawer extensions. + + + + + Gets a persistent value that will survive past multiple Unity Editor Application sessions. + The value is stored in the PersistentContextCache, which has a customizable max cache size. + + + + + Draws the default Odin inspector. + + + + + Draws the default Unity inspector. + + + + + Not yet documented. + + + + + Draws the property tree. + + + + + Called by Unity. + + + + + Called by Unity. + + + + + + Base class for all group drawers. Use this class to create your own custom group drawers. OdinGroupDrawer are used to group multiple properties together using an attribute. + + + + Note that all box group attributes needs to inherit from the + + + + Remember to provide your custom drawer with an + in order for it to be located by the . + + + + + + Checkout the manual for more information. + + + + + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Property | AttributeTargets.Method, AllowMultiple = false, Inherited = true)] + public class MyBoxGroupAttribute : PropertyGroupAttribute + { + public MyBoxGroupAttribute(string group, float order = 0) : base(group, order) + { + } + } + + // Remember to wrap your custom group drawer within a #if UNITY_EDITOR condition, or locate the file inside an Editor folder. + + public class BoxGroupAttributeDrawer : OdinGroupDrawer<MyBoxGroupAttribute> + { + protected override void DrawPropertyGroupLayout(InspectorProperty property, MyBoxGroupAttribute attribute, GUIContent label) + { + GUILayout.BeginVertical("box"); + for (int i = 0; i < property.Children.Count; i++) + { + InspectorUtilities.DrawProperty(property.Children[i]); + } + GUILayout.EndVertical(); + } + } + + // Usage: + public class MyComponent : MonoBehaviour + { + [MyBoxGroup("MyGroup")] + public int A; + + [MyBoxGroup("MyGroup")] + public int B; + + [MyBoxGroup("MyGroup")] + public int C; + } + + + + + + + + + + + + + + + + + + Draws the property with GUILayout support. + + The label. This can be null, so make sure your drawer supports that. + + + + + Base class for all value drawers. Use this class to create your own custom drawers for any specific type. + + + + Remember to provide your custom drawer with an + in order for it to be located by the . + + + + Odin supports the use of GUILayout and takes care of undo for you. It also takes care of multi-selection + in many simple cases. Checkout the manual for more information on handling multi-selection. + + + + + Checkout the manual for more information. + + + + + public class MyCustomBaseType + { + + } + + public class MyCustomType : MyCustomBaseType + { + + } + + // Remember to wrap your custom attribute drawer within a #if UNITY_EDITOR condition, or locate the file inside an Editor folder. + + public sealed class MyCustomBaseTypeDrawer<T> : OdinValueDrawer<T> where T : MyCustomBaseType + { + protected override void DrawPropertyLayout(IPropertyValueEntry<T> entry, GUIContent label) + { + T value = entry.SmartValue; + // Draw your custom drawer here using GUILayout and EditorGUILAyout. + } + } + + // Usage: + // Both values will be drawn using the MyCustomBaseTypeDrawer + public class MyComponent : SerializedMonoBehaviour + { + public MyCustomBaseType A; + + public MyCustomType B; + } + + + + + + Odin uses multiple drawers to draw any given property, and the order in which these drawers are + called are defined using the . + Your custom drawer injects itself into this chain of drawers based on its . + If no is defined, a priority is generated automatically based on the type of the drawer. + Each drawer can ether choose to draw the property or not, or pass on the responsibility to the + next drawer by calling CallNextDrawer(). An example of this is provided in the documentation for . + + + + This means that there is no guarantee that your drawer will be called, sins other drawers + could have a higher priority than yours and choose not to call CallNextDrawer(). + + + + To avoid this, you can tell Odin, that your drawer is a PrependDecorator or an AppendDecorator drawer (see ) as shown in the example shows below. + Prepend and append decorators are always drawn and are also ordered by the . + + + + Note that Odin's have full support for generic class constraints, + and if that is not enough, you can also add additional type constraints by overriding CanDrawTypeFilter(Type type). + + + + Also note that all custom property drawers needs to handle cases where the label provided by the DrawPropertyLayout is null, + otherwise exceptions will be thrown when in cases where the label is hidden. For instance when [HideLabel] is used, or the property is drawn within a list where labels are also not shown. + + + + // [OdinDrawer(OdinDrawerBehaviour.DrawProperty)] // default + // [OdinDrawer(OdinDrawerBehaviour.AppendDecorator)] + [OdinDrawer(OdinDrawerBehaviour.PrependDecorator)] + [DrawerPriority(DrawerPriorityLevel.AttributePriority)] + public sealed class MyCustomTypeDrawer<T> : OdinValueDrawer<T> where T : MyCustomType + { + public override bool CanDrawTypeFilter(Type type) + { + return type != typeof(SomeType); + } + + protected override void DrawPropertyLayout(IPropertyValueEntry<T> entry, GUIContent label) + { + T value = entry.SmartValue; + // Draw property here. + } + } + + + + + + + + + + + + + + + + + + + The value entry of the property. + + + + + Draws the property with GUILayout support. + + The label. This can be null, so make sure your drawer supports that. + + + + Gets a value indicating if the drawer can draw for the specified property. + + The property to test. + true if the drawer can draw for the property. Otherwise false. + + + + Gets a value indicating if the drawer can draw for the specified property. + Override this to implement a custom property filter for your drawer. + + The property to test. + true if the drawer can draw for the property. Otherwise false. + + + + Unity property drawer for abstract types. + + + + + Initializes the property drawer. + + + + + Draws the property. + + + + + Property drawer for primitive composite properties. + + + + + Draws the property. + + + + + Draws the property field. + + + + + Unity property attribute drawer. + + + + + Initializes the drawer. + + + + + Draws the proprety. + + + + + Unity property drawer. + + + + + Initializes the property drawer. + + + + + Draws the property. + + + + + Descripes an attribute example. + + + + + The type of the example object. + + + + + The name of the example. + + + + + The description of the example. + + + + + Raw code of the example. + + + + + The example declared as a Unity component. + + + + + Sorting value of the example. Examples with lower order values should come before examples with higher order values. + + + + + Preview object of the example. + + + + + Some drawers don't want to have its GUI disabled, even if the property is read-only or a ReadOnly attribute is defined on the property. + Use this attribute on any drawer to force GUI being enabled in these cases. + + + + + [AllowGUIEnabledForReadonly] + public sealed class SomeDrawerDrawer<T> : OdinValueDrawer<T> where T : class + { + } + + + + + + Extension method for List<Attribute> + + + + + Determines whether the list contains a specific attribute type. + + The type of attribute. + The attribute list. + + true if the specified attribute list has attribute; otherwise, false. + + + + + Adds a new instance of the given type of attribute if it's not in the list. + + The type of attribute. + The attribute list. + + + + + Gets the first instance of an attribute of the given type in the list. + + The type of attribute. + The attribute list. + + + + + Adds a new instance of the attribute to the list. + + The type of attribute. + The attribute list. + + + + + Removes all instances of the given type in the list. + + The type of attribute. + The attribute list. + + + + + + DrawerPriority is used in conjunction with + to specify the priority of any given drawer. It consists of 3 components: + Super, Wrapper, Value, where Super is the most significant component, + and Standard is the least significant component. + + + + + + + + Auto priority is defined by setting all of the components to zero. + If no is defined on a drawer, it will default to AutoPriority. + + + + + The standard priority. Mostly used by s. + + + + + The attribute priority. Mostly used by s. + + + + + The wrapper priority. Mostly used by drawers used to decorate properties. + + + + + The super priority. Mostly used by drawers that wants to wrap the entire property but don't draw the actual property. + These drawers typically don't draw the property itself, and calls CallNextDrawer. + + + + + The value priority. Mostly used by s and s. + + + + + The wrapper priority. Mostly used by drawers used to decorate properties. + + + + + The super priority. Mostly used by drawers that wants to wrap the entire property but don't draw the actual property. + These drawers typically don't draw the property itself, and calls CallNextDrawer. + + + + + Initializes a new instance of the struct. + + The priority. + + + + Initializes a new instance of the struct. + + + The super priority. Mostly used by drawers that wants to wrap the entire property but don't draw the actual property. + These drawers typically don't draw the property itself, and calls CallNextDrawer. + The wrapper priority. Mostly used by drawers used to decorate properties. + The value priority. Mostly used by s and s. + + + + Implements the operator >. + + The LHS. + The RHS. + + The result of the operator. + + + + + Implements the operator <. + + The LHS. + The RHS. + + The result of the operator. + + + + + Implements the operator <=. + + The LHS. + The RHS. + + The result of the operator. + + + + + Implements the operator >=. + + The LHS. + The RHS. + + The result of the operator. + + + + + Implements the operator +. + + The LHS. + The RHS. + + The result of the operator. + + + + + Implements the operator -. + + The LHS. + The RHS. + + The result of the operator. + + + + + Implements the operator ==. + + The LHS. + The RHS. + + The result of the operator. + + + + + Implements the operator !=. + + The LHS. + The RHS. + + The result of the operator. + + + + + Gets the priority level. + + + + + Returns a that represents this instance. + + + A that represents this instance. + + + + + Returns a that represents this instance. + + The format. + + A that represents this instance. + + + + + Determines whether the specified , is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Equals the specified other. + + The other. + + + + + Compares to. + + The other. + + + + + DrawerPriority is used on inspector drawers and indicates the priority of the drawer. + Use this to make your custom drawer to come before or after other drawers, and potentially hide other drawers. + + + The following example shows how DrawerPriority could be apply to a value drawer. + + [DrawerPriority(DrawerPriorityLevel.ValuePriority)] + + public sealed class MyIntDrawer : InspectorValuePropertyDrawer<int> + { + // ... + } + + + + The following example shows how DrawerPriority is used to mark a custom int drawer as a high priority drawer. + + [DrawerPriority(1, 0, 0)] + + public sealed class MySpecialIntDrawer : InspectorValuePropertyDrawer<int> + { + // ... + } + + + + + + + + The priority of the drawer. + + + + + Indicates the priority of an inspector drawer. + + Option for priority for the inspector drawer. + + + + Indicates the priority of an inspector drawer. + + + The super priority. Mostly used by drawers that wants to wrap the entire property but don't draw the actual property. + These drawers typically don't draw the property itself, and calls CallNextDrawer. + The wrapper priority. Mostly used by drawers used to decorate properties. + The value priority. Mostly used by s and s. + + + + + DrawerPriorityLevel is used in conjunction with . + + + + + + + + Auto priority is defined by setting all of the components to zero. + If no is defined on a drawer, it will default to AutoPriority. + + + + + The value priority. Mostly used by s. + + + + + The attribute priority. Mostly used by s. + + + + + The wrapper priority. Mostly used by drawers used to decorate properties. + + + + + The super priority. Mostly used by drawers that wants to wrap the entire property but don't draw the actual property. + These drawers typically don't draw the property itself, and calls CallNextDrawer. + + + + + Odin has its own implementations for these attribute drawers; never use Unity's. + + + + + Gets the priority of a given drawer type. + + + + + Base class for emitted MonoBehaviour-derived types that have been created by the . + + + + + The field that backs the value of this MonoBehaviour. + + + + + Sets the value contained in this scriptable object. + + + + + Gets the value contained in this scriptable object. + + + + + Strongly typed base class for emitted MonoBehaviour-derived types that have been created by the . + + + + + Sets the value contained in this scriptable object. + + + + + Gets the value contained in this scriptable object. + + + + + Sets the value contained in this scriptable object. + + + + + Gets the value contained in this scriptable object. + + + + + Base class for emitted ScriptableObject-derived types that have been created by the . + + + + + The field that backs the value of this scriptable object. + + + + + Sets the value contained in this scriptable object. + + + + + Gets the value contained in this scriptable object. + + + + + Strongly typed base class for emitted scriptable object types that have been created by the . + + + + + Sets the value contained in this scriptable object. + + + + + Gets the value contained in this scriptable object. + + + + + Sets the value contained in this scriptable object. + + + + + Gets the value contained in this scriptable object. + + + + + Unwraps TargetInvocationException and TypeInitializationException + + + + + This class fixes Unity's about window, by invoking "UnityEditor.VisualStudioIntegration.UnityVSSupport.GetAboutWindowLabel" before any dynamic assemblies have been defined. + This is because dynamic assemblies in the current AppDomain break that method, and Unity's about window depends on it. + + + + + + If you mark any of Unity's assemblies with the [AssemblyVersion] attribute to get a rolling assembly + version that changes sometimes (or all the time), Odin's hardcoded assembly references to user types + will break. + + + To fix this case, and all other cases of references to wrongly versioned Unity types not being resolved, + we overload the app domain's type resolution and resolve Unity user assemblies properly regardless of + version. + + + + + + This class fixes a bug where Unity's Undo.RecordObject does not mark ScriptableObjects dirty when + a change is recorded for them. It does this by subscribing to the Undo.postprocessModifications + event, and marking all modified ScriptableObjects dirty manually. + + + + + Specifies hows any given drawer should drawer the property. + Changing this behavior, also changes which methods should be overridden in the drawer. + + + + + + + + + GUILayout enabled the use of GUILayout, EditorGUILayout and + + + + + Draws the property using Unity's GUI, and EditorGUI. + + + + + Helper class to get values from InspectorProperties. This class is deprecated and fully replaced by . + + + + + If any error occurred while looking for members, it will be stored here. + + + + + Gets the referenced member information. + + + + + Gets the value. + + + + + Gets all values from all targets. + + + + + Provides a variety of miscellaneous utilities widely used in the inspector. + + + + + Converts an Odin property path to a deep reflection path. + + + + + Converts an Odin property path (without groups included) into a Unity property path. + + + + + Prepares a property tree for drawing, and handles management of undo, as well as marking scenes and drawn assets dirty. + + The tree to be drawn. + Whether to register undo commands for the changes made to the tree. This can only be set to true if the tree has a to represent. + tree is null + + + + Ends drawing a property tree, and handles management of undo, as well as marking scenes and drawn assets dirty. + + The tree. + + + + Draws all properties in a given property tree; must be wrapped by a and . + + The tree to be drawn. + + + + Draws a property in the inspector using a given label. + + + + + Odin property system exception. + + + + + Initializes a new instance of OdinPropertyException. + + The message for the exception. + An inner exception. + + + + Custom types used by the can choose to implement the ITemporaryContext + interface in order to be notified when the context gets reset. + + + + + Called by when the context gets reset. + + + + + Used by all InspectorProperty to tell Odin how to set or get a value on any given property. + + + + + Whether the value is readonly. + + + + + Gets the type of the owner. + + + + + Gets the type of the value. + + + + + Sets the weakly typed value on a given weakly typed owner. + + The owner. + The value. + + + + Gets the value from a given weakly typed owner. + + The weakly typed owner. + The found value. + + + + Used by all to tell Odin how to set or get a value on any given property. + + + + + Sets the value on a given owner. + + The owner. + The value. + + + + Gets the value from a given owner. + + The owner. + + + + The content padding + + + + + Draws the menu tree. + + + + + Gets the value selected value. + + + + + Invokes BuildMenuTree. + + + + + Use this attribute to prevent a type from being included in Odin systems. + The attribute can be applied to Odin drawers, Odin property resolvers and Odin attribute processor types. + + + + + When creating custom property drawers with or etc, + an OdinDrawerAttribute must be defined on the custom drawer class itself in order to specify that the drawer is meant to be included in the inspector. + If no OdinDrawerAttribute is defined, the will ignore your drawer. + + + Checkout the manual for more information. + + + + // Specify that this drawer must be included in the inspector; without this, it will not be drawn + public class MyCustomTypeDrawer<T> : OdinValueDrawer<T> where T : MyCustomBaseType + { + protected override void DrawPropertyLayout(IPropertyValueEntry<T> entry, GUIContent label) + { + T value = entry.SmartValue; + // Draw property here. + + // Optionally, call the next drawer in line. + this.CallNextDrawer(entry, label); + } + } + + + + + + + + + + + + Initializes a new instance of the class. + + + + + Priority for and types. + + + + + Priority of the resolver. + + + + + Initializes a new instance of the class. + + The higher the priority, the earlier it will be processed. + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Sirenix preferences window. + + + + + Opens the Odin inspector preferences window. + + + + + Opens the Odin inspector preferences window. + + + + + This class has been made fully obsolete, and has been replaced by . + It was a helper class to handle strings for labels and other similar purposes. + + + + + If any error occurred while looking for members, it will be stored here. + + + + + Obsolete. Use other constructor. + + + + + Obsolete. Use other constructor. + + + + + Creates a StringMemberHelper to get a display string. + + Inspector property to get string from. + The input string. If the first character is a '$', then StringMemberHelper will look for a member string field, property or method, and will try to parse it as an expression if it starts with '@'. + + + + Creates a StringMemberHelper to get a display string. + + Inspector property to get string from. + The input string. If the first character is a '$', then StringMemberHelper will look for a member string field, property or method, and will try to parse it as an expression if it starts with '@'./// The input string. If the first character is a '$', then StringMemberHelper will look for a member string field, property or method. + + + + Gets a value indicating whether or not the string is retrived from a from a member. + + + + + Gets the type of the object. + + + + + Gets the string from the StringMemberHelper. + Only updates the string buffer in Layout events. + + The property entry, to get the instance reference from. + The current display string. + + + + Gets the string from the StringMemberHelper. + Only updates the string buffer in Layout events. + + The property, to get the instance reference from. + The current string. + + + + Gets the string from the StringMemberHelper. + Only updates the string buffer in Layout events. + + The instance, for evt. member references. + The current string. + + + + Gets the string from the StringMemberHelper. + + The property entry, to get the instance reference from. + The current string. + + + + Gets the string from the StringMemberHelper. + + The property, to get the instance reference from. + The current string. + + + + Gets the string from the StringMemberHelper. + + The instance, for evt. member references. + The current string. + + + + To safely change anything in the type cache, you must be holding this lock. + + + + + Gets a unique key for any given property within a drawer. + + + + + public class MyCustomTypeDrawer<T> : OdinValueDrawer<T> where T : MyCustomBaseType + { + protected override void DrawPropertyLayout(IPropertyValueEntry<T> entry, GUIContent label) + { + var isToggled = entry.Context(this, "toggled", false); + isToggled.Value = SirenixEditorGUI.Label(isToggled.Value, label); + if (SirenixEditorGUI.BeginFadeGroup(UniqueDrawerKey.Create(entry, this), isToggled.Value)) + { + EditorGUI.indentLevel++; + this.CallNextDrawer(entry.Property, null); + EditorGUI.indentLevel--; + } + SirenixEditorGUI.EndFadeGroup(); + } + } + + + + + + Gets a unique key for any given property within a drawer. + + The property entry. + The drawer. + + + + + Gets a unique key for any given property within a drawer. + + The property. + The drawer. + + + + + Checks if two keys are identical. + + The other key. + + + + Checks if two keys are identical. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Provides utilities for emitting ScriptableObject and MonoBehaviour-derived types with specific property names and types, and providing instances of with those names and types. + + + + + A handle for a set of emitted Unity objects. When disposed (or collected by the GC) this handle will queue the emitted object instances for destruction. + + + + + The unity property to represent. + + + + + The Unity objects to represent. + + + + + Initializes a new instance of the class. + + The unity property to represent. + The objects to represent. + + + + Finalizes an instance of the class. + + + + + Creates an emitted MonoBehaviour-based . + + Name of the field to emit. + Type of the value to create a property for. + The target count of the tree to create a property for. + The game object that the MonoBehaviour of the property is located on. + + fieldName is null + or + valueType is null + + Target count must be equal to or higher than 1. + + + + Creates an emitted ScriptableObject-based . + + Name of the field to emit. + Type of the value to create a property for. + The target count of the tree to create a property for. + + fieldName is null + or + valueType is null + + Target count must be equal to or higher than 1. + + + + Base class for creating editor windows using Odin. + + + + public class SomeWindow : OdinEditorWindow + { + [MenuItem("My Game/Some Window")] + private static void OpenWindow() + { + GetWindow<SomeWindow>().Show(); + } + + [Button(ButtonSizes.Large)] + public void SomeButton() { } + + [TableList] + public SomeType[] SomeTableData; + } + + + + + public class DrawSomeSingletonInAnEditorWindow : OdinEditorWindow + { + [MenuItem("My Game/Some Window")] + private static void OpenWindow() + { + GetWindow<DrawSomeSingletonInAnEditorWindow>().Show(); + } + + protected override object GetTarget() + { + return MySingleton.Instance; + } + } + + + + + private void InspectObjectInWindow() + { + OdinEditorWindow.InspectObject(someObject); + } + + private void InspectObjectInDropDownWithAutoHeight() + { + var btnRect = GUIHelper.GetCurrentLayoutRect(); + OdinEditorWindow.InspectObjectInDropDown(someObject, btnRect, btnRect.width); + } + + private void InspectObjectInDropDown() + { + var btnRect = GUIHelper.GetCurrentLayoutRect(); + OdinEditorWindow.InspectObjectInDropDown(someObject, btnRect, new Vector2(btnRect.width, 100)); + } + + private void InspectObjectInACenteredWindow() + { + var window = OdinEditorWindow.InspectObject(someObject); + window.position = GUIHelper.GetEditorWindowRect().AlignCenter(270, 200); + } + + private void OtherStuffYouCanDo() + { + var window = OdinEditorWindow.InspectObject(this.someObject); + + window.position = GUIHelper.GetEditorWindowRect().AlignCenter(270, 200); + window.titleContent = new GUIContent("Custom title", EditorIcons.RulerRect.Active); + window.OnClose += () => Debug.Log("Window Closed"); + window.OnBeginGUI += () => GUILayout.Label("-----------"); + window.OnEndGUI += () => GUILayout.Label("-----------"); + } + + + + + + + Occurs when the window is closed. + + + + + Occurs at the beginning the OnGUI method. + + + + + Occurs at the end the OnGUI method. + + + + + Gets the label width to be used. Values between 0 and 1 are treated as percentages, and values above as pixels. + + + + + Gets or sets the window padding. x = left, y = right, z = top, w = bottom. + + + + + Gets a value indicating whether the window should draw a scroll view. + + + + + Gets a value indicating whether the window should draw a Unity editor preview, if possible. + + + + + Gets the default preview height for Unity editors. + + + + + Gets the target which which the window is supposed to draw. By default it simply returns the editor window instance itself. By default, this method is called by (). + + + + + Gets the targets to be drawn by the editor window. By default this simply yield returns the method. + + + + + At the start of each OnGUI event when in the Layout event, the GetTargets() method is called and cached into a list which you can access from here. + + + + + + Pops up an editor window for the given object in a drop-down window which closes when it loses its focus. + This particular overload uses a few frames to calculate the height of the content before showing the window with a height that matches its content. + + Protip: You can subscribe to OnClose if you want to know when that occurs. + + + + + Measures the GUILayout content height and adjusts the window height accordingly. + Note that this feature becomes pointless if any layout group expands vertically. + + The max height of the window. + When the window height expands below the screen bounds, it will move the window + upwards when needed, enabling this will move it back down when the window height is decreased. + + + + + Pops up an editor window for the given object in a drop-down window which closes when it loses its focus. + + Protip: You can subscribe to OnClose if you want to know when that occurs. + + + + + + Pops up an editor window for the given object in a drop-down window which closes when it loses its focus. + + Protip: You can subscribe to OnClose if you want to know when that occurs. + + + + + + Pops up an editor window for the given object in a drop-down window which closes when it loses its focus. + + Protip: You can subscribe to OnClose if you want to know when that occurs. + + + + + + Pops up an editor window for the given object in a drop-down window which closes when it loses its focus. + + Protip: You can subscribe to OnClose if you want to know when that occurs. + + + + + + Pops up an editor window for the given object in a drop-down window which closes when it loses its focus. + + Protip: You can subscribe to OnClose if you want to know when that occurs. + + + + + + Pops up an editor window for the given object in a drop-down window which closes when it loses its focus. + + Protip: You can subscribe to OnClose if you want to know when that occurs. + + + + + Pops up an editor window for the given object. + + + + + Inspects the object using an existing OdinEditorWindow. + + + + + Creates an editor window instance for the specified object, without opening the window. + + + + + Creates an editor window instance for the specified object, without opening the window. + + + + + The Odin property tree drawn. + + + + + Draws the Odin Editor Window. + + + + + Calls DrawEditor(index) for each of the currently drawing targets. + + + + + Initialize get called by OnEnable and by OnGUI after assembly reloads + which often happens when you recompile or enter and exit play mode. + + + + + Called when the window is enabled. Remember to call base.OnEnable(); + + + + + Draws the editor for the this.CurrentDrawingTargets[index]. + + + + + Uses the method to draw a preview for the this.CurrentDrawingTargets[index]. + + + + + Called when the window is destroyed. Remember to call base.OnDestroy(); + + + + + Called before starting to draw all editors for the . + + + + + Called after all editors for the has been drawn. + + + + + See ISerializationCallbackReceiver.OnBeforeSerialize for documentation on how to use this method. + + + + + Implement this method to receive a callback after unity serialized your object. + + + + + Draws an editor window with a menu tree. + + + + public class OdinMenuEditorWindowExample : OdinMenuEditorWindow + { + [SerializeField, HideLabel] + private SomeData someData = new SomeData(); + + protected override OdinMenuTree BuildMenuTree() + { + OdinMenuTree tree = new OdinMenuTree(supportsMultiSelect: true) + { + { "Home", this, EditorIcons.House }, // draws the someDataField in this case. + { "Odin Settings", null, SdfIconType.GearFill }, + { "Odin Settings/Color Palettes", ColorPaletteManager.Instance, EditorIcons.EyeDropper }, + { "Odin Settings/AOT Generation", AOTGenerationConfig.Instance, EditorIcons.SmartPhone }, + { "Camera current", Camera.current }, + { "Some Class", this.someData } + }; + + tree.AddAllAssetsAtPath("More Odin Settings", SirenixAssetPaths.OdinEditorConfigsPath, typeof(ScriptableObject), true) + .AddThumbnailIcons(); + + tree.AddAssetAtPath("Odin Getting Started", SirenixAssetPaths.SirenixPluginPath + "Getting Started With Odin.asset"); + + var customMenuItem = new OdinMenuItem(tree, "Menu Style", tree.DefaultMenuStyle); + tree.MenuItems.Insert(2, customMenuItem); + + tree.Add("Menu/Items/Are/Created/As/Needed", new GUIContent()); + tree.Add("Menu/Items/Are/Created", new GUIContent("And can be overridden")); + + // As you can see, Odin provides a few ways to quickly add editors / objects to your menu tree. + // The API also gives you full control over the selection, etc.. + // Make sure to check out the API Documentation for OdinMenuEditorWindow, OdinMenuTree and OdinMenuItem for more information on what you can do! + + return tree; + } + } + + + + + + + + + + + + + Called when the window is destroyed. Remember to call base.OnDestroy(); + + + + + Builds the menu tree. + + + + + Gets or sets the width of the menu. + + + + + Gets a value indicating whether the menu is resizable. + + + + + Gets the menu tree. + + + + + Gets or sets a value indicating whether to draw the menu search bar. + + + + + Gets or sets the custom search function. + + + + + Forces the menu tree rebuild. + + + + + Tries to select the menu item with the specified object. + + + + + Draws the menu tree selection. + + + + + Draws the Odin Editor Window. + + + + + The method that draws the menu. + + + + + A menu item that represents one or more objects. + + + + + + + + + + The default toggled state + + + + + Initializes a new instance of the class. + + The Odin menu tree instance the menu item belongs to. + The name of the menu item. + The instance the value item represents. + + + + Occurs right after the menu item is done drawing, and right before mouse input is handles so you can take control of that. + + + + + Occurs when the user has right-clicked the menu item. + + + + + Gets the child menu items. + + + The child menu items. + + + + + Gets the index location of the menu item. + + + + + Gets or sets a value indicating whether the menu item is visible. + Not that setting this to false will not hide its children as well. For that see use Toggled. + + + + + Gets or sets the icon that is used when the menu item is not selected. + + + + + Gets or sets the icon that is used when the menu item is selected. + + + + + Gets a value indicating whether this instance is selected. + + + + + Gets the menu tree instance. + + + + + Gets or sets the raw menu item name. + + + + + Gets or sets the search string used when searching for menu items. + + + + + Gets the next visual menu item. + + + + + Gets the parent menu item. + + + + + Gets the previous visual menu item. + + + + + Gets the drawn rect. + + + + + Gets the drawn label rect. + + + + + Gets or sets the style. If null is specified, then the menu trees DefaultMenuStyle is used. + + + + + Deselects this instance. + + + + + Selects the specified add to selection. + + + + + Gets the child menu items recursive in a DFS. + + Whether to include it self in the collection. + + + + Gets the child menu items recursive in a DFS. + + Whether to include it self in the collection. + Whether to include the root. + + + + Gets the full menu item path. + + + + + Gets the first object of the + + + + + Gets the object instances the menu item represents + + + + + Sets the object instance + + + + + Sets the object instances + + + + + Gets or sets the value the menu item represents. + + + + + Gets a nice menu item name. If the raw name value is null or a dollar sign, then the name is retrieved from the object itself via ToString(). + + + + + Gets or sets a value indicating whether this is toggled / expanded. This value tries it best to be persistent. + + + + + Gets or sets the icon getter. + + + + + Draws this menu item followed by all of its child menu items + + The indent level. + + + + Draws the menu item with the specified indent level. + + + + + Override this to add custom GUI to the menu items. + This is called right after the menu item is done drawing, and right before mouse input is handles so you can take control of that. + + + + + Handles the mouse events. + + The rect. + The triangle rect. + + + + The style settings used by . + + A nice trick to style your menu is to add the tree.DefaultMenuStyle to the tree itself, + and style it live. Once you are happy, you can hit the Copy CSharp Snippet button, + remove the style from the menu tree, and paste the style directly into your code. + + + + + + + + + + + Gets or sets the default selected style. + + + + + Gets or sets the selected label style. + + + + + The height of the menu item. + + + + + The global offset of the menu item content + + + + + The vertical offset of the menu item label + + + + + The number of pixels to indent per level indent level. + + + + + The size of the icon. + + + + + The size of the icon. + + + + + The transparency of icons when the menu item is not selected. + + + + + The padding between the icon and other content. + + + + + Whether to draw the a foldout triangle for menu items with children. + + + + + The size of the foldout triangle icon. + + + + + The padding between the foldout triangle icon and other content. + + + + + Whether or not to align the triangle left or right of the content. + If right, then the icon is pushed all the way to the right at a fixed position ignoring the indent level. + + + + + Whether to draw borders between menu items. + + + + + The horizontal border padding. + + + + + The border alpha. + + + + + The background color for when a menu item is selected. + + + + + The background color for when a menu item is selected. + + + + + The background color for when a menu item is selected. + + + + + The background color for when a menu item is selected. + + + + + The background color for when a menu item is selected. + + + + + The background color for when a menu item is selected. + + + + + Sets the height of the menu item. + + + + + Sets the global offset of the menu item content + + + + + Sets the number of pixels to indent per level indent level. + + + + + Sets the size of the icon. + + + + + Sets the size of the icon. + + + + + Sets the transparency of icons when the menu item is not selected. + + + + + Sets the padding between the icon and other content. + + + + + Sets whether to draw the a foldout triangle for menu items with children. + + + + + Sets the size of the foldout triangle icon. + + + + + Sets the padding between the foldout triangle icon and other content. + + + + + Sets whether or not to align the triangle left or right of the content. + If right, then the icon is pushed all the way to the right at a fixed position ignoring the indent level. + + + + + Sets whether to draw borders between menu items. + + + + + Sets the border alpha. + + + + + Sets the border alpha. + + + + + Sets the background color for when a menu item is selected. + + + + + Sets the background color for when a menu item is selected. + + + + + Creates and returns an instance of a menu style that makes it look like Unity's project window. + + + + + OdinMenuTree provides a tree of s, and helps with selection, inserting menu items into the tree, and can handle keyboard navigation for you. + + + + OdinMenuTree tree = new OdinMenuTree(supportsMultiSelect: true) + { + { "Home", this, EditorIcons.House }, + { "Odin Settings", null, SdfIconType.GearFill }, + { "Odin Settings/Color Palettes", ColorPaletteManager.Instance, EditorIcons.EyeDropper }, + { "Odin Settings/AOT Generation", AOTGenerationConfig.Instance, EditorIcons.SmartPhone }, + { "Camera current", Camera.current }, + { "Some Class", this.someData } + }; + + tree.AddAllAssetsAtPath("Some Menu Item", "Some Asset Path", typeof(ScriptableObject), true) + .AddThumbnailIcons(); + + tree.AddAssetAtPath("Some Second Menu Item", "SomeAssetPath/SomeAssetFile.asset"); + + var customMenuItem = new OdinMenuItem(tree, "Menu Style", tree.DefaultMenuStyle); + tree.MenuItems.Insert(2, customMenuItem); + + tree.Add("Menu/Items/Are/Created/As/Needed", new GUIContent()); + tree.Add("Menu/Items/Are/Created", new GUIContent("And can be overridden")); + + OdinMenuTrees are typically used with s but is made to work perfectly fine on its own for other use cases. + OdinMenuItems can be inherited and and customized to fit your needs. + + // Draw stuff + someTree.DrawMenuTree(); + // Draw stuff + someTree.HandleKeybaordMenuNavigation(); + + + + + + + + + + + Gets the currently active menu tree. + + + + + Gets the selection. + + + + + Gets the root menu items. + + + + + Gets the root menu item. + + + + + If true, all indent levels will be ignored, and all menu items with IsVisible == true will be drawn. + + + + + Adds a menu item with the specified object instance at the the specified path. + + + + + Adds a menu item with the specified object instance and icon at the the specified path. + + + + + Adds a menu item with the specified object instance and icon at the the specified path. + + + + + Adds a menu item with the specified object instance and icon at the the specified path. + + + + + Adds a menu item with the specified object instance and icon at the the specified path. + + + + + Adds a collection of objects to the menu tree and returns all menu items created in random order. + + + + + Adds a collection of objects to the menu tree and returns all menu items created in random order. + + + + + Gets or sets the default menu item style from Config.DefaultStyle. + + + + + Gets or sets the default drawing configuration. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + if set to true [supports multi select]. + + + + Initializes a new instance of the class. + + if set to true [supports multi select]. + The default menu item style. + + + + Initializes a new instance of the class. + + + + + Scrolls to the specified menu item. + + + + + Enumerates the tree with a DFS. + + if set to true then the invisible root menu item is included. + + + + Enumerates the tree with a DFS. + + The predicate. + if set to true then the invisible root menu item is included. + + + + Enumerates the tree with a DFS. + + + + + Draws the menu tree recursively. + + + + + Marks the dirty. This will cause a tree.UpdateTree() in the beginning of the next Layout frame. + + + + + Draws the search toolbar. + + + + + Updates the menu tree. This method is usually called automatically when needed. + + + + + Handles the keyboard menu navigation. Call this at the end of your GUI scope, to prevent the menu tree from stealing input events from other text fields. + + Returns true, if anything was changed via the keyboard. + + + + Handles the keyboard menu navigation. Call this at the end of your GUI scope, to prevent the menu tree from stealing input events from other text fields. + + Returns true, if anything was changed via the keyboard. + + + + The config used by OdinMenuTree to specify which features of the Menu Tree should be used when drawing. + + + + + Gets or sets the default menu item style. + + + + + The automatic scroll on selection changed. True by default. + + + + + Whether to draw the tree in a scrollable view. True by default. + + + + + Whether to handle keyboard navigation after it's done drawing. True by default. + + + + + Whether to draw a searchbar above the menu tree. True by default. + + + + + Whether to the menu items expanded state should be cached. True by default. + + + + + Whether to automatically set focus on the search bar when the tree is drawn for the first time. True by default. + + + + + Whether to select menu items on mouse down, or on click. False by default. + + + + + The scroll-view position. + + + + + The search term. + + + + + The height of the search toolbar. + + + + + Gets or sets the search function. Null by default. + + + + + By default, the MenuTree.Selection is confirmed when menu items are double clicked, + Set this to false if you don't want that behaviour. + + + + + By default, the MenuTree.Selection is confirmed when menu items are double clicked, + Set this to false if you don't want that behaviour. + + + + + Class with utility methods for s and s. + + + + OdinMenuTree tree = new OdinMenuTree(); + tree.AddAllAssetsAtPath("Some Menu Item", "Some Asset Path", typeof(ScriptableObject), true) + .AddThumbnailIcons(); + tree.AddAssetAtPath("Some Second Menu Item", "SomeAssetPath/SomeAssetFile.asset"); + // etc... + + + + + + + + + + + Adds the menu item at the specified menu item path and populates the result list with all menu items created in order to add the menuItem at the specified path. + + The tree instance. + The result list. + The menu item path. + The menu item. + + + + Adds the menu item at specified menu item path, and returns all menu items created in order to add the menuItem at the specified path. + + The tree. + The menu item path. + The menu item. + Returns all menu items created in order to add the menu item at the specified menu item path. + + + + Gets the menu item at the specified path, returns null non was found. + + + + + Adds all asset instances from the specified path and type into a single at the specified menu item path, and returns all menu items created in order to add the menuItem at the specified path.. + + The tree. + The menu item path. + The asset folder path. + The type of objects. + Whether to search for assets in subdirectories as well. + Returns all menu items created in order to add the menu item at the specified menu item path. + + + + Adds all assets at the specified path. Each asset found gets its own menu item inside the specified menu item path. + + The tree. + The menu item path. + The asset folder path. + The type. + Whether to search for assets in subdirectories as well. + If true, sub-directories in the assetFolderPath will no longer get its own sub-menu item at the specified menu item path. + Returns all menu items created in order to add the menu item at the specified menu item path. + + + + Adds all assets at the specified path. Each asset found gets its own menu item inside the specified menu item path. + + The tree. + The menu item path. + The asset folder path. + Whether to search for assets in subdirectories as well. + If true, sub-directories in the assetFolderPath will no longer get its own sub-menu item at the specified menu item path. + Returns all menu items created in order to add the menu item at the specified menu item path. + + + + Adds the asset at the specified menu item path and returns all menu items created in order to end up at the specified menu path. + + The tree. + The menu item path. + The asset path. + Returns all menu items created in order to add the menu item at the specified menu item path. + + + + Adds the asset at the specified menu item path and returns all menu items created in order to end up at the specified menu path. + + The tree. + The menu item path. + The asset path. + The type. + Returns all menu items created in order to add the menu item at the specified menu item path. + + + + Sorts the entire tree of menu items recursively by name with respects to numbers. + + + + + Sorts the collection of menu items recursively by name with respects to numbers. This is a stable sort, meaning that equivalently ordered items will remain in the same order as they start. + + + + + Sorts the collection of menu items recursively using a given custom comparison. This is a stable sort, meaning that equivalently ordered items will remain in the same order as they start. + + + + + Adds the specified object at the specified menu item path and returns all menu items created in order to end up at the specified menu path. + + The tree. + The menu path. + The object instance. + Set this to true if you want Odin serialzied members such as dictionaries and generics to be shown as well. + Returns all menu items created in order to add the menu item at the specified menu item path. + + + + Assigns the specified icon to all menu items in the collection with the specified ObjectInstanceType. + + + + + Assigns the specified icon to all menu items in the collection with the specified ObjectInstanceType. + + + + + Assigns the specified icon to all menu items in the collection. + + + + + Assigns the specified icon to all menu items in the collection. + + + + + Assigns the specified icon to the last menu item in the collection. + + + + + Assigns the specified icon to the last menu item in the collection. + + + + + Assigns the specified icon to the last menu item in the collection. + + + + + Assigns the specified icon to the last menu item in the collection. + + + + + Assigns the specified icon to the last menu item in the collection. + + + + + Assigns the specified icon to all menu items in the collection. + + + + + Assigns the specified icon to all menu items in the collection. + + + + + Assigns the specified icon to all menu items in the collection. + + + + + Assigns the asset mini thumbnail as an icon to all menu items in the collection. If the menu items object is null then a Unity folder icon is assigned. + + + + + Assigns the asset mini thumbnail as an icon to all menu items in the collection. If the menu items object is null then a Unity folder icon is assigned. + + + + + Constants which describe the type of change that was made to the OdinMenuTrees's Selection + + + + + + A menu item was removed. + + + + + A menu item was selected. + + + + + The selection was cleared. + + + + + Handles the selection of a Odin Menu Tree with support for multi selection. + + + + + + + + + + Initializes a new instance of the class. + + if set to true [supports multi select]. + + + + Occurs whenever the selection has changed. + + + + + Occurs whenever the selection has changed. + + + + + Usually occurs whenever the user hits return, or double click a menu item. + + + + + Gets the count. + + + + + Gets the first selected value, returns null if non is selected. + + + + + Gets all selected values. + + + + + Gets or sets a value indicating whether multi selection is supported. + + + + + Gets the at the specified index. + + + + + Adds a menu item to the selection. If the menu item is already selected, then the item is pushed to the bottom of the selection list. + If multi selection is off, then the previous selected menu item is removed first. + Adding a item to the selection triggers . + + The item. + + + + Clears the selection and triggers . + + + + + Determines whether an OdinMenuItem is selected. + + + + + Copies all the elements of the current array to the specified array starting at the specified destination array index. + + + + + Gets the enumerator. + + + + + Searches for the specified menu item and returns the index location. + + + + + Removes the specified menu item and triggers . + + + + + Removes the menu item at the specified index and triggers . + + + + + Triggers OnSelectionConfirmed. + + + + + A feature-rich enum selector with support for flag enums. + + + + KeyCode someEnumValue; + + [OnInspectorGUI] + void OnInspectorGUI() + { + // Use the selector manually. See the documentation for OdinSelector for more information. + if (GUILayout.Button("Open Enum Selector")) + { + EnumSelector<KeyCode> selector = new EnumSelector<KeyCode>(); + selector.SetSelection(this.someEnumValue); + selector.SelectionConfirmed += selection => this.someEnumValue = selection.FirstOrDefault(); + selector.ShowInPopup(); // Returns the Odin Editor Window instance, in case you want to mess around with that as well. + } + + // Draw an enum dropdown field which uses the EnumSelector popup: + this.someEnumValue = EnumSelector<KeyCode>.DrawEnumField(new GUIContent("My Label"), this.someEnumValue); + } + + // All Odin Selectors can be rendered anywhere with Odin. This includes the EnumSelector. + EnumSelector<KeyCode> inlineSelector; + + [ShowInInspector] + EnumSelector<KeyCode> InlineSelector + { + get { return this.inlineSelector ?? (this.inlineSelector = new EnumSelector<KeyCode>()); } + set { } + } + + + + + + + + + + + By default, the enum type will be drawn as the title for the selector. No title will be drawn if the string is null or empty. + + + + + Gets a value indicating whether this instance is flag enum. + + + + + Initializes a new instance of the class. + + + + + Populates the tree with all enum values. + + + + + When ShowInPopup is called, without a specified window width, this method gets called. + Here you can calculate and give a good default width for the popup. + The default implementation returns 0, which will let the popup window determine the width itself. This is usually a fixed value. + + + + + Gets the currently selected enum value. + + + + + Selects an enum. + + + + + Draws an enum selector field using the enum selector. + + + + + Draws an enum selector field using the enum selector. + + + + + Draws an enum selector field using the enum selector. + + + + + Draws an enum selector field using the enum selector. + + + + + In simple one-off use cases, making a custom OdinSelector might not be needed, as the GenericSelecor + can be populated with anything and customized a great deal. + + + + SomeType someValue; + + [OnInspectorGUI] + void OnInspectorGUI() + { + if (GUILayout.Button("Open Generic Selector Popup")) + { + List<SomeType> source = ...; + GenericSelector<SomeType> selector = new GenericSelector<SomeType>("Title", false, x => x.Path, source); + selector.SetSelection(this.someValue); + selector.SelectionTree.Config.DrawSearchToolbar = false; + selector.SelectionTree.DefaultMenuStyle.Height = 22; + selector.SelectionConfirmed += selection => this.someValue = selection.FirstOrDefault() + var window = selector.ShowInPopup(); + window.OnEndGUI += () => { EditorGUILayout.HelpBox("A quick way of injecting custom GUI to the editor window popup instance.", MessageType.Info); }; + window.OnClose += selector.SelectionTree.Selection.ConfirmSelection; // Confirm selection when window clses. + } + } + + + + + + + + + + + Gets or sets a value indicating whether [flattened tree]. + + + + + Gets or sets a value indicating whether [checkbox toggle]. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + + + Gets the title. No title will be drawn if the string is null or empty. + + + + + Draws the selection tree. This gets drawn using the OnInspectorGUI attribute. + + + + + Builds the selection tree. + + + + + Used in to associate name to a value in the GenericSelector. + + + + + + The value. + + + + + The name. + + + + + Initializes a new instance of the struct. + + + + + If the + + + + + OdinSelectors is an abstract base class that combines OdinMenuTrees and OdinEditorWindows to help making feature-rich selectors and popup selectors. + + + + public class MySelector : OdinSelector<SomeType> + { + private readonly List<SomeType> source; + private readonly bool supportsMultiSelect; + + public MySelector(List<SomeType> source, bool supportsMultiSelect) + { + this.source = source; + this.supportsMultiSelect = supportsMultiSelect; + } + + protected override void BuildSelectionTree(OdinMenuTree tree) + { + tree.Config.DrawSearchToolbar = true; + tree.Selection.SupportsMultiSelect = this.supportsMultiSelect; + + tree.Add("Defaults/None", null); + tree.Add("Defaults/A", new SomeType()); + tree.Add("Defaults/B", new SomeType()); + + tree.AddRange(this.source, x => x.Path, x => x.SomeTexture); + } + + [OnInspectorGUI] + private void DrawInfoAboutSelectedItem() + { + SomeType selected = this.GetCurrentSelection().FirstOrDefault(); + + if (selected != null) + { + GUILayout.Label("Name: " + selected.Name); + GUILayout.Label("Data: " + selected.Data); + } + } + } + + Usage: + + void OnGUI() + { + if (GUILayout.Button("Open My Selector")) + { + List<SomeType> source = this.GetListOfThingsToSelectFrom(); + MySelector selector = new MySelector(source, false); + + selector.SetSelection(this.someValue); + + selector.SelectionCancelled += () => { }; // Occurs when the popup window is closed, and no slection was confirmed. + selector.SelectionChanged += col => { }; + selector.SelectionConfirmed += col => this.someValue = col.FirstOrDefault(); + + selector.ShowInPopup(); // Returns the Odin Editor Window instance, in case you want to mess around with that as well. + } + } + + // All Odin Selectors can be rendered anywhere with Odin. + [ShowInInspector] + MySelector inlineSelector; + + + + + + + + + + + If true, a confirm selection button will be drawn in the title-bar. + + + + + Enables the single click to select. + + + + + Occurs when the window is closed, and no slection was confirmed. + + + + + Occurs when the menuTrees selection is changed and IsValidSelection returns true. + + + + + Occurs when the menuTrees selection is confirmed and IsValidSelection returns true. + + + + + Gets the selection menu tree. + + + + + Gets the title. No title will be drawn if the string is null or empty. + + + + + Gets the current selection from the menu tree whether it's valid or not. + + + + + Determines whether the specified collection is a valid collection. + If false, the SlectionChanged and SelectionConfirm events will not be called. + By default, this returns true if the collection contains one or more items. + + + + + Sets the selection. + + + + + Sets the selection. + + + + + Opens up the selector instance in a popup at the specified rect position. + The width of the popup is determined by DefaultWindowWidth, and the height is automatically calculated. + + + + + Opens up the selector instance in a popup at the specified rect position. + + + + + Opens up the selector instance in a popup at the specified rect position. + + + + + The mouse position is used as the position for the window. + Opens up the selector instance in a popup at the specified position. + + + + + Opens up the selector instance in a popup at the specified position. + + + + + Opens up the selector instance in a popup at the specified rect position. + + + + + Opens up the selector instance in a popup at the specified position. + The width of the popup is determined by DefaultWindowWidth, and the height is automatically calculated. + + + + + Opens up the selector instance in a popup with the specified width and height. + The mouse position is used as the position for the window. + + + + + Builds the selection tree. + + + + + When ShowInPopup is called, without a specifed window width, this methods gets called. + Here you can calculate and give a good default width for the popup. + The default implementation returns 0, which will let the popup window determain the width itself. This is usually a fixed value. + + + + + Triggers the selection changed event, but only if the current selection is valid. + + + + + Draw the selecotr manually. + + + + + Draws the selection tree. This gets drawn using the OnInspectorGUI attribute. + + + + + Draws dropwdown field, that creates and binds the selector to the dropdown field. + + + + + Draws dropwdown field, that creates and binds the selector to the dropdown field. + + + + + Draws dropwdown field, that creates and binds the selector to the dropdown field. + + + + + Draws dropwdown field, that creates and binds the selector to the dropdown field. + + + + + Draws dropwdown field, that creates and binds the selector to the dropdown field. + + + + + Draws dropwdown field, that creates and binds the selector to the dropdown field. + + + + + Draws dropwdown field, that creates and binds the selector to the dropdown field. + + + + + Draws dropwdown field, that creates and binds the selector to the dropdown field. + + + + + A feature-rich type selector. + + + + Type[] selectedTypes; + + void OnGUI() + { + // Use the selector manually. See the documentation for OdinSelector for more information. + if (GUILayout.Button("Open My Selector")) + { + TypeSelector selector = new TypeSelector(customListOfTypes); + TypeSelector selector = new TypeSelector(AssemblyTypeFlags.CustomTypes, supportsMultiSelect: true); + selector.SetSelection(this.selectedTypes); + selector.SelectionConfirmed += selection => this.selectedTypes = selection.ToArray(); + selector.ShowInPopup(); // Returns the Odin Editor Window instance, in case you want to mess around with that as well. + } + } + + + + + private static Type currentSelectedType; + private static IEnumerable<Type> currentSource; + private static Func<Rect, OdinSelector<Type>> createTypeSelector = (rect) => + { + TypeSelector selector = new TypeSelector(currentSource, false); + selector.SetSelection(currentSelectedType); + selector.ShowInPopup(rect); + return selector; + }; + + public static Type DrawTypeSelectorDropdown(GUIContent label, Type selectedType, IEnumerable<Type> source) + { + currentSource = source; + currentSelectedType = selectedType; + + var dropdownText = selectedType == null ? "None" : selectedType.GetNiceName(); + var selected = TypeSelector.DrawSelectorDropdown(label, dropdownText, createTypeSelector); + if (selected != null && selected.Any()) + { + selectedType = selected.FirstOrDefault(); + } + return selectedType; + } + + + + + + Builds the selection tree. + + + + + 450 + + + + + Sets the selected types. + + + + + Context that persists across reloading and restarting Unity. + + + + + Time stamp for when the persistent context value was last used. + Used for purging unused context. + + + + + Instatiates a persistent context. + + + + + Updates the time stamp to now. + + + + + Context that persists across reloading and restarting Unity. + + The type of the context value. + + + + The value of the context. + + + + + Creates a new persistent context object. + + + + + Formats a string with the time stamp, and the value. + + + + + Helper class that provides a local copy of a . + When the local value is changed, it also changed the global value, but the global value does not change the local value. + + The type of the context value. + + + + The value of the context. + Changing this value, also changes the global context value, but the global value does not change the local value. + + + + + Creates a local context object for the provided global context. + + The global context object. + + + + Updates the local value to the current global value. + + + + + Provides context objects that still persist when Unity reloads or is restarted. + + + + + Gets a GlobalPersistentContext object for the specified key. + + The type of the first key. + The type of the value stored in the context object. + The first key. + The default value, used for when the context object is first created. + + + + Gets a GlobalPersistentContext object for the specified keys. + + The type of the first key. + The type of the second key. + The type of the value stored in the context object. + The first key. + The second key. + The default value, used for when the context object is first created. + + + + Gets a GlobalPersistentContext object for the specified keys. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The default value, used for when the context object is first created. + + + + Gets a GlobalPersistentContext object for the specified keys. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the fourth key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The fourth key. + The default value, used for when the context object is first created. + + + + Gets a GlobalPersistentContext object for the specified keys. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the fourth key. + The type of the fifth key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The fourth key. + The fifth key. + The default value, used for when the context object is first created. + + + + Gets a GlobalPersistentContext object for the specified key. + Returns true when the context is first created. Otherwise false. + + The type of the first key. + The type of the value stored in the context object. + The first key. + The persistent context object. + Returns true when the context is first created. Otherwise false. + + + + Gets a GlobalPersistentContext object for the specified keys. + Returns true when the context is first created. Otherwise false. + + The type of the first key. + The type of the second key. + The type of the value stored in the context object. + The first key. + The second key. + The persistent context object. + Returns true when the context is first created. Otherwise false. + + + + Gets a GlobalPersistentContext object for the specified keys. + Returns true when the context is first created. Otherwise false. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The persistent context object. + Returns true when the context is first created. Otherwise false. + + + + Gets a GlobalPersistentContext object for the specified keys. + Returns true when the context is first created. Otherwise false. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the fourth key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The fourth key. + The persistent context object. + Returns true when the context is first created. Otherwise false. + + + + Gets a GlobalPersistentContext object for the specified keys. + Returns true when the context is first created. Otherwise false. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the fourth key. + The type of the fifth key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The fourth key. + The fifth key. + The persistent context object. + Returns true when the context is first created. Otherwise false. + + + + Gets a LocalPersistentContext object for the specified key. + + The type of the first key. + The type of the value stored in the context object. + The first key. + The default value, used for when the context object is first created. + + + + Gets a LocalPersistentContext object for the specified keys. + + The type of the first key. + The type of the second key. + The type of the value stored in the context object. + The first key. + The second key. + The default value, used for when the context object is first created. + + + + Gets a LocalPersistentContext object for the specified keys. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The default value, used for when the context object is first created. + + + + Gets a LocalPersistentContext object for the specified keys. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the fourth key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The fourth key. + The default value, used for when the context object is first created. + + + + Gets a LocalPersistentContext object for the specified keys. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the fourth key. + The type of the fifth key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The fourth key. + The fifth key. + The default value, used for when the context object is first created. + + + + Gets a LocalPersistentContext object for the specified key. + Returns true when the context is first created. Otherwise false. + + The type of the first key. + The type of the value stored in the context object. + The first key. + The persistent context object. + Returns true when the context is first created. Otherwise false. + + + + Gets a LocalPersistentContext object for the specified keys. + Returns true when the context is first created. Otherwise false. + + The type of the first key. + The type of the second key. + The type of the value stored in the context object. + The first key. + The second key. + The persistent context object. + Returns true when the context is first created. Otherwise false. + + + + Gets a LocalPersistentContext object for the specified keys. + Returns true when the context is first created. Otherwise false. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The persistent context object. + Returns true when the context is first created. Otherwise false. + + + + Gets a LocalPersistentContext object for the specified keys. + Returns true when the context is first created. Otherwise false. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the fourth key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The fourth key. + The persistent context object. + Returns true when the context is first created. Otherwise false. + + + + Gets a LocalPersistentContext object for the specified keys. + Returns true when the context is first created. Otherwise false. + + The type of the first key. + The type of the second key. + The type of the third key. + The type of the fourth key. + The type of the fifth key. + The type of the value stored in the context object. + The first key. + The second key. + The third key. + The fourth key. + The fifth key. + The persistent context object. + Returns true when the context is first created. Otherwise false. + + + + Persistent Context cache object. + + + + + Estimated cache size in bytes. + + + + + The current number of context entries in the cache. + + + + + If true then persistent context is disabled entirely. + + + + + If true the context will be saved to a file in the temp directory. + + + + + The max size of the cache in bytes. + + + + + Delete the persistent cache file. + + + + + Put this attribute on a validator class to prevent the ValidatorDrawer from running that validator in the inspector. + Typically you would use this for a validation-related attribute that has its own, complex custom drawer that should + handle the validation and error/warning drawing while the inspector is being drawn, but still needs a validator to + run for the project validation scans. + + + + + Apply this to an assembly to register validators for the validation system. + This enables locating of all relevant validator types very quickly. + + + + + + Use to initialize an empty . + + + + + This attribute can be placed on an assembly to register a value resolver creator that should be queried when a value resolver is being created. + + + + + This attribute can be placed on an assembly to register a value resolver creator that should be queried when a value resolver is being created. + + The resolver + + + + + A ValueResolver resolves a string to a value of a given type, given an InspectorProperty instance to use as context. Call to get an instance of a ValueResolver. + Value resolvers are a globally extendable system that can be hooked into and modified or changed by creating and registering a . + See Odin's tutorials for details and examples of how to use ValueResolvers. + + + + + The context of this ValueResolver, containing all of its configurations and values it needs to function. For performance and simplicity reasons, this is a single very large struct that is passed around by ref to anything that needs it. + + + + + The current error message that the resolver has, or null if there is no error message. This is a shortcut for writing "resolver.Context.ErrorMessage". + + + + + Whether there is an error message at the moment. This is a shortcut for writing "resolver.Context.ErrorMessage != null". + + + + + The type of value that this resolver instance is supposed to get. + + + + + Gets a value from the value resolver in a weakly typed manner. + + The selection index at which to get the value, in the case of multi-selection. Defaults to 0. + The value that was gotten. + + + + Draws an error message box if there is an error, and does nothing if there is no error. + + + + + Creates a new value resolver instance from a pre-built context struct, in a weakly typed fashion, though the result + is the same as using a strongly typed generic overload. This is a more advanced use that requires you to + know how the context needs to be set up before value resolution happens. However, this allows you to do more advanced + things like adjust various context values before string resolution happens. + + The pre-built context that should be used to get a resolver. + + + + Creates a new value resolver instance from a pre-built context struct. This is a more advanced use that requires you to + know how the context needs to be set up before value resolution happens. However, this allows you to do more advanced + things like adjust various context values before string resolution happens. + + The pre-built context that should be used to get a resolver. + + + + Creates a new value resolver instance in a weakly typed fashion, though the result is the same as using a strongly typed generic overload. + This is useful when you don't know at compile time which type you want to resolve. + + The type of value that the new resolver should resolve. + The property that is the context for the resolution to happen in. + The string that should be resolved to a value. + + + + Creates a new value resolver instance in a weakly typed fashion, though the result is the same as using a strongly typed generic overload. + This is useful when you don't know at compile time which type you want to resolve. + + The type of value that the new resolver should resolve. + The property that is the context for the resolution to happen in. + The string that should be resolved to a value. + The extra named args that this resolver has access to. Passing in a named arg that already exists will silently override the pre-existing named arg. + + + + Creates a new value resolver instance. + + The type of value that the new resolver should resolve. + The property that is the context for the resolution to happen in. + The string that should be resolved to a value. + + + + Creates a new value resolver instance. + + The type of value that the new resolver should resolve. + The property that is the context for the resolution to happen in. + The string that should be resolved to a value. + The extra named args that this resolver has access to. Passing in a named arg that already exists will silently override the pre-existing named arg. + + + + Creates a new value resolver instance in a weakly typed fashion, though the result is the same as using a strongly typed generic overload. + This is useful when you don't know at compile time which type you want to resolve. + + The type of value that the new resolver should resolve. + The property that is the context for the resolution to happen in. + The string that should be resolved to a value. + The value that the resolver should return if the string cannot be resolved to anything, or if there is an error in creating a resolver, or if resolution itself throws an exception. + + + + Creates a new value resolver instance in a weakly typed fashion, though the result is the same as using a strongly typed generic overload. + This is useful when you don't know at compile time which type you want to resolve. + + The type of value that the new resolver should resolve. + The property that is the context for the resolution to happen in. + The string that should be resolved to a value. + The value that the resolver should return if the string cannot be resolved to anything, or if there is an error in creating a resolver, or if resolution itself throws an exception. + The extra named args that this resolver has access to. Passing in a named arg that already exists will silently override the pre-existing named arg. + + + + Creates a new value resolver instance meant to resolve a string value in particular. This is a shorthand for creating a string resolver that has the resolved string as a fallback value. + This special case will get you the behaviour where, if you pass in a string that is not meant to be resolved in a special way, the value resolver will just pass you that string back as the result value. + + The property that is the context for the resolution to happen in. + The string that should be resolved to a value. + + + + Creates a new value resolver instance meant to resolve a string value in particular. This is a shorthand for creating a string resolver that has the resolved string as a fallback value. + This special case will get you the behaviour where, if you pass in a string that is not meant to be resolved in a special way, the value resolver will just pass you that string back as the result value. + + The property that is the context for the resolution to happen in. + The string that should be resolved to a value. + The extra named args that this resolver has access to. Passing in a named arg that already exists will silently override the pre-existing named arg. + + + + Creates a new value resolver instance. + + The type of value that the new resolver should resolve. + The property that is the context for the resolution to happen in. + The string that should be resolved to a value. + The value that the resolver should return if the string cannot be resolved to anything, or if there is an error in creating a resolver, or if resolution itself throws an exception. + + + + Creates a new value resolver instance. + + The type of value that the new resolver should resolve. + The property that is the context for the resolution to happen in. + The string that should be resolved to a value. + The value that the resolver should return if the string cannot be resolved to anything, or if there is an error in creating a resolver, or if resolution itself throws an exception. + The extra named args that this resolver has access to. Passing in a named arg that already exists will silently override the pre-existing named arg. + + + + Gets a nicely formatted string that lists all the errors in the given set of value resolvers. The returned value is null if there are no errors. + + + + + Gets a nicely formatted string that lists all the errors in the given set of value resolvers. The returned value is null if there are no errors. + + + + + Draws error boxes for all errors in the given value resolvers, or does nothing if there are no errors. This is equivalent to calling DrawError() on all resolvers passed to this method. + + + + + Draws error boxes for all errors in the given value resolvers, or does nothing if there are no errors. This is equivalent to calling DrawError() on all resolvers passed to this method. + + + + + A ValueResolver resolves a string to a value of a given type, given an InspectorProperty instance to use as context. Call to get an instance of a ValueResolver. + Value resolvers are a globally extendable system that can be hooked into and modified or changed by creating and registering a . + See Odin's tutorials for details and examples of how to use ValueResolvers. + + + + + The delegate that does the actual value resolution. You should not call this manually, but instead call . + + + + + The type of value that this resolver instance is supposed to get. Always equal to typeof(). + + + + + Gets a value from the value resolver. + + The selection index at which to get the value, in the case of multi-selection. Defaults to 0. + The value that was gotten. + + + + Gets a value from the value resolver in a weakly typed manner. + + The selection index at which to get the value, in the case of multi-selection. Defaults to 0. + The value that was gotten. + + + + This struct contains all of a ValueResolver's configurations and values it needs to function. For performance and simplicity reasons, this is a single very large struct that lives on a ValueResolver instance and is passed around by ref to anything that needs it. + + + + + The property that *provides* the context for the value resolution. This is the instance that was passed to the resolver when it was created. Note that this is different from , which is based on this value, but almost always isn't the same InspectorProperty instance. + + + + + The error message, if a valid value resolution wasn't found, or if creation of the value resolver failed because was invalid, or if value resolution was run but threw an exception. (In this last case, will be true.) + + + + + The named values that are available to the value resolver. Use this field only to get and set named values - once the ValueResolver has been created, new named values will have no effect. + + + + + This is the fallback value that the value resolver will return if there is an error or failed resolution for any reason. + + + + + Whether there is a fallback value. This boolean exists because then null is also a valid fallback value. This boolean will always be true if an overload is used that takes a fallback value parameter. + + + + + This will be true if is not null and the message was caused by an exception thrown by code invoked during an actual value resolution. + + + + + Whether exceptions thrown during value resolution should be logged to the console. + + + + + The type of value that the resolver is resolving. + + + + + The string that is resolved to get a value. + + + + + Whether the value resolver should sync ref parameters of invoked methods with named values. If this is true, then if a ref or out parameter value is changed during value resolution, the named value associated with that parameter will also be changed to the same value. + + + + + Whether this context has been resolved. + + + + + The type that is the parent of the value resolution, ie, the type that is the context. This is the same as .ValueEntry.TypeOfValue. + + + + + The property that *is* the context for the value resolution. This is not the instance that was passed to the resolver when it was created, but this value is based on that instance. This is the property that provides the actual context - for example, if is for a member of a type - or for an element in a collection contained by a member - this value will be the parent property for the type that contains that member. Only if is the tree's root property is the same as . + + + + + Gets the parent value which provides the context of the resolver. + + The selection index of the parent value to get. + + + + Sets the parent value which provides the context of the resolver. + + The selection index of the parent value to set. + The value to set. + + + + Adds the default named values of "property" and "value" to the context's named values. + This method is usually automatically invoked when a resolver is created, so there + is no need to invoke it manually. + + + + + Opens a window which displays a list of all icons available from . + + + + + Opens a window which displays a list of all icons available from . + + + + + Builds the selection tree. + + + + + Gets a texture of an odin bg symbol. + + + + + Adds menu items to the Unity Editor, draws the About window, and the preference window found under Edit > Preferences > Odin Inspector. + + + + + Access the StaticInspectorWindow from Tools > Odin > Inspector > Static Inspector. + + + + + Member filter for access modifiers. + + + + + include public members. + + + + + Include Non-public members. + + + + + Include both public and non-public members. + + + + + Member filter for member types. + + + + + No members included. + + + + + Include field members. + + + + + Include property members. + + + + + Include method members. + + + + + Include group members. + + + + + Include members from the base types. + + + + + Include members marked with the Obsolete attribute. + + + + + Include all members except members marked with the Obsolete attribute. + + + + + Shows the window. + + + + + Opens a new static inspector window for the given type. + + + + + Draws the Odin Editor Window. + + + + + Draws the editor for the this.CurrentDrawingTargets[index]. + + + + + Contains references to UnityEngine.Networking types. These types have been removed in Unity 2019+, and thus may be null. + + + + + Contains configuration for generating an assembly that provides increased AOT support in Odin. + + + + + + Whether to automatically scan the project and generate an AOT dll, right before builds. This will only affect platforms that are in the list. + + + **This will only work on Unity 5.6 and higher!** + + + + + + Whether to automatically delete the generated AOT dll after a build has completed. + + + + + A list of platforms to automatically scan the project and generate an AOT dll for, right before builds. This will do nothing unless is true. + + + + + The path to the AOT folder that the AOT .dll and linker file is created in, relative to the current project folder. + + + + + Scans the entire project for types to support AOT serialization for. + + + + + Generates an AOT DLL, using the current configuration of the AOTGenerationConfig instance. + + + + + Defines the ODIN_INSPECTOR symbol. + + + + + The Odin Inspector Serialization Debugger Window. + + + + + + Opens the Serialization Debugger Window with the last debugged type. + + + + + Opens the Serialization Debugger Window and debugs the given type. + + The type to debug serialization of. + + + + Initializes the Serialization Debugger Window. + + + + diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.xml.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.xml.meta new file mode 100644 index 0000000..9015656 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.OdinInspector.Editor.xml.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a4865f1ab4504ed8a368670db22f096f +timeCreated: 1488828285 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Reflection.Editor.dll b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Reflection.Editor.dll new file mode 100755 index 0000000..9dd5236 Binary files /dev/null and b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Reflection.Editor.dll differ diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Reflection.Editor.dll.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Reflection.Editor.dll.meta new file mode 100755 index 0000000..1270f2e --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Reflection.Editor.dll.meta @@ -0,0 +1,46 @@ +fileFormatVersion: 2 +guid: 61824742f78323c439d83403f8272d41 +timeCreated: 1488828285 +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + isOverridable: 0 + platformData: + Any: + enabled: 0 + settings: + Exclude Android: 1 + Exclude Editor: 0 + Exclude Linux: 1 + Exclude Linux64: 1 + Exclude LinuxUniversal: 1 + Exclude N3DS: 1 + Exclude OSXIntel: 1 + Exclude OSXIntel64: 1 + Exclude OSXUniversal: 1 + Exclude PS4: 1 + Exclude PSM: 1 + Exclude PSP2: 1 + Exclude SamsungTV: 1 + Exclude Tizen: 1 + Exclude WebGL: 1 + Exclude WiiU: 1 + Exclude Win: 1 + Exclude Win64: 1 + Exclude WindowsStoreApps: 1 + Exclude XboxOne: 1 + Exclude iOS: 1 + Exclude tvOS: 1 + Editor: + enabled: 1 + settings: + DefaultValueInitialized: true + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.dll b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.dll new file mode 100755 index 0000000..8e26fea Binary files /dev/null and b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.dll differ diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.dll.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.dll.meta new file mode 100755 index 0000000..66fc844 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.dll.meta @@ -0,0 +1,46 @@ +fileFormatVersion: 2 +guid: 74721b9f0af448f5ae2e91102a1a5edd +timeCreated: 1488828285 +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + isOverridable: 0 + platformData: + Any: + enabled: 1 + settings: + Exclude Android: 0 + Exclude Editor: 0 + Exclude Linux: 0 + Exclude Linux64: 0 + Exclude LinuxUniversal: 0 + Exclude N3DS: 0 + Exclude OSXIntel: 0 + Exclude OSXIntel64: 0 + Exclude OSXUniversal: 0 + Exclude PS4: 0 + Exclude PSM: 0 + Exclude PSP2: 0 + Exclude SamsungTV: 0 + Exclude Tizen: 0 + Exclude WebGL: 0 + Exclude WiiU: 0 + Exclude Win: 0 + Exclude Win64: 0 + Exclude WindowsStoreApps: 0 + Exclude XboxOne: 0 + Exclude iOS: 0 + Exclude tvOS: 0 + Editor: + enabled: 0 + settings: + DefaultValueInitialized: true + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.xml b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.xml new file mode 100644 index 0000000..f9e16ab --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.xml @@ -0,0 +1,202 @@ + + + + Sirenix.Serialization.Config + + + + + A helper class for quickly and easily defining custom loggers. + + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Specifies a data format to read and write in. + + + + + A custom packed binary format. This format is most efficient and almost allocation-free, + but its serialized data is not human-readable. + + + + + A JSON format compliant with the json specification found at "http://www.json.org/". + + This format has rather sluggish performance and allocates frightening amounts of string garbage. + + + + + A format that does not serialize to a byte stream, but to a list of data nodes in memory + which can then be serialized by Unity. + + This format is highly inefficient, and is primarily used for ensuring that Unity assets + are mergeable by individual values when saved in Unity's text format. This makes + serialized values more robust and data recovery easier in case of issues. + + This format is *not* recommended for use in builds. + + + + + Defines default loggers for serialization and deserialization. This class and all of its loggers are thread safe. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + The policy for handling errors during serialization and deserialization. + + + + + Attempts will be made to recover from errors and continue serialization. Data may become invalid. + + + + + Exceptions will be thrown when errors are logged. + + + + + Exceptions will be thrown when warnings or errors are logged. + + + + + Not yet documented. + + + + + Text for the cautionary serialization warning shown in the inspector. + + + + + Text for the hide button for the cautionary serialization warning shown in the inspector. + + + + + Text for the hide button for the cautionary prefab warning shown in the inspector. + + + + + Whether the user has chosen to hide the cautionary serialization warning. + + + + + Whether the user has chosen to hide the warning messages related to the OdinSerialize attribute. + + + + + Whether the user has chosen to hide the warning messages related to the SerializeField and ShowInInspector attributes on non-serialized members. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Implements methods for logging warnings, errors and exceptions during serialization and deserialization. + + + + + Logs a warning. + + The warning to log. + + + + Logs an error. + + The error to log. + + + + Logs an exception. + + The exception to log. + + + + The policy for which level of logging to do during serialization and deserialization. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.xml.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.xml.meta new file mode 100644 index 0000000..4334acc --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.Config.xml.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 74721b9f0af448f5ae2e91102a1a096f +timeCreated: 1488828285 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.dll b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.dll new file mode 100755 index 0000000..b46ee3e Binary files /dev/null and b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.dll differ diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.dll.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.dll.meta new file mode 100755 index 0000000..d54446a --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.dll.meta @@ -0,0 +1,46 @@ +fileFormatVersion: 2 +guid: 5f3147f7af4c49739579b966c458f5e4 +timeCreated: 1488828285 +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + isOverridable: 0 + platformData: + Any: + enabled: 0 + settings: + Exclude Android: 1 + Exclude Editor: 0 + Exclude Linux: 1 + Exclude Linux64: 1 + Exclude LinuxUniversal: 1 + Exclude N3DS: 1 + Exclude OSXIntel: 1 + Exclude OSXIntel64: 1 + Exclude OSXUniversal: 1 + Exclude PS4: 1 + Exclude PSM: 1 + Exclude PSP2: 1 + Exclude SamsungTV: 1 + Exclude Tizen: 1 + Exclude WebGL: 1 + Exclude WiiU: 1 + Exclude Win: 1 + Exclude Win64: 1 + Exclude WindowsStoreApps: 1 + Exclude XboxOne: 1 + Exclude iOS: 1 + Exclude tvOS: 1 + Editor: + enabled: 1 + settings: + DefaultValueInitialized: true + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.xml b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.xml new file mode 100644 index 0000000..84808d2 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.xml @@ -0,0 +1,9864 @@ + + + + Sirenix.Serialization + + + + + Provides basic functionality and overridable abstract methods for implementing a data reader. + + If you inherit this class, it is VERY IMPORTANT that you implement each abstract method to the *exact* specifications the documentation specifies. + + + + + + + Initializes a new instance of the class. + + The base stream of the reader. + The deserialization context to use. + The stream or context is null. + Cannot read from stream. + + + + Gets the current node id. If this is less than zero, the current node has no id. + + + The current node id. + + + + + Gets the current node depth. In other words, the current count of the node stack. + + + The current node depth. + + + + + Gets the name of the current node. + + + The name of the current node. + + + + + Gets or sets the base stream of the reader. + + + The base stream of the reader. + + value + Cannot read from stream + + + + Gets the deserialization context. + + + The deserialization context. + + + + + Tries to enter a node. This will succeed if the next entry is an . + + This call MUST (eventually) be followed by a corresponding call to + + This call will change the values of the , , and properties to the correct values for the current node. + + The type of the node. This value will be null if there was no metadata, or if the reader's serialization binder failed to resolve the type name. + true if entering a node succeeded, otherwise false + + + + Exits the current node. This method will keep skipping entries using until an is reached, or the end of the stream is reached. + + This call MUST have been preceded by a corresponding call to . + + This call will change the values of the , , and to the correct values for the node that was prior to the current node. + + true if the method exited a node, false if it reached the end of the stream. + + + + Tries to enters an array node. This will succeed if the next entry is an . + + This call MUST (eventually) be followed by a corresponding call to + + This call will change the values of the , , and properties to the correct values for the current array node. + + The length of the array that was entered. + true if an array was entered, otherwise false + + + + Exits the closest array. This method will keep skipping entries using until an is reached, or the end of the stream is reached. + + This call MUST have been preceded by a corresponding call to . + + This call will change the values of the , , and to the correct values for the node that was prior to the exited array node. + + true if the method exited an array, false if it reached the end of the stream. + + + + Reads a primitive array value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The element type of the primitive array. Valid element types can be determined using . + The resulting primitive array. + true if reading a primitive array succeeded, otherwise false + + + + Peeks ahead and returns the type of the next entry in the stream. + + The name of the next entry, if it has one. + The type of the next entry. + + + + Reads an internal reference id. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The internal reference id. + true if reading the value succeeded, otherwise false + + + + Reads an external reference index. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference index. + true if reading the value succeeded, otherwise false + + + + Reads an external reference guid. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference guid. + true if reading the value succeeded, otherwise false + + + + Reads an external reference string. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference string. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the string of the entry is longer than 1 character, the first character of the string will be taken as the result. + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a null value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + true if reading the value succeeded, otherwise false + + + + Skips the next entry value, unless it is an or an . If the next entry value is an or an , all of its contents will be processed, deserialized and registered in the deserialization context, so that internal reference values are not lost to entries further down the stream. + + + + + Disposes all resources and streams kept by the data reader. + + + + + Tells the reader that a new serialization session is about to begin, and that it should clear all cached values left over from any prior serialization sessions. + This method is only relevant when the same reader is used to deserialize several different, unrelated values. + + + + + Gets a dump of the data being read by the writer. The format of this dump varies, but should be useful for debugging purposes. + + + + + Peeks the current entry. + + The peeked entry. + + + + Consumes the current entry, and reads to the next one. + + The next entry. + + + + Implements functionality that is shared by both data readers and data writers. + + + + + Gets or sets the context's or writer's serialization binder. + + + The reader's or writer's serialization binder. + + + + + Gets a value indicating whether the reader or writer is in an array node. + + + true if the reader or writer is in an array node; otherwise, false. + + + + + Gets the current node depth. In other words, the current count of the node stack. + + + The current node depth. + + + + + Gets the current nodes array. The amount of nodes contained in it is stored in the property. The remainder of the array's length is buffer space. + + + The current node array. + + + + + Gets the current node, or if there is no current node. + + + The current node. + + + + + Pushes a node onto the node stack. + + The node to push. + + + + Pushes a node with the given name, id and type onto the node stack. + + The name of the node. + The id of the node. + The type of the node. + + + + Pushes an array node onto the node stack. This uses values from the current node to provide extra info about the array node. + + + + + Pops the current node off of the node stack. + + The name of the node to pop. + + There are no nodes to pop. + or + Tried to pop node with given name, but the current node's name was different. + + + + + Pops the current node if the current node is an array node. + + + + + Provides basic functionality and overridable abstract methods for implementing a data writer. + + If you inherit this class, it is VERY IMPORTANT that you implement each abstract method to the *exact* specifications the documentation specifies. + + + + + + + Initializes a new instance of the class. + + The base stream of the writer. + The serialization context to use. + The stream or context is null. + Cannot write to the stream. + + + + Gets or sets the base stream of the writer. + + + The base stream of the writer. + + value + Cannot write to stream + + + + Gets the serialization context. + + + The serialization context. + + + + + Flushes everything that has been written so far to the writer's base stream. + + + + + Writes the beginning of a reference node. + + This call MUST eventually be followed by a corresponding call to , with the same name. + + The name of the reference node. + The type of the reference node. If null, no type metadata will be written. + The id of the reference node. This id is acquired by calling . + + + + Begins a struct/value type node. This is essentially the same as a reference node, except it has no internal reference id. + + This call MUST eventually be followed by a corresponding call to , with the same name. + + The name of the struct node. + The type of the struct node. If null, no type metadata will be written. + + + + Ends the current node with the given name. If the current node has another name, an is thrown. + + The name of the node to end. This has to be the name of the current node. + + + + Begins an array node of the given length. + + The length of the array to come. + + + + Ends the current array node, if the current node is an array node. + + + + + Writes a primitive array to the stream. + + The element type of the primitive array. Valid element types can be determined using . + The primitive array to write. + + + + Writes a null value to the stream. + + The name of the value. If this is null, no name will be written. + + + + Writes an internal reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external index reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external guid reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external string reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Disposes all resources and streams kept by the data writer. + + + + + Tells the writer that a new serialization session is about to begin, and that it should clear all cached values left over from any prior serialization sessions. + This method is only relevant when the same writer is used to serialize several different, unrelated values. + + + + + Gets a dump of the data currently written by the writer. The format of this dump varies, but should be useful for debugging purposes. + + + + + Reads data from a stream that has been written by a . + + + + + + Initializes a new instance of the class. + + The base stream of the reader. + The deserialization context to use. + + + + Disposes all resources kept by the data reader, except the stream, which can be reused later. + + + + + Peeks ahead and returns the type of the next entry in the stream. + + The name of the next entry, if it has one. + + The type of the next entry. + + + + + Tries to enters an array node. This will succeed if the next entry is an . + + This call MUST (eventually) be followed by a corresponding call to + This call will change the values of the , , and properties to the correct values for the current array node. + + The length of the array that was entered. + + true if an array was entered, otherwise false + + + + + Tries to enter a node. This will succeed if the next entry is an . + + This call MUST (eventually) be followed by a corresponding call to + This call will change the values of the , , and properties to the correct values for the current node. + + The type of the node. This value will be null if there was no metadata, or if the reader's serialization binder failed to resolve the type name. + + true if entering a node succeeded, otherwise false + + + + + Exits the closest array. This method will keep skipping entries using until an is reached, or the end of the stream is reached. + + This call MUST have been preceded by a corresponding call to . + + This call will change the values of the , , and to the correct values for the node that was prior to the exited array node. + + + true if the method exited an array, false if it reached the end of the stream. + + + + + Exits the current node. This method will keep skipping entries using until an is reached, or the end of the stream is reached. + + This call MUST have been preceded by a corresponding call to . + + This call will change the values of the , , and to the correct values for the node that was prior to the current node. + + + true if the method exited a node, false if it reached the end of the stream. + + + + + Reads a primitive array value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The element type of the primitive array. Valid element types can be determined using . + The resulting primitive array. + + true if reading a primitive array succeeded, otherwise false + + Type + typeof(T).Name + is not a valid primitive array type. + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the string of the entry is longer than 1 character, the first character of the string will be taken as the result. + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an external reference guid. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference guid. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an external reference index. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference index. + + true if reading the value succeeded, otherwise false + + + + + Reads an external reference string. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference string. + + true if reading the value succeeded, otherwise false + + + + + Reads a null value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + + true if reading the value succeeded, otherwise false + + + + + Reads an internal reference id. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The internal reference id. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Tells the reader that a new serialization session is about to begin, and that it should clear all cached values left over from any prior serialization sessions. + This method is only relevant when the same reader is used to deserialize several different, unrelated values. + + + + + Peeks the current entry. + + The peeked entry. + + + + Consumes the current entry, and reads to the next one. + + The next entry. + + + + Writes data to a stream that can be read by a . + + + + + + Initializes a new instance of the class. + + The base stream of the writer. + The serialization context to use. + + + + Begins an array node of the given length. + + The length of the array to come. + + + + Writes the beginning of a reference node. + + This call MUST eventually be followed by a corresponding call to , with the same name. + + The name of the reference node. + The type of the reference node. If null, no type metadata will be written. + The id of the reference node. This id is acquired by calling . + + + + Begins a struct/value type node. This is essentially the same as a reference node, except it has no internal reference id. + + This call MUST eventually be followed by a corresponding call to , with the same name. + + The name of the struct node. + The type of the struct node. If null, no type metadata will be written. + + + + Disposes all resources kept by the data writer, except the stream, which can be reused later. + + + + + Ends the current array node, if the current node is an array node. + + + + + Ends the current node with the given name. If the current node has another name, an is thrown. + + The name of the node to end. This has to be the name of the current node. + + + + Writes a primitive array to the stream. + + The element type of the primitive array. Valid element types can be determined using . + The primitive array to write. + Type + typeof(T).Name + is not a valid primitive array type. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external guid reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external index reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external string reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a null value to the stream. + + The name of the value. If this is null, no name will be written. + + + + Writes an internal reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Tells the writer that a new serialization session is about to begin, and that it should clear all cached values left over from any prior serialization sessions. + This method is only relevant when the same writer is used to serialize several different, unrelated values. + + + + + Entry types in the binary format written by . + + + + + An invalid entry. + + + + + Entry denoting a named start of a reference node. + + + + + Entry denoting an unnamed start of a reference node. + + + + + Entry denoting a named start of a struct node. + + + + + Entry denoting an unnamed start of a struct node. + + + + + Entry denoting an end of node. + + + + + Entry denoting the start of an array. + + + + + Entry denoting the end of an array. + + + + + Entry denoting a primitive array. + + + + + Entry denoting a named internal reference. + + + + + Entry denoting an unnamed internal reference. + + + + + Entry denoting a named external reference by index. + + + + + Entry denoting an unnamed external reference by index. + + + + + Entry denoting a named external reference by guid. + + + + + Entry denoting an unnamed external reference by guid. + + + + + Entry denoting a named sbyte. + + + + + Entry denoting an unnamed sbyte. + + + + + Entry denoting a named byte. + + + + + Entry denoting an unnamed byte. + + + + + Entry denoting a named short. + + + + + Entry denoting an unnamed short. + + + + + Entry denoting a named ushort. + + + + + Entry denoting an unnamed ushort. + + + + + Entry denoting a named int. + + + + + Entry denoting an unnamed int. + + + + + Entry denoting a named uint. + + + + + Entry denoting an unnamed uint. + + + + + Entry denoting a named long. + + + + + Entry denoting an unnamed long. + + + + + Entry denoting a named ulong. + + + + + Entry denoting an unnamed ulong. + + + + + Entry denoting a named float. + + + + + Entry denoting an unnamed float. + + + + + Entry denoting a named double. + + + + + Entry denoting an unnamed double. + + + + + Entry denoting a named decimal. + + + + + Entry denoting an unnamed decimal. + + + + + Entry denoting a named char. + + + + + Entry denoting an unnamed char. + + + + + Entry denoting a named string. + + + + + Entry denoting an unnamed string. + + + + + Entry denoting a named guid. + + + + + Entry denoting an unnamed guid. + + + + + Entry denoting a named boolean. + + + + + Entry denoting an unnamed boolean. + + + + + Entry denoting a named null. + + + + + Entry denoting an unnamed null. + + + + + Entry denoting a type name. + + + + + Entry denoting a type id. + + + + + Entry denoting that the end of the stream has been reached. + + + + + Entry denoting a named external reference by string. + + + + + Entry denoting an unnamed external reference by string. + + + + + Provides a set of methods for reading data stored in a format written by a corresponding class. + + If you implement this interface, it is VERY IMPORTANT that you implement each method to the *exact* specifications the documentation specifies. + + It is strongly recommended to inherit from the class if you wish to implement a new data reader. + + + + + + Gets or sets the reader's serialization binder. + + + The reader's serialization binder. + + + + + Gets or sets the base stream of the reader. + + + The base stream of the reader. + + + + + Gets a value indicating whether the reader is in an array node. + + + true if the reader is in an array node; otherwise, false. + + + + + Gets the name of the current node. + + + The name of the current node. + + + + + Gets the current node id. If this is less than zero, the current node has no id. + + + The current node id. + + + + + Gets the current node depth. In other words, the current count of the node stack. + + + The current node depth. + + + + + Gets the deserialization context. + + + The deserialization context. + + + + + Gets a dump of the data being read by the writer. The format of this dump varies, but should be useful for debugging purposes. + + + + + Tries to enter a node. This will succeed if the next entry is an . + + This call MUST (eventually) be followed by a corresponding call to + + This call will change the values of the , , and properties to the correct values for the current node. + + The type of the node. This value will be null if there was no metadata, or if the reader's serialization binder failed to resolve the type name. + true if entering a node succeeded, otherwise false + + + + Exits the current node. This method will keep skipping entries using until an is reached, or the end of the stream is reached. + + This call MUST have been preceded by a corresponding call to . + + This call will change the values of the , , and to the correct values for the node that was prior to the current node. + + true if the method exited a node, false if it reached the end of the stream. + + + + Tries to enters an array node. This will succeed if the next entry is an . + + This call MUST (eventually) be followed by a corresponding call to + + This call will change the values of the , , and properties to the correct values for the current array node. + + The length of the array that was entered. + true if an array was entered, otherwise false + + + + Exits the closest array. This method will keep skipping entries using until an is reached, or the end of the stream is reached. + + This call MUST have been preceded by a corresponding call to . + + This call will change the values of the , , and to the correct values for the node that was prior to the exited array node. + + true if the method exited an array, false if it reached the end of the stream. + + + + Reads a primitive array value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The element type of the primitive array. Valid element types can be determined using . + The resulting primitive array. + true if reading a primitive array succeeded, otherwise false + + + + Peeks ahead and returns the type of the next entry in the stream. + + The name of the next entry, if it has one. + The type of the next entry. + + + + Reads an internal reference id. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The internal reference id. + true if reading the value succeeded, otherwise false + + + + Reads an external reference index. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference index. + true if reading the value succeeded, otherwise false + + + + Reads an external reference guid. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference guid. + true if reading the value succeeded, otherwise false + + + + Reads an external reference string. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference string. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the string of the entry is longer than 1 character, the first character of the string will be taken as the result. + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + true if reading the value succeeded, otherwise false + + + + Reads a null value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + true if reading the value succeeded, otherwise false + + + + Skips the next entry value, unless it is an or an . If the next entry value is an or an , all of its contents will be processed, deserialized and registered in the deserialization context, so that internal reference values are not lost to entries further down the stream. + + + + + Tells the reader that a new serialization session is about to begin, and that it should clear all cached values left over from any prior serialization sessions. + This method is only relevant when the same reader is used to deserialize several different, unrelated values. + + + + + Provides a set of methods for reading data stored in a format that can be read by a corresponding class. + + If you implement this interface, it is VERY IMPORTANT that you implement each method to the *exact* specifications the documentation specifies. + + It is strongly recommended to inherit from the class if you wish to implement a new data writer. + + + + + + Gets or sets the reader's serialization binder. + + + The reader's serialization binder. + + + + + Gets or sets the base stream of the writer. + + + The base stream of the writer. + + + + + Gets a value indicating whether the writer is in an array node. + + + true if the writer is in an array node; otherwise, false. + + + + + Gets the serialization context. + + + The serialization context. + + + + + Gets a dump of the data currently written by the writer. The format of this dump varies, but should be useful for debugging purposes. + + + + + Flushes everything that has been written so far to the writer's base stream. + + + + + Writes the beginning of a reference node. + + This call MUST eventually be followed by a corresponding call to , with the same name. + + The name of the reference node. + The type of the reference node. If null, no type metadata will be written. + The id of the reference node. This id is acquired by calling . + + + + Begins a struct/value type node. This is essentially the same as a reference node, except it has no internal reference id. + + This call MUST eventually be followed by a corresponding call to , with the same name. + + The name of the struct node. + The type of the struct node. If null, no type metadata will be written. + + + + Ends the current node with the given name. If the current node has another name, an is thrown. + + The name of the node to end. This has to be the name of the current node. + + + + Begins an array node of the given length. + + The length of the array to come. + + + + Ends the current array node, if the current node is an array node. + + + + + Writes a primitive array to the stream. + + The element type of the primitive array. Valid element types can be determined using . + The primitive array to write. + + + + Writes a null value to the stream. + + The name of the value. If this is null, no name will be written. + + + + Writes an internal reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external index reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external guid reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external string reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Tells the writer that a new serialization session is about to begin, and that it should clear all cached values left over from any prior serialization sessions. + This method is only relevant when the same writer is used to serialize several different, unrelated values. + + + + + Contains various string constants used by the , and classes. + + + + + The named of a node id entry. + + + + + The name of a type entry. + + + + + The name of a regular array length entry. + + + + + The name of a primitive array length entry. + + + + + The name of a regular array content entry. + + + + + The name of a primitive array content entry. + + + + + The beginning of the content of an internal reference entry. + + + + + The beginning of the content of an external reference by index entry. + + + + + The beginning of the content of an external reference by guid entry. + + + + + The beginning of the content of an external reference by string entry. This is an old entry using an invalid data format where the ref string is dumped inline without escaping. + + + + + The beginning of the content of an external reference by string entry. This is a new entry using the valid format where the ref string is written as an escaped string. + + + + + Reads json data from a stream that has been written by a . + + + + + + Initializes a new instance of the class. + + The base stream of the reader. + The deserialization context to use. + + + + Gets or sets the base stream of the reader. + + + The base stream of the reader. + + + + + Disposes all resources kept by the data reader, except the stream, which can be reused later. + + + + + Peeks ahead and returns the type of the next entry in the stream. + + The name of the next entry, if it has one. + + The type of the next entry. + + + + + Tries to enter a node. This will succeed if the next entry is an . + + This call MUST (eventually) be followed by a corresponding call to + This call will change the values of the , , and properties to the correct values for the current node. + + The type of the node. This value will be null if there was no metadata, or if the reader's serialization binder failed to resolve the type name. + + true if entering a node succeeded, otherwise false + + + + + Exits the current node. This method will keep skipping entries using until an is reached, or the end of the stream is reached. + + This call MUST have been preceded by a corresponding call to . + + This call will change the values of the , , and to the correct values for the node that was prior to the current node. + + + true if the method exited a node, false if it reached the end of the stream. + + + + + Tries to enters an array node. This will succeed if the next entry is an . + + This call MUST (eventually) be followed by a corresponding call to + This call will change the values of the , , and properties to the correct values for the current array node. + + The length of the array that was entered. + + true if an array was entered, otherwise false + + + + + Exits the closest array. This method will keep skipping entries using until an is reached, or the end of the stream is reached. + + This call MUST have been preceded by a corresponding call to . + + This call will change the values of the , , and to the correct values for the node that was prior to the exited array node. + + + true if the method exited an array, false if it reached the end of the stream. + + + + + Reads a primitive array value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The element type of the primitive array. Valid element types can be determined using . + The resulting primitive array. + + true if reading a primitive array succeeded, otherwise false + + Type + typeof(T).Name + is not a valid primitive array type. + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an internal reference id. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The internal reference id. + + true if reading the value succeeded, otherwise false + + + + + Reads an external reference index. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference index. + + true if reading the value succeeded, otherwise false + + + + + Reads an external reference guid. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference guid. + + true if reading the value succeeded, otherwise false + + + + + Reads an external reference string. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The external reference string. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the string of the entry is longer than 1 character, the first character of the string will be taken as the result. + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads an value. This call will succeed if the next entry is an . + + If the value of the stored integer is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a value. This call will succeed if the next entry is an or an . + + If the stored integer or floating point value is smaller than or larger than , the result will be default(). + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The value that has been read. + + true if reading the value succeeded, otherwise false + + + + + Reads a null value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + + true if reading the value succeeded, otherwise false + + + + + Tells the reader that a new serialization session is about to begin, and that it should clear all cached values left over from any prior serialization sessions. + This method is only relevant when the same reader is used to deserialize several different, unrelated values. + + + + + Peeks the current entry. + + The peeked entry. + + + + Consumes the current entry, and reads to the next one. + + The next entry. + + + + Writes json data to a stream that can be read by a . + + + + + + Initializes a new instance of the class. + + The base stream of the writer. + The serialization context to use.> + Whether the json should be packed, or formatted as human-readable. + + + + Gets or sets a value indicating whether the json should be packed, or formatted as human-readable. + + + true if the json should be formatted as human-readable; otherwise, false. + + + + + Whether to enable an optimization that ensures any given type name is only written once into the json stream, and thereafter kept track of by ID. + + + + + Enable the "just started" flag, causing the writer to start a new "base" json object container. + + + + + Flushes everything that has been written so far to the writer's base stream. + + + + + Writes the beginning of a reference node. + + This call MUST eventually be followed by a corresponding call to , with the same name. + + The name of the reference node. + The type of the reference node. If null, no type metadata will be written. + The id of the reference node. This id is acquired by calling . + + + + Begins a struct/value type node. This is essentially the same as a reference node, except it has no internal reference id. + + This call MUST eventually be followed by a corresponding call to , with the same name. + + The name of the struct node. + The type of the struct node. If null, no type metadata will be written. + + + + Ends the current node with the given name. If the current node has another name, an is thrown. + + The name of the node to end. This has to be the name of the current node. + + + + Begins an array node of the given length. + + The length of the array to come. + + + + Ends the current array node, if the current node is an array node. + + + + + Writes a primitive array to the stream. + + The element type of the primitive array. Valid element types can be determined using . + The primitive array to write. + Type + typeof(T).Name + is not a valid primitive array type. + array + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a null value to the stream. + + The name of the value. If this is null, no name will be written. + + + + Writes an internal reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes a value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external index reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external guid reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an external string reference to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Writes an value to the stream. + + The name of the value. If this is null, no name will be written. + The value to write. + + + + Disposes all resources kept by the data writer, except the stream, which can be reused later. + + + + + Tells the writer that a new serialization session is about to begin, and that it should clear all cached values left over from any prior serialization sessions. + This method is only relevant when the same writer is used to serialize several different, unrelated values. + + + + + Parses json entries from a stream. + + + + + + The current deserialization context used by the text reader. + + + + + Initializes a new instance of the class. + + The stream to parse from. + The deserialization context to use. + The stream is null. + Cannot read from the stream. + + + + Resets the reader instance's currently peeked char and emergency playback queue. + + + + + Disposes all resources kept by the text reader, except the stream, which can be reused later. + + + + + Reads to (but not past) the beginning of the next json entry, and returns the entry name, contents and type. + + The name of the entry that was parsed. + The content of the entry that was parsed. + The type of the entry that was parsed. + + + + A serialization node as used by the format. + + + + + The name of the node. + + + + + The entry type of the node. + + + + + The data contained in the node. Depending on the entry type and name, as well as nodes encountered prior to this one, the format can vary wildly. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Tries to enters an array node. This will succeed if the next entry is an . + + This call MUST (eventually) be followed by a corresponding call to + This call will change the values of the , , and properties to the correct values for the current array node. + + The length of the array that was entered. + + true if an array was entered, otherwise false + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Reads a primitive array value. This call will succeed if the next entry is an . + + If the call fails (and returns false), it will skip the current entry value, unless that entry is an or an . + + The element type of the primitive array. Valid element types can be determined using . + The resulting primitive array. + + true if reading a primitive array succeeded, otherwise false + + Type + typeof(T).Name + is not a valid primitive array type. + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Peeks the current entry. + + The peeked entry. + + + + Consumes the current entry, and reads to the next one. + + The next entry. + + + + Shared config class for and . + + + + + The string to use to separate node id's from their names. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Begins an array node of the given length. + + The length of the array to come. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Utility class for locating and caching formatters for all non-primitive types. + + + + + Editor-only event that fires whenever an emittable formatter has been located. + This event is used by the AOT formatter pre-emitter to locate types that need to have formatters pre-emitted. + + + + + Editor-only event that fires whenever a formatter has been located. + + + + + This event is invoked before everything else when a formatter is being resolved for a given type. If any invoked delegate returns a valid formatter, that formatter is used and the resolve process stops there. + + This can be used to hook into and extend the serialization system's formatter resolution logic. + + + + + Gets a formatter for the type . + + The type to get a formatter for. + The serialization policy to use if a formatter has to be emitted. If null, is used. + + A formatter for the type . + + + + + Gets a formatter for a given type. + + The type to get a formatter for. + The serialization policy to use if a formatter has to be emitted. If null, is used. + + A formatter for the given type. + + The type argument is null. + + + + Gets a formatter for a given type. + + The type to get a formatter for. + The serialization policy to use if a formatter has to be emitted. If null, is used. + Whether to allow the use of weak fallback formatters which do not implement the strongly typed , but which conversely do not need to have had AOT support generated. + + A formatter for the given type. + + The type argument is null. + + + + Formatter for all non-primitive one-dimensional arrays. + + The element type of the formatted array. + + + + + Returns null. + + + A null value. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Custom formatter for the type . + + + + + + Returns null. + + + A null value. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Provides common functionality for serializing and deserializing values of type , and provides automatic support for the following common serialization conventions: + + , , , , and . + + The type which can be serialized and deserialized by the formatter. + + + + + The on serializing callbacks for type . + + + + + The on serialized callbacks for type . + + + + + The on deserializing callbacks for type . + + + + + The on deserialized callbacks for type . + + + + + Whether the serialized value is a value type. + + + + + Gets the type that the formatter can serialize. + + + The type that the formatter can serialize. + + + + + Serializes a value using a specified . + + The value to serialize. + The writer to use. + + + + Deserializes a value using a specified . + + The reader to use. + + The deserialized value. + + + + + Deserializes a value of type using a specified . + + The reader to use. + + The deserialized value. + + + + + Serializes a value of type using a specified . + + The value to serialize. + The writer to use. + + + + Get an uninitialized object of type . WARNING: If you override this and return null, the object's ID will not be automatically registered and its OnDeserializing callbacks will not be automatically called, before deserialization begins. + You will have to call and immediately after creating the object yourself during deserialization. + + An uninitialized object of type . + + + + Registers the given object reference in the deserialization context. + + NOTE that this method only does anything if is not a value type. + + The value to register. + The reader which is currently being used. + + + + Invokes all methods on the object with the [OnDeserializing] attribute. + + WARNING: This method will not be called automatically if you override GetUninitializedObject and return null! You will have to call it manually after having created the object instance during deserialization. + + The value to invoke the callbacks on. + The deserialization context. + + + + Invokes all methods on the object with the [OnDeserializing] attribute. + + WARNING: This method will not be called automatically if you override GetUninitializedObject and return null! You will have to call it manually after having created the object instance during deserialization. + + The value to invoke the callbacks on. + The deserialization context. + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Provides common functionality for serializing and deserializing weakly typed values of a given type, and provides automatic support for the following common serialization conventions: + + , , , , and . + + + + + + Serializes a value using a specified . + + The value to serialize. + The writer to use. + + + + Deserializes a value using a specified . + + The reader to use. + + The deserialized value. + + + + + Registers the given object reference in the deserialization context. + + NOTE that this method only does anything if is not a value type. + + The value to register. + The reader which is currently being used. + + + + Invokes all methods on the object with the [OnDeserializing] attribute. + + WARNING: This method will not be called automatically if you override GetUninitializedObject and return null! You will have to call it manually after having created the object instance during deserialization. + + The value to invoke the callbacks on. + The deserialization context. + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Formatter for all delegate types. + + This formatter can handle anything but delegates for dynamic methods. + + + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Get an uninitialized object of type . WARNING: If you override this and return null, the object's ID will not be automatically registered and its OnDeserializing callbacks will not be automatically called, before deserialization begins. + You will have to call and immediately after creating the object yourself during deserialization. + + + An uninitialized object of type . + + + + + Emergency hack class to support serialization of types derived from dictionary + + + + + Returns null. + + + A value of null. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Custom generic formatter for the generic type definition . + + The type of the dictionary key. + The type of the dictionary value. + + + + + Creates a new instance of . + + + + + Returns null. + + + A value of null. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Custom Odin serialization formatter for . + + Type of primary key. + Type of secondary key. + Type of value. + + + + Creates a new instance of . + + + + + Returns null. + + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides an easy way of implementing custom formatters. + + The type which can be serialized and deserialized by the formatter. + + + + Reads through all entries in the current node one at a time, and calls for each entry. + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Calls directly. + + The value to serialize. + The writer to serialize with. + + + + Reads a data entry into the value denoted by the entry name. + + The value to read into. + The name of the entry. + The type of the entry. + The reader currently used for deserialization. + + + + Write the serialized values of a value of type . + + The value to serialize. + The writer currently used for serialization. + + + + Indicates that this formatter type has been emitted. Never put this on a type! + + + + + A formatter for empty types. It writes no data, and skips all data that is to be read, deserializing a "default" value. + + + + + Skips the entry to read. + + + + + Does nothing at all. + + + + + Utility class for emitting formatters using the namespace. + + NOTE: Some platforms do not support emitting. Check whether you can emit on the current platform using . + + + + + Used for generating unique formatter helper type names. + + + + + The name of the pre-generated assembly that contains pre-emitted formatters for use on AOT platforms where emitting is not supported. Note that this assembly is not always present. + + + + + The name of the runtime-generated assembly that contains runtime-emitted formatters for use on non-AOT platforms where emitting is supported. Note that this assembly is not always present. + + + + + Base type for all AOT-emitted formatters. + + + + + Shortcut class that makes it easier to emit empty AOT formatters. + + + + + Skips the entry to read. + + + + + Does nothing at all. + + + + + Gets an emitted formatter for a given type. + + NOTE: Some platforms do not support emitting. On such platforms, this method logs an error and returns null. Check whether you can emit on the current platform using . + + The type to emit a formatter for. + The serialization policy to use to determine which members the emitted formatter should serialize. If null, is used. + The type of the emitted formatter. + The type argument is null. + + + + Emits a formatter for a given type into a given module builder, using a given serialization policy to determine which members to serialize. + + Type to create a formatter for. + The module builder to emit a formatter into. + The serialization policy to use for creating the formatter. + The fully constructed, emitted formatter type. + + + + Utility class for the class. + + + + + Determines whether the specified type can be formatted by a . + + The following criteria are checked: type implements , type is not abstract, type is not a generic type definition, type is not an interface, type has a public parameterless constructor. + + The collection type to check. + The element type of the collection. + true if the type can be formatted by a , otherwise false + The type argument is null. + + + + Formatter for all eligible types that implement the interface , and which have no other formatters specified. + + Eligibility for formatting by this class is determined by the method. + + The type of the collection. + The type of the element. + + + + Creates a new instance of . + + + + + Gets a new object of type . + + + A new object of type . + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Gets a new object of type . + + + A new object of type . + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Custom generic formatter for the generic type definition . + + The element type of the formatted list. + + + + + Returns null. + + + A null value. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Returns null. + + + A null value. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Serializes and deserializes a given type. + + NOTE that if you are implementing a custom formatter and registering it using the , it is not enough to implement - you have to implement . + + + + + Gets the type that the formatter can serialize. + + + The type that the formatter can serialize. + + + + + Serializes a value using a specified . + + The value to serialize. + The writer to use. + + + + Deserializes a value using a specified . + + The reader to use. + + The deserialized value. + + + + + Serializes and deserializes a given type T. + + The type which can be serialized and deserialized by the formatter. + + + + Serializes a value of type using a specified . + + The value to serialize. + The writer to use. + + + + Deserializes a value of type using a specified . + + The reader to use. + + The deserialized value. + + + + + Custom generic formatter for the generic type definition . + + The type of the key. + The type of the value. + + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Custom generic formatter for the generic type definition . + + The element type of the formatted list. + + + + + Returns null. + + + A null value. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Custom formatter for MethodInfo, since Unity Mono's MethodInfo ISerializable implementation will often crash if the method no longer exists upon deserialization. + + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Get an uninitialized object of type . WARNING: If you override this and return null, the object's ID will not be automatically registered and its OnDeserializing callbacks will not be automatically called, before deserialization begins. + You will have to call and immediately after creating the object yourself during deserialization. + + + An uninitialized object of type . + + + + + Minimal baseline formatter. Doesn't come with all the bells and whistles of any of the other BaseFormatter classes. + Common serialization conventions aren't automatically supported, and common deserialization callbacks are not automatically invoked. + + The type which can be serialized and deserialized by the formatter. + + + + Whether the serialized value is a value type. + + + + + Gets the type that the formatter can serialize. + + + The type that the formatter can serialize. + + + + + Deserializes a value of type using a specified . + + The reader to use. + + The deserialized value. + + + + + Serializes a value of type using a specified . + + The value to serialize. + The writer to use. + + + + Serializes a value using a specified . + + The value to serialize. + The writer to use. + + + + Deserializes a value using a specified . + + The reader to use. + + The deserialized value. + + + + + Get an uninitialized object of type . WARNING: If you override this and return null, the object's ID will not be automatically registered. + You will have to call immediately after creating the object yourself during deserialization. + + An uninitialized object of type . + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Registers the given object reference in the deserialization context. + + NOTE that this method only does anything if is not a value type. + + The value to register. + The reader which is currently being used. + + + + Whether the serialized value is a value type. + + + + + Gets the type that the formatter can serialize. + + + The type that the formatter can serialize. + + + + + Get an uninitialized object of type . WARNING: If you override this and return null, the object's ID will not be automatically registered. + You will have to call immediately after creating the object yourself during deserialization. + + An uninitialized object of type . + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Registers the given object reference in the deserialization context. + + NOTE that this method only does anything if the serialized type is not a value type. + + The value to register. + The reader which is currently being used. + + + + Formatter for all arrays with more than one dimension. + + The type of the formatted array. + The element type of the formatted array. + + + + + Returns null. + + + A null value. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Returns null. + + + A null value. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Formatter for all types. + + The type that is nullable. + + + + + Creates a new instance of . + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Formatter for all primitive one-dimensional arrays. + + The element type of the formatted array. This type must be an eligible primitive array type, as determined by . + + + + + Returns null. + + + A null value. + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Returns null. + + + A null value. + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom generic formatter for the generic type definition . + + The element type of the formatted queue. + + + + + Returns null. + + + A null value. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Final fallback formatter for all types which have no other formatters. This formatter relies on reflection to work, and is thus comparatively slow and creates more garbage than a custom formatter. + + The type which can be serialized and deserialized by the formatter. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Formatter for types that implement the interface. + + + + + + + Calls on the value to deserialize. + + + + + Calls on the value to deserialize. + + + + + Calls on the value to deserialize. + + + + + Calls on the value to deserialize. + + + + + Formatter for all types that implement the ISerializable interface. + + The type which can be serialized and deserialized by the formatter. + + + + + Get an uninitialized object of type . WARNING: If you override this and return null, the object's ID will not be automatically registered and its OnDeserializing callbacks will not be automatically called, before deserialization begins. + You will have to call and immediately after creating the object yourself during deserialization. + + + An uninitialized object of type . + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Creates and reads into a instance using a given reader and context. + + The reader to use. + + The which was read. + + + + + Writes the given using the given writer. + + The to write. + The writer to use. + + + + Get an uninitialized object of type . WARNING: If you override this and return null, the object's ID will not be automatically registered and its OnDeserializing callbacks will not be automatically called, before deserialization begins. + You will have to call and immediately after creating the object yourself during deserialization. + + + An uninitialized object of type . + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Custom generic formatter for the generic type definition and types derived from it. + + The element type of the formatted stack. + + + + + Returns null. + + + A null value. + + + + + Provides the actual implementation for deserializing a value of type . + + The uninitialized value to serialize into. This value will have been created earlier using . + The reader to deserialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Provides the actual implementation for serializing a value of type . + + The value to serialize. + The writer to serialize with. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Formatter for the type which uses the reader/writer's to bind types. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Returns null. + + null. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + + Applying this attribute to a type indicates that in the case where, when expecting to deserialize an instance of the type + or any of its derived types, but encountering an incompatible, uncastable type in the data being read, the serializer + should attempt to deserialize an instance of the expected type using the stored, possibly invalid data. + + + This is equivalent to the option, expect type-specific instead + of global. + + + + + + Use this attribute to specify that a type that implements the + interface should *always* format itself regardless of other formatters being specified. + + This means that the interface will be used to format all types derived from the type that + is decorated with this attribute, regardless of custom formatters for the derived types. + + + + + + This class gathers info about the current architecture for the purpose of determinining + the unaligned read/write capabilities that we have to work with. + + + + + This will be false on some ARM architectures, such as ARMv7. + In these cases, we will have to perform slower but safer int-by-int read/writes of data. + + Since this value will never change at runtime, performance hits from checking this + everywhere should hopefully be negligible, since branch prediction from speculative + execution will always predict it correctly. + + + + + Provides a way of claiming and releasing cached array buffers. + + The element type of the array to buffer. + + + + + Gets the total element count of the buffered array. This will always be a power of two. + + + The total element count of the buffered array. + + Cannot access a buffer while it is freed. + + + + Gets the buffered array. + + + The buffered array. + + Cannot access a buffer while it is freed. + + + + Gets a value indicating whether this buffer is free. + + + true if this buffer is free; otherwise, false. + + + + + Claims a buffer with the specified minimum capacity. Note: buffers always have a capacity equal to or larger than 256. + + The minimum capacity. + A buffer which has a capacity equal to or larger than the specified minimum capacity. + Requested size of buffer must be larger than 0. + + + + Frees the specified buffer. + + The buffer to free. + The buffer argument is null. + + + + Frees this buffer. + + + + + Frees this buffer. + + + + + Attribute indicating that a class which implements the interface somewhere in its hierarchy is a custom formatter for the type T. + + + + + + The priority of the formatter. Of all the available custom formatters, the formatter with the highest priority is always chosen. + + + + + Initializes a new instance of the class with priority 0. + + + + + Initializes a new instance of the class. + + The priority of the formatter. Of all the available custom formatters, the formatter with the highest priority is always chosen. + + + + Attribute indicating that a generic type definition class which implements the interface somewhere in its hierarchy is a custom formatter for *any variation* of the generic type definition T. + + The formatter's generic type parameters are mapped onto the serialized type's generic type parameters. + + For example, implements , where T is . + + + + + + The generic type definition of the serialized type. + + + + + Initializes a new instance of the class. + + The generic type definition of the serialized type. + The priority of the formatter. Of all the available custom formatters, the formatter with the highest priority is always chosen. + was null. + The type given in is not a generic type definition. + + + + Helper class for quickly and easily implementing the interface. + + + + + Initializes a new instance of the class. + + The policy ID. + if set to true non serializable types will be allowed. + The delegate to use for determining whether members should be serialized. + + The id argument or the shouldSerializeFunc argument was null. + + + + + Gets the identifier of the policy. This can be stored in the serialization metadata, so the policy used to serialize it can be recovered without knowing the policy at runtime. This ID should preferably be unique. + + + The identifier of the policy. + + + + + Gets a value indicating whether to allow non serializable types. (Types which are not decorated with .) + + + true if serializable types are allowed; otherwise, false. + + + + + Gets a value indicating whether a given should be serialized or not. + + The member to check. + + true if the given member should be serialized, otherwise, false. + + + + + An attribute that lets you help the DefaultSerializationBinder bind type names to types. This is useful if you're renaming a type, + that would result in data loss, and what to specify the new type name to avoid loss of data. + + + + + [assembly: OdinSerializer.BindTypeNameToType("Namespace.OldTypeName", typeof(Namespace.NewTypeName))] + //[assembly: OdinSerializer.BindTypeNameToType("Namespace.OldTypeName, OldFullAssemblyName", typeof(Namespace.NewTypeName))] + + namespace Namespace + { + public class SomeComponent : SerializedMonoBehaviour + { + public IInterface test; // Contains an instance of OldTypeName; + } + + public interface IInterface { } + + public class NewTypeName : IInterface { } + + //public class OldTypeName : IInterface { } + } + + + + + + Initializes a new instance of the class. + + Old old full type name. If it's moved to new a new assembly you must specify the old assembly name as well. See example code in the documentation. + The new type. + + + + Provides a default, catch-all implementation. This binder only includes assembly names, without versions and tokens, in order to increase compatibility. + + + + + + + Bind a type to a name. + + The type to bind. + The debug context to log to. + + The name that the type has been bound to. + + The type argument is null. + + + + Determines whether the specified type name is mapped. + + + + + Binds a name to type. + + The name of the type to bind. + The debug context to log to. + + The type that the name has been bound to, or null if the type could not be resolved. + + The typeName argument is null. + + + + The context of a given deserialization session. This class maintains all internal and external references during deserialization. + + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The streaming context to use. + + + + Initializes a new instance of the class. + + The formatter converter to use. + + + + Initializes a new instance of the class. + + The streaming context to use. + The formatter converter to use. + The formatterConverter parameter is null. + + + + Gets or sets the context's type binder. + + + The context's serialization binder. + + + + + Gets or sets the string reference resolver. + + + The string reference resolver. + + + + + Gets or sets the Guid reference resolver. + + + The Guid reference resolver. + + + + + Gets or sets the index reference resolver. + + + The index reference resolver. + + + + + Gets the streaming context. + + + The streaming context. + + + + + Gets the formatter converter. + + + The formatter converter. + + + + + Gets or sets the serialization configuration. + + + The serialization configuration. + + + + + Registers an internal reference to a given id. + + The id to register the reference with. + The reference to register. + + + + Gets an internal reference from a given id, or null if the id has not been registered. + + The id of the reference to get. + An internal reference from a given id, or null if the id has not been registered. + + + + Gets an external object reference by index, or null if the index could not be resolved. + + The index to resolve. + An external object reference by the given index, or null if the index could not be resolved. + + + + Gets an external object reference by guid, or null if the guid could not be resolved. + + The guid to resolve. + An external object reference by the given guid, or null if the guid could not be resolved. + + + + Gets an external object reference by an id string, or null if the id string could not be resolved. + + The id string to resolve. + An external object reference by an id string, or null if the id string could not be resolved. + + + + Resets the deserialization context completely to baseline status, as if its constructor has just been called. + This allows complete reuse of a deserialization context, with all of its internal reference buffers. + + + + + An entry type which is part of a stream being read by a . + + + + + Could not parse entry. + + + + + Entry is a primitive value of type string or char. + + + + + Entry is a primitive value of type guid. + + + + + Entry is a primitive value of type sbyte, byte, short, ushort, int, uint, long or ulong. + + + + + Entry is a primitive value of type float, double or decimal. + + + + + Entry is a primitive boolean value. + + + + + Entry is a null value. + + + + + Entry marks the start of a node, IE, a complex type that contains values of its own. + + + + + Entry marks the end of a node, IE, a complex type that contains values of its own. + + + + + Entry contains an ID that is a reference to a node defined previously in the stream. + + + + + Entry contains the index of an external object in the DeserializationContext. + + + + + Entry contains the guid of an external object in the DeserializationContext. + + + + + Entry marks the start of an array. + + + + + Entry marks the end of an array. + + + + + Entry marks a primitive array. + + + + + Entry indicating that the reader has reached the end of the data stream. + + + + + Entry contains the string id of an external object in the DeserializationContext. + + + + + + Causes Odin's inspector to completely ignore a given member, preventing it from even being included in an Odin PropertyTree, + and such will not cause any performance hits in the inspector. + + Note that Odin can still serialize an excluded member - it is merely ignored in the inspector itself. + + + + + Provides an array of utility methods which are commonly used by serialization formatters. + + + + + Gets a map of all serializable members on the given type. This will also properly map names extracted from and to their corresponding members. + + The type to get a map for. + The serialization policy to use. If null, is used. + A map of all serializable members on the given type. + + + + Gets an array of all serializable members on the given type. + + The type to get serializable members for. + The serialization policy to use. If null, is used. + An array of all serializable members on the given type. + + + + Creates a fake Unity null value of a given type, for the given -derived owning type. + + Unity uses these kinds of values to indicate missing object references. + + Type of the null value. + Type of the owning value. This is the value which changes the which you get. + A fake Unity null value of a given type. + The nullType or owningType parameter is null. + + The type given in the nullType parameter is not a Unity object. + or + The type given in the owningType parameter is not a Unity object. + + + + + Determines whether a given type is a primitive type to the serialization system. + + The following criteria are checked: type.IsPrimitive or type.IsEnum, or type is a , or . + + The type to check. + true if the given type is a primitive type; otherwise, false. + + + + Determines whether a given type is a primitive array type. Namely, arrays with primitive array types as elements are primitive arrays. + + The following types are primitive array types: , , , , , , , , , , , , and . + + The type to check. + true if the given type is a primitive array type; otherwise, false. + + + + Gets the type contained in the given . Currently only and is supported. + + The to get the contained type of. + The type contained in the given . + Can't get the contained type of the given type. + + + + Gets the value contained in a given . Currently only and is supported. + + The to get the value of. + The instance to get the value from. + The value contained in the given . + Can't get the value of the given type. + + + + Sets the value of a given MemberInfo. Currently only and is supported. + + The to set the value of. + The object to set the value on. + The value to set. + + Property has no setter + or + Can't set the value of the given type. + + + + + Gets an aliased version of a member, with the declaring type name included in the member name, so that there are no conflicts with private fields and properties with the same name in different classes in the same inheritance hierarchy. + + Marked internal in Odin because this method MUST NOT BE CALLED FROM ODIN'S INSPECTOR CODE. + Odin has its own version of this, and there must be no conflict. These aliases must not be + mixed into Odin's own. Use InspectorPropertyInfoUtility.GetPrivateMemberAlias instead. + + + + + Resolves external guid references to reference objects during serialization and deserialization. + + + + + Gets or sets the next resolver in the chain. + + + The next resolver in the chain. + + + + + Tries to resolve a reference from a given Guid. + + The Guid to resolve. + The resolved value. + true if the value was resolved; otherwise, false. + + + + Determines whether this resolver can reference the specified value with a Guid. + + The value to check. + The Guid which references the value. + true if the value can be referenced; otherwise, false. + + + + Resolves external index references to reference objects during serialization and deserialization. + + + + + Tries to resolve the given reference index to a reference value. + + The index to resolve. + The resolved value. + true if the index could be resolved to a value, otherwise false. + + + + Determines whether the specified value can be referenced externally via this resolver. + + The value to reference. + The index of the resolved value, if it can be referenced. + true if the reference can be resolved, otherwise false. + + + + Resolves external strings references to reference objects during serialization and deserialization. + + + + + Gets or sets the next resolver in the chain. + + + The next resolver in the chain. + + + + + Tries to resolve a reference from a given Guid. + + The to resolve. + The resolved value. + true if the value was resolved; otherwise, false. + + + + Determines whether this resolver can reference the specified value with a string. + + The value to check. + The string which references the value. + true if the value can be referenced; otherwise, false. + + + + Specifies that a type is capable of serializing itself using an and an + . + + The deserialized type instance will be created without a constructor call using the + + method if it is a reference type, otherwise it will be created using default(type). + + Use to specify that a class which implements this + interface should *always* format itself regardless of other formatters being specified. + + + + + Serializes the instance's data using the given writer. + + + + + Deserializes data into the instance using the given reader. + + + + + Defines which members to serialize and deserialize when there aren't any custom formatters for a type. + Usually, it governs the behaviour of the and classes. + + + + + Gets the identifier of the policy. This can be stored in the serialization metadata, so the policy used to serialize can be recovered upon deserialization without knowing the policy ahead of time. This ID should preferably be unique. + + + The identifier of the policy. + + + + + Gets a value indicating whether to allow non serializable types. (Types which are not decorated with .) + + + true if serializable types are allowed; otherwise, false. + + + + + Gets a value indicating whether a given should be serialized or not. + + The member to check. + true if the given member should be serialized, otherwise, false. + + + + Contains information about a node during deserialization and serialization. + + + + + An empty node. + + + + + The name of the node. + + + + + The id of the node, or -1 if the node has no id. + + + + + The type of the node, or null if the node has no type metadata. + + + + + Whether the node is an array or not. + + + + + Whether the node is an empty node. + + + + + Initializes a new instance of the struct. + + The name of the node. + The id of the node. + The type of the node. + If set to true the node is an array node. + + + + Implements the operator == between and . + + The first . + The second . + + true if the nodes were equal; otherwise, false. + + + + + Implements the operator != between and . + + The first . + The second . + + true if the nodes were not equal; otherwise, false. + + + + + Determines whether the specified , is equal to this instance. + + The to compare with this instance. + + true if the specified is equal to this instance; otherwise, false. + + + + + Returns a hash code for this instance. + + + A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. + + + + + Indicates that an instance field or auto-property should be serialized by Odin. + + + + + + An Odin-serialized prefab modification, containing all the information necessary to apply the modification. + + + + + The type of modification to be made. + + + + + The deep reflection path at which to make the modification. + + + + + A list of all deep reflection paths in the target object where the value referenced by this modification was also located. + + + + + The modified value to set. + + + + + The new list length to set. + + + + + The dictionary keys to add. + + + + + The dictionary keys to remove. + + + + + Applies the modification to the given Object. + + + + + Types of prefab modification that can be applied. + + + + + A value has been changed at a given path. + + + + + A list length has been changed at a given path. + + + + + A dictionary has been changed at a given path. + + + + + Indicates that an instance field or auto-property was previously serialized with a different name, so that values serialized with the old name will be properly deserialized into this member. + + This does the same as Unity's FormerlySerializedAs attribute, except it can also be applied to properties. + + + + + + The former name. + + + + + Initializes a new instance of the class. + + The former name. + + + + Corresponds to the .NET class, but works only with buffers and so never allocates garbage. + + This class always writes and reads bytes in a little endian format, regardless of system architecture. + + + + + Converts a byte array into a hexadecimal string. + + + + + Converts a hexadecimal string into a byte array. + + + + + Reads two bytes from a buffer and converts them into a value. + + The buffer to read from. + The index to start reading at. + The converted value. + + + + Reads two bytes from a buffer and converts them into a value. + + The buffer to read from. + The index to start reading at. + The converted value. + + + + Reads four bytes from a buffer and converts them into an value. + + The buffer to read from. + The index to start reading at. + The converted value. + + + + Reads four bytes from a buffer and converts them into an value. + + The buffer to read from. + The index to start reading at. + The converted value. + + + + Reads eight bytes from a buffer and converts them into a value. + + The buffer to read from. + The index to start reading at. + The converted value. + + + + Reads eight bytes from a buffer and converts them into an value. + + The buffer to read from. + The index to start reading at. + The converted value. + + + + Reads four bytes from a buffer and converts them into an value. + + The buffer to read from. + The index to start reading at. + The converted value. + + + + Reads eight bytes from a buffer and converts them into an value. + + The buffer to read from. + The index to start reading at. + The converted value. + + + + Reads sixteen bytes from a buffer and converts them into a value. + + The buffer to read from. + The index to start reading at. + The converted value. + + + + Reads sixteen bytes from a buffer and converts them into a value. + + The buffer to read from. + The index to start reading at. + The converted value. + + + + Turns a value into two bytes and writes those bytes to a given buffer. + + The buffer to write to. + The index to start writing at. + The value to write. + + + + Turns an value into two bytes and writes those bytes to a given buffer. + + The buffer to write to. + The index to start writing at. + The value to write. + + + + Turns an value into four bytes and writes those bytes to a given buffer. + + The buffer to write to. + The index to start writing at. + The value to write. + + + + Turns an value into four bytes and writes those bytes to a given buffer. + + The buffer to write to. + The index to start writing at. + The value to write. + + + + Turns a value into eight bytes and writes those bytes to a given buffer. + + The buffer to write to. + The index to start writing at. + The value to write. + + + + Turns an value into eight bytes and writes those bytes to a given buffer. + + The buffer to write to. + The index to start writing at. + The value to write. + + + + Turns a value into four bytes and writes those bytes to a given buffer. + + The buffer to write to. + The index to start writing at. + The value to write. + + + + Turns a value into eight bytes and writes those bytes to a given buffer. + + The buffer to write to. + The index to start writing at. + The value to write. + + + + Turns a value into sixteen bytes and writes those bytes to a given buffer. + + The buffer to write to. + The index to start writing at. + The value to write. + + + + Turns a value into sixteen bytes and writes those bytes to a given buffer. + + The buffer to write to. + The index to start writing at. + The value to write. + + + + An exception thrown when the serialization system has encountered an issue so severe that serialization is being aborted. If this exception is caught in the serialization system somewhere, it should be rethrown. + + + + + Initializes a new instance of the class. + + The message. + + + + Initializes a new instance of the class. + + The message. + The inner exception. + + + + Defines the configuration during serialization and deserialization. This class is thread-safe. + + + + + Initializes a new instance of the class. + + + + + + Setting this member to true indicates that in the case where, when expecting to deserialize an instance of a certain type, + but encountering an incompatible, uncastable type in the data being read, the serializer should attempt to deserialize an + instance of the expected type using the stored, possibly invalid data. + + + This is equivalent to applying the attribute, except global + instead of specific to a single type. Note that if this member is set to false, individual types may still be deserialized + with invalid data if they are decorated with the attribute. + + + + + + Gets or sets the serialization policy. This value is never null; if set to null, it will default to . + + + The serialization policy. + + + + + Gets or sets the debug context. This value is never null; if set to null, a new default instance of will be created upon the next get. + + + The debug context. + + + + + Resets the configuration to a default configuration, as if the constructor had just been called. + + + + + Defines a context for debugging and logging during serialization and deserialization. This class is thread-safe. + + + + + The logger to use for logging messages. + + + + + The logging policy to use. + + + + + The error handling policy to use. + + + + + Log a warning. Depending on the logging policy and error handling policy, this message may be suppressed or result in an exception being thrown. + + + + + Log an error. Depending on the logging policy and error handling policy, this message may be suppressed or result in an exception being thrown. + + + + + Log an exception. Depending on the logging policy and error handling policy, this message may be suppressed or result in an exception being thrown. + + + + + The context of a given serialization session. This class maintains all internal and external references during serialization. + + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The streaming context to use. + + + + Initializes a new instance of the class. + + The formatter converter to use. + + + + Initializes a new instance of the class. + + The streaming context to use. + The formatter converter to use. + The formatterConverter parameter is null. + + + + Gets or sets the context's type binder. + + + The context's serialization binder. + + + + + Gets the streaming context. + + + The streaming context. + + + + + Gets the formatter converter. + + + The formatter converter. + + + + + Gets or sets the index reference resolver. + + + The index reference resolver. + + + + + Gets or sets the string reference resolver. + + + The string reference resolver. + + + + + Gets or sets the Guid reference resolver. + + + The Guid reference resolver. + + + + + Gets or sets the serialization configuration. + + + The serialization configuration. + + + + + Tries to get the id of an internally referenced object. + + The reference to get the id of. + The id that was found, or -1 if no id was found. + true if a reference was found, otherwise false. + + + + Tries to register an internal reference. Returns true if the reference was registered, otherwise, false when the reference has already been registered. + + The reference to register. + The id of the registered reference. + true if the reference was registered, otherwise, false when the reference has already been registered. + + + + Tries to register an external index reference. + + The object to reference. + The index of the referenced object. + true if the object could be referenced by index; otherwise, false. + + + + Tries to register an external guid reference. + + The object to reference. + The guid of the referenced object. + true if the object could be referenced by guid; otherwise, false. + + + + Tries to register an external string reference. + + The object to reference. + The id string of the referenced object. + true if the object could be referenced by string; otherwise, false. + + + + Resets the context's internal reference map. + + + + + Resets the serialization context completely to baseline status, as if its constructor has just been called. + This allows complete reuse of a serialization context, with all of its internal reference buffers. + + + + + Contains a set of default implementations of the interface. + + NOTE: Policies are not necessarily compatible with each other in intuitive ways. + Data serialized with the policy + will for example fail to deserialize auto-properties with , + even if only strict data is needed. + It is best to ensure that you always use the same policy for serialization and deserialization. + + This class and all of its policies are thread-safe. + + + + + Tries to get a serialization policy by its id, in case a serialization graph has the policy used for serialization stored by name. + + + + + All fields not marked with are serialized. If a field is marked with both and , then the field will be serialized. + + + + + Public fields, as well as fields or auto-properties marked with or and not marked with , are serialized. + + There are two exceptions: + 1) All fields in tuples, as well as in private nested types marked as compiler generated (e.g. lambda capture classes) are also serialized. + 2) Virtual auto-properties are never serialized. Note that properties specified by an implemented interface are automatically marked virtual by the compiler. + + + + + Only fields and auto-properties marked with or and not marked with are serialized. + + There are two exceptions: + 1) All fields in private nested types marked as compiler generated (e.g. lambda capture classes) are also serialized. + 2) Virtual auto-properties are never serialized. Note that properties specified by an implemented interface are automatically marked virtual by the compiler. + + + + + Provides an array of utility wrapper methods for easy serialization and deserialization of objects of any type. + + + + + Creates an for a given format. + + The stream to write to. + The serialization context to use. + The format to write. + + An for a given format. + + + + + + Creates an for a given format. + + The stream to read from. + The deserialization context to use. + The format to read. + + An for a given format. + + + + + + Serializes the given value using the given writer. + + The value to serialize. + The writer to use. + + + + Serializes the given value, using the given writer. + + The value to serialize. + The writer to use. + A list of the Unity objects which were referenced during serialization. + + + + Serializes the given value using the given writer. + + The type of the value to serialize. + The value to serialize. + The writer to use. + + + + Serializes the given value, using the given writer. + + The type of the value to serialize. + The value to serialize. + The writer to use. + A list of the Unity objects which were referenced during serialization. + + + + Serializes the given value to a given stream in the specified format. + + The value to serialize. + The stream to serialize to. + The format to serialize in. + The context. + + + + Serializes the given value to a given stream in the specified format. + + The value to serialize. + The stream to serialize to. + The format to serialize in. + A list of the Unity objects which were referenced during serialization. + The context. + + + + Serializes the given value to a given stream in the specified format. + + The type of the value to serialize. + The value to serialize. + The stream to serialize to. + The format to serialize in. + The context. + + + + Serializes the given value to a given stream in the specified format. + + The type of the value to serialize. + The value to serialize. + The stream to serialize to. + The format to serialize in. + A list of the Unity objects which were referenced during serialization. + The context. + + + + Serializes the given value using the specified format, and returns the result as a byte array. + + The value to serialize. + The format to use. + The context. + A byte array containing the serialized value. + + + + Serializes the given value using the specified format, and returns the result as a byte array. + + The value to serialize. + The format to use. + A list of the Unity objects which were referenced during serialization. + A byte array containing the serialized value. + + + + Serializes the given value using the specified format, and returns the result as a byte array. + + The type of the value to serialize. + The value to serialize. + The format to use. + The context to use. + A byte array containing the serialized value. + + + + Serializes the given value using the specified format and returns the result as a byte array. + + The type of the value to serialize. + The value to serialize. + The format to use. + A list of the Unity objects which were referenced during serialization. + The context to use. + A byte array containing the serialized value. + + + + Deserializes a value from the given reader. This might fail with primitive values, as they don't come with metadata. + + The reader to use. + The deserialized value. + + + + Deserializes a value from the given reader, using the given list of Unity objects for external index reference resolution. This might fail with primitive values, as they don't come with type metadata. + + The reader to use. + The list of Unity objects to use for external index reference resolution. + + The deserialized value. + + + + + Deserializes a value from the given reader. + + The type to deserialize. + The reader to use. + The deserialized value. + + + + Deserializes a value of a given type from the given reader, using the given list of Unity objects for external index reference resolution. + + The type to deserialize. + The reader to use. + The list of Unity objects to use for external index reference resolution. + + The deserialized value. + + + + + Deserializes a value from the given stream in the given format. This might fail with primitive values, as they don't come with type metadata. + + The reader to use. + The format to read. + The context. + + The deserialized value. + + + + + Deserializes a value from the given stream in the given format, using the given list of Unity objects for external index reference resolution. This might fail with primitive values, as they don't come with type metadata. + + The stream to read from. + The format to read. + The list of Unity objects to use for external index reference resolution. + The context. + + The deserialized value. + + + + + Deserializes a value of a given type from the given stream in the given format. + + The type to deserialize. + The stream to read from. + The format to read. + The context. + + The deserialized value. + + + + + Deserializes a value of a given type from the given stream in the given format, using the given list of Unity objects for external index reference resolution. + + The type to deserialize. + The stream to read from. + The format to read. + The list of Unity objects to use for external index reference resolution. + The context. + + The deserialized value. + + + + + Deserializes a value from the given byte array in the given format. This might fail with primitive values, as they don't come with type metadata. + + The bytes to deserialize from. + The format to read. + The context. + + The deserialized value. + + + + + Deserializes a value from the given byte array in the given format, using the given list of Unity objects for external index reference resolution. This might fail with primitive values, as they don't come with type metadata. + + The bytes to deserialize from. + The format to read. + The list of Unity objects to use for external index reference resolution. + + The deserialized value. + + + + + Deserializes a value of a given type from the given byte array in the given format. + + The type to deserialize. + The bytes to deserialize from. + The format to read. + The context to use. + + The deserialized value. + + + + + Deserializes a value of a given type from the given byte array in the given format, using the given list of Unity objects for external index reference resolution. + + The type to deserialize. + The bytes to deserialize from. + The format to read. + The list of Unity objects to use for external index reference resolution. + The context to use. + + The deserialized value. + + + + + Creates a deep copy of an object. Returns null if null. All Unity objects references will remain the same - they will not get copied. + Similarly, strings are not copied, nor are reflection types such as System.Type, or types derived from System.Reflection.MemberInfo, + System.Reflection.Assembly or System.Reflection.Module. + + + + + Binds types to strings during serialization, and strings to types during deserialization. + + + + + Provides a default, catch-all implementation. This binder only includes assembly names, without versions and tokens, in order to increase compatibility. + + + + + Bind a type to a name. + + The type to bind. + The debug context to log to. + The name that the type has been bound to. + + + + Binds a name to a type. + + The name of the type to bind. + The debug context to log to. + The type that the name has been bound to, or null if the type could not be resolved. + + + + Determines whether the specified type name is mapped. + + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for all complex types; IE, types which are not primitives as determined by the method. + + The type which the can serialize and deserialize. + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for all enums. + + The type of the enum to serialize and deserialize. + + + + + Reads an enum value of type . + + The reader to use. + + The value which has been read. + + + + + Writes an enum value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializes and deserializes a given type, and wraps serialization and deserialization with all the proper calls to free formatters from tedious boilerplate. + + Whenever serializing or deserializing anything, it is *strongly recommended* to use to get a proper wrapping serializer for that type. + + NOTE: This class should NOT be inherited from; it is hard-coded into the system. + + To extend the serialization system, instead create custom formatters, which are used by the class. + + + + + Editor-only event that fires whenever a serializer serializes a type. + + + + + Fires the event. + + + + + Gets a for the given value. If the value is null, it will be treated as a value of type . + + The value to get a for. + A for the given value. + + + + Gets a for type T. + + The type to get a for. + A for type T. + + + + Gets a for the given type. + + The type to get a for. + A for the given type. + The type argument is null. + + + + Reads a value weakly, casting it into object. Use this method if you don't know what type you're going to be working with at compile time. + + The reader to use. + The value which has been read. + + + + Writes a weakly typed value. Use this method if you don't know what type you're going to be working with at compile time. + + The value to write. + The writer to use. + + + + Writes a weakly typed value with a given name. Use this method if you don't know what type you're going to be working with at compile time. + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializes and deserializes the type , and wraps serialization and deserialization with all the proper calls to free formatters from tedious boilerplate. + + Whenever serializing or deserializing anything, it is *strongly recommended* to use to get a proper wrapping serializer for that type. + + NOTE: This class should NOT be inherited from; it is hard-coded into the system. + + To extend the serialization system, instead create custom formatters, which are used by the class. + + The type which the can serialize and deserialize. + + + + Reads a value of type weakly, casting it into object. Use this method if you don't know what type you're going to be working with at compile time. + + The reader to use. + + The value which has been read. + + + + + Writes a weakly typed value of type with a given name. Use this method if you don't know what type you're going to be working with at compile time. + + The name of the value to write. + The value to write. + The writer to use. + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The value to write. + The writer to use. + + + + Writes a value of type with a given name. + + The name of the value to write. + The value to write. + The writer to use. + + + + Fires the event with the T generic argument of the serializer. + + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Serializer for the type. + + + + + + Reads a value of type . + + The reader to use. + + The value which has been read. + + + + + Writes a value of type . + + The name of the value to write. + The value to write. + The writer to use. + + + + Scans the project's build scenes and resources, plus their dependencies, for serialized types to support. Progress bars are shown during the scan. + + The serialized types to support. + Whether to scan the project's build scenes. + Whether to scan all the project's asset bundles. + Whether to scan the project's preloaded assets. + Whether to scan the project's resources. + An optional list of the resource paths to scan. Only has an effect if the scanResources argument is true. All the resources will be scanned if null. + true if the scan succeeded, false if the scan failed or was cancelled + + + + Generates an AOT DLL, using the given parameters. + + + + + Not yet documented. + + Not yet documented. + + + + Not yet documented. + + + + + Not yet documented. + + Not yet documented. + Not yet documented. + + + + Not yet documented. + + Not yet documented. + Not yet documented. + + + + Not yet documented. + + Not yet documented. + Not yet documented. + Not yet documented. + + + + Provides utility methods for handling dictionary keys in the prefab modification system. + + + + + A smart comparer for dictionary keys, that uses the most appropriate available comparison method for the given key types. + + + + + Not yet documented. + + Not yet documented. + Not yet documented. + Not yet documented. + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Gets the provider identifier. + + + + + Gets the path string from key. + + The key. + + + + Gets the key from path string. + + The path string. + + + + Compares the specified x. + + The x. + The y. + + + + Not yet documented. + + + + + Gets the path string from key. + + The key. + + + + Gets the key from path string. + + The path string. + + + + Compares the specified x. + + The x. + The y. + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Dictionary key path provider for + + + + + Custom formatter for the type. + + + + + + Returns null. + + + A null value. + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + + Custom formatter for the type. + This serializes nothing and always deserializes null, + and only exists to ensure that no coroutine instances + are ever created by the serialization system, since they + will in almost all cases be invalid instances. + + + Invalid coroutine instances crash Unity instantly when + they are garbage collected. + + + + + + Gets the type that the formatter can serialize. + + + The type that the formatter can serialize. + + + + + Returns null. + + + + + Returns null. + + + + + Does nothing. + + + + + Does nothing. + + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom generic formatter for the , , and types. + + The type of UnityEvent that this formatter can serialize and deserialize. + + + + + Get an uninitialized object of type . + + + An uninitialized object of type . + + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Custom formatter for the type. + + + + + + Reads into the specified value using the specified reader. + + The value to read into. + The reader to use. + + + + Writes from the specified value using the specified writer. + + The value to write from. + The writer to use. + + + + Indicates that an Odin-serialized Unity object controls its own serialization format. Every time it is serialized, it will be asked which format to use. + + + + + Gets the format to use for serialization. + + + + + Indicates that an Odin-serialized Unity object provides its own serialization policy rather than using the default policy. + + Note that THE VALUES RETURNED BY THIS INTERFACE WILL OVERRIDE THE PARAMETERS PASSED TO and . + + + + + Indicates that an Odin-serialized Unity object supports prefab serialization. + + + + + Gets or sets the serialization data of the object. + + + + + Unity serialized data struct that contains all data needed by Odin serialization. + + + + + The name of the field. + + + + + The name of the field. + + + + + The name of the field. + + + + + The data format used by the serializer. This field will be automatically set to the format specified in the global serialization config + when the Unity object gets serialized, unless the Unity object implements the interface. + + + + + The serialized data when serializing with the Binray format. + + + + + All serialized Unity references. + + + + + Whether the object contains any serialized data. + + + + + Gets a value indicating whether the struct contains any data. + If this is false, then it could mean that Unity has not yet deserialized the struct. + + + + + The serialized data when serializing with the JSON format. + + + + + The reference to the prefab this is only populated in prefab scene instances. + + + + + All serialized Unity references. + + + + + All Odin serialized prefab modifications. + + + + + The serialized data when serializing with the Nodes format. + + + + + Resets all data. + + + + + Resolves external index references to Unity objects. + + + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class with a list of Unity objects. + + The referenced Unity objects. + + + + Gets the currently referenced Unity objects. + + A list of the currently referenced Unity objects. + + + + Sets the referenced Unity objects of the resolver to a given list, or a new list if the value is null. + + The referenced Unity objects to set, or null if a new list is required. + + + + Determines whether the specified value can be referenced externally via this resolver. + + The value to reference. + The index of the resolved value, if it can be referenced. + + true if the reference can be resolved, otherwise false. + + + + + Tries to resolve the given reference index to a reference value. + + The index to resolve. + The resolved value. + + true if the index could be resolved to a value, otherwise false. + + + + + Resets this instance. + + + + + Utility class which initializes the Sirenix serialization system to be compatible with Unity. + + + + + Initializes the Sirenix serialization system to be compatible with Unity. + + + + + Provides an array of utility wrapper methods for easy serialization and deserialization of Unity objects of any type. + Note that, during serialization, it is always assumed that we are running on Unity's main thread. Deserialization can + happen on any thread, and all API's interacting with deserialization are thread-safe. + + Note that setting the IndexReferenceResolver on contexts passed into methods on this class will have no effect, as it will always + be set to a UnityReferenceResolver. + + + + + From the new scriptable build pipeline package + + + + + Note: it is assumed that code calling this is holding the DeserializePrefabCaches_LOCK lock, and will continue to hold it while the returned hashset is being modified + + + + + Whether to always force editor mode serialization. This member only exists in the editor. + + + + + Not yet documented. + + + + + Checks whether Odin will serialize a given member. + + The member to check. + Whether to allow serialization of members that will also be serialized by Unity. + The policy that Odin should be using for serialization of the given member. If this parameter is null, it defaults to . + True if Odin will serialize the member, otherwise false. + + + + Guesses whether or not Unity will serialize a given member. This is not completely accurate. + + The member to check. + True if it is guessed that Unity will serialize the member, otherwise false. + The parameter is null. + + + + Guesses whether or not Unity will serialize a given type. This is not completely accurate. + + The type to check. + True if it is guessed that Unity will serialize the type, otherwise false. + The parameter is null. + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Creates an object with default values initialized in the style of Unity; strings will be "", classes will be instantiated recursively with default values, and so on. + + + + + In 2020.1, Unity changed EditorApplication.delayCall from a field to an event, meaning + we now have to use reflection to access it consistently across all versions of Unity. + + + + + FieldInfo method extensions. + + + + + Determines whether the specified field is an alias. + + The field to check. + + true if the specified field is an alias; otherwise, false. + + + + + Returns the original, backing field of an alias field if the field is an alias. + + The field to check. + /// if set to true an exception will be thrown if the field is not aliased. + + The field was not aliased; this only occurs if throwOnNotAliased is true. + + + + Garbage free enumerator methods. + + + + + Garbage free enumerator for lists. + + + + + Garbage free enumerator for dictionaries. + + + + + Garbage free enumator for dictionary values. + + + + + Garbage free enumerator for hashsets. + + + + + List iterator. + + + + + Creates a list iterator. + + + + + Gets the enumerator. + + + + + Gets the current value. + + + + + Moves to the next value. + + + + + Disposes the iterator. + + + + + Hashset iterator. + + + + + Creates a hashset iterator. + + + + + Gets the enumerator. + + + + + Gets the current value. + + + + + Moves to the next value. + + + + + Disposes the iterator. + + + + + Dictionary iterator. + + + + + Creates a dictionary iterator. + + + + + Gets the enumerator. + + + + + Gets the current value. + + + + + Moves to the next value. + + + + + Disposes the iterator. + + + + + Dictionary value iterator. + + + + + Creates a dictionary value iterator. + + + + + Gets the enumerator. + + + + + Gets the current value. + + + + + Moves to the next value. + + + + + Disposes the iterator. + + + + + Various LinQ extensions. + + + + + Perform an action on each item. + + The source. + The action to perform. + + + + Perform an action on each item. + + The source. + The action to perform. + + + + Add a collection to the end of another collection. + + The collection. + The collection to append. + + + + MemberInfo method extensions. + + + + + Returns true if the attribute whose type is specified by the generic argument is defined on this member + + + + + Returns true if the attribute whose type is specified by the generic argument is defined on this member + + + + + Returns the first found custom attribute of type T on this member + Returns null if none was found + + + + + Returns the first found non-inherited custom attribute of type T on this member + Returns null if none was found + + + + + Gets all attributes of the specified generic type. + + The member. + + + + Gets all attributes of the specified generic type. + + The member. + If true, specifies to also search the ancestors of element for custom attributes. + + + + Gets all attribute instances defined on a MemeberInfo. + + The member. + + + + Gets all attribute instances on a MemberInfo. + + The member. + If true, specifies to also search the ancestors of element for custom attributes. + + + + If this member is a method, returns the full method name (name + params) otherwise the member name paskal splitted + + + + + Determines whether a FieldInfo, PropertyInfo or MethodInfo is static. + + The member. + + true if the specified member is static; otherwise, false. + + + + + + Determines whether the specified member is an alias. + + The member to check. + + true if the specified member is an alias; otherwise, false. + + + + + Returns the original, backing member of an alias member if the member is an alias. + + The member to check. + /// if set to true an exception will be thrown if the member is not aliased. + + The member was not aliased; this only occurs if throwOnNotAliased is true. + + + + Various extensions for MethodInfo. + + + + + Returns the specified method's full name "methodName(argType1 arg1, argType2 arg2, etc)" + Uses the specified gauntlet to replaces type names, ex: "int" instead of "Int32" + + + + + Returns a string representing the passed method parameters names. Ex "int num, float damage, Transform target" + + + + + Returns the specified method's full name. + + + + + Tests if a method is an extension method. + + + + + Determines whether the specified method is an alias. + + The method to check. + + true if the specified method is an alias; otherwise, false. + + + + + Returns the original, backing method of an alias method if the method is an alias. + + The method to check. + /// if set to true an exception will be thrown if the method is not aliased. + + The method was not aliased; this only occurs if throwOnNotAliased is true. + + + + Determines the type of operator. + + + + + + The == operator. + + + + + The != operator. + + + + + The + operator. + + + + + The - operator. + + + + + The * operator. + + + + + The / operator. + + + + + The < operator. + + + + + The > operator. + + + + + The <= operator. + + + + + The >= operator. + + + + + The % operator. + + + + + The >> operator. + + + + + The << operator. + + + + + The & operator. + + + + + The | operator. + + + + + The ^ operator. + + + + + The ~ operator. + + + + + The && operator. + + + + + The || operator. + + + + + The ! operator. + + + + + DirectoryInfo method extensions. + + + + + Determines whether the directory has a given directory in its hierarchy of children. + + The parent directory. + The sub directory. + + + + PropertyInfo method extensions. + + + + + Determines whether a property is an auto property with a usable getter and setter. + + + + + Determines whether the specified property is an alias. + + The property to check. + + true if the specified property is an alias; otherwise, false. + + + + + Returns the original, backing property of an alias property if the property is an alias. + + The property to check. + /// if set to true an exception will be thrown if the property is not aliased. + + The property was not aliased; this only occurs if throwOnNotAliased is true. + + + + String method extensions. + + + + + Eg MY_INT_VALUE => MyIntValue + + + + + Returns true if this string is null, empty, or contains only whitespace. + + The string to check. + true if this string is null, empty, or contains only whitespace; otherwise, false. + + + + Type method extensions. + + + + + Type name alias lookup. + TypeNameAlternatives["Single"] will give you "float", "UInt16" will give you "ushort", "Boolean[]" will give you "bool[]" etc.. + + + + + Checks whether a given string is a valid CSharp identifier name. This also checks full type names including namespaces. + + The identifier to check. + + + + Determines whether a type can be casted to another type. + + From. + To. + if set to true an implicit or explicit operator must be defined on the given type. + + + + If a type can be casted to another type, this provides a function to manually convert the type. + + From. + To. + if set to true an implicit or explicit operator must be defined on the given type. + + + + If a type can be casted to another type, this provides a function to manually convert the type. + + if set to true an implicit or explicit operator must be defined on the given type. + + + + If a type can be casted to another type, this provides the method info of the method in charge of converting the type. + + From. + To. + if set to true an implicit or explicit operator must be defined on the given type. + + + + Gets an equality comparer delegate used to compare the equality of values of a given type. In order, this will be: + + 1. The == operator, if one is defined on the type. + 2. A delegate that uses , if the type implements that interface. + 3. .NET's own + + + Note that in the special case of the type , a special equality comparer is returned that only checks whether all the Quaternion components are equal. + This is because, by default, Quaternion's equality operator is broken when operating on invalid quaternions; "default(Quaternion) == default(Quaternion)" evaluates to false, and this causes a multitude of problems. + Special delegates are also returned for float and double, that consider float.NaN to be equal to float.NaN, and double.NaN to be equal to double.NaN. + + + + + Gets the first attribute of type T. Returns null in the no attribute of type T was found. + + The type. + If true, specifies to also search the ancestors of element for custom attributes. + + + + Determines whether a type implements or inherits from another type. + + The type. + To. + + + + Determines whether a type implements an open generic interface or class such as IList<> or List<>. + + Type of the candidate. + Type of the open generic type. + + + + + Determines whether a type implements an open generic interface such as IList<>. + + Type of the candidate. + Type of the open generic interface. + + Type " + openGenericInterfaceType.Name + " is not a generic type definition and an interface. + + + + Determines whether a type implements an open generic class such as List<>. + + Type of the candidate. + Type of the open generic interface. + + + + Gets the generic arguments of an inherited open generic class or interface. + + Type of the candidate. + The open generic type to get the arguments of. + + + + Gets the generic arguments of an inherited open generic class. + + Type of the candidate. + Type of the open generic class. + + + + Gets the generic arguments of an inherited open generic interface. + + Type of the candidate. + Type of the open generic interface. + + + + Gets the MethodInfo of a specific operator kind, with the given left and right operands. This overload is *far* faster than any of the other GetOperatorMethod implementations, and should be used whenever possible. + + + + + Gets the MethodInfo of a specific operator type. + + + + + Gets the MethodInfo of a specific operator type. + + + + + Gets all members from a given type, including members from all base types if the flag isn't set. + + + + + Gets all members from a given type, including members from all base types. + + + + + Gets all members of a specific type from a type, including members from all base types, if the flag isn't set. + + + + + Gets the generic type definition of an open generic base type. + + + + + Gets the generic type definition of an open generic base type. + + + + + Returns a lazy enumerable of all the base types of this type including interfaces and classes + + + + + Returns a lazy enumerable of all the base classes of this type + + + + + Used to filter out unwanted type names. Ex "int" instead of "Int32" + + + + + Returns a nicely formatted name of a type. + + + + + Returns a nicely formatted full name of a type. + + + + + Gets the name of the compilable nice. + + The type. + + + + Gets the full name of the compilable nice. + + The type. + + + + Returns the first found custom attribute of type T on this type + Returns null if none was found + + + + + Returns the first found non-inherited custom attribute of type T on this type + Returns null if none was found + + + + + Gets all attributes of type T. + + The type. + + + + Gets all attributes of type T. + + The type + If true, specifies to also search the ancestors of element for custom attributes. + + + + Returns true if the attribute whose type is specified by the generic argument is defined on this type + + + + + Returns true if the attribute whose type is specified by the generic argument is defined on this type + + + + + Determines whether a type inherits or implements another type. Also include support for open generic base types such as List<>. + + + + + + Determines whether a type inherits or implements another type. Also include support for open generic base types such as List<>. + + + + + + + Gets the number of base types between given type and baseType. + + + + + Determines whether a method has the specified parameter types. + + + + + FieldInfo will return the fieldType, propertyInfo the PropertyType, MethodInfo the return type and EventInfo will return the EventHandlerType. + + The MemberInfo. + + + + Gets the value contained in a given . Currently only and is supported. + + The to get the value of. + The instance to get the value from. + The value contained in the given . + Can't get the value of the given type. + + + + Sets the value of a given MemberInfo. Currently only and is supported. + + The to set the value of. + The object to set the value on. + The value to set. + + Property has no setter + or + Can't set the value of the given type. + + + + + Tries to infer a set of valid generic parameters for a generic type definition, given a subset of known parameters. + + The generic type definition to attempt to infer parameters for. + The inferred parameters, if inferral was successful. + The known parameters to infer from. + True if the parameters could be inferred, otherwise, false. + + genericTypeDefinition is null + or + knownParameters is null + + The genericTypeDefinition parameter must be a generic type definition. + + + + Checks whether an array of types satisfy the constraints of a given generic type definition. + If this method returns true, the given parameters can be safely used with with the given generic type definition. + + The generic type definition to check. + The parameters to check validity for. + + genericType is null + or + types is null + + The genericType parameter must be a generic type definition. + + + + Checks whether an array of types satisfy the constraints of a given generic method definition. + If this method returns true, the given parameters can be safely used with with the given generic method definition. + + The generic method definition to check. + The parameters to check validity for. + + genericType is null + or + types is null + + The genericMethod parameter must be a generic method definition. + + + + Before calling this method we must ALWAYS hold a lock on the GenericConstraintsSatisfaction_LOCK object, as that is an implicit assumption it works with. + + + + + Not yet documented. + + + + + Formats a string with the specified generic parameter constraints on any given type. Example output: where T : class + + + + + Determines whether a generic type contains the specified generic argument constraints. + + The type. + The generic argument types. + + + + Determines whether a type is a fully constructed generic type. + + + + + Determines whether a type is nullable by ensuring the type is neither a PrimitiveType, ValueType or an Enum. + + + + + Gets the enum bitmask in a ulong. + + enumType + + + + Extends various Unity classes. + + + + + Determines whether a Unity object is null or "fake null", + without ever calling Unity's own equality operators. + This method is useful for checking if a Unity object is + null, destroyed or missing at times when it is not allowed + to call Unity's own equality operators, for example when + not running on the main thread. + + The Unity object to check. + True if the object is null, missing or destroyed; otherwise false. + + + + Defines how an assembly's import settings should be configured. + + + + + Include the assembly in the build, but not in the editor. + + + + + Include the assembly in the editor, but not in the build. + + + + + Include the assembly in both the build and in the editor. + + + + + Exclude the assembly from both the build and from the editor. + + + + + Utility for correctly setting import on OdinSerializer assemblies based on platform and scripting backend. + + + + + All valid Unity BuildTarget platforms. + + + + + All valid Unity BuildTarget platforms that support Just In Time compilation. + + + + + All scripting backends that support JIT. + + + + + All API compatibility levels that support JIT. + + + + + Set the import settings on the assembly. + + The path to the assembly to configure import settings from. + The import settings to configure for the assembly at the path. + + + + Set the import settings on the assembly. + + The path to the assembly to configure import settings from. + Indicates if the assembly should be included in the build. + Indicates if the assembly should be included in the Unity editor. + + + + Gets the current scripting backend for the build from the Unity editor. This method is Unity version independent. + + + + + + Gets the current API compatibility level from the Unity Editor. This method is Unity version independent. + + + + + + Gets a value that indicates if the specified platform supports JIT. + + The platform to test. + true if the platform supports JIT; otherwise false. + + + + Gets a value that indicates if the specified scripting backend supports JIT. + + The backend to test. + true if the backend supports JIT; otherwise false. + + + + Gets a value that indicates if the specified api level supports JIT. + + The api level to test. + true if the api level supports JIT; otherwise false. + + + + Gets a value that indicates if the specified build settings supports JIT. + + The platform build setting. + The scripting backend build settting. + The api level build setting. + true if the build settings supports JIT; otherwise false. + + + + Provides an easy way of claiming and freeing cached values of any non-abstract reference type with a public parameterless constructor. + + Cached types which implement the interface will receive notifications when they are claimed and freed. + + Only one thread should be holding a given cache instance at a time if is implemented, since the invocation of + is not thread safe, IE, weird stuff might happen if multiple different threads are trying to free + the same cache instance at the same time. This will practically never happen unless you're doing really strange stuff, but the case is documented here. + + The type which is cached. + + + + + Gets or sets the maximum size of the cache. This value can never go beneath 1. + + + The maximum size of the cache. + + + + + The cached value. + + + + + Gets a value indicating whether this cached value is free. + + + true if this cached value is free; otherwise, false. + + + + + Claims a cached value of type . + + A cached value of type . + + + + Releases a cached value. + + The cached value to release. + The cached value to release is null. + + + + Performs an implicit conversion from to . + + The cache to convert. + + The result of the conversion. + + + + + Releases this cached value. + + + + + Releases this cached value. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Provides utilities for using the namespace. + + This class is due for refactoring. Use at your own peril. + + + + + Gets a value indicating whether emitting is supported on the current platform. + + + true if the current platform can emit; otherwise, false. + + + + + Creates a delegate which gets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The type of the field to get a value from. + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which gets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which sets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The type of the field to set a value to. + The instance describing the field to create a setter for. + A delegate which sets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which sets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The instance describing the field to create a setter for. + A delegate which sets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which gets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The type of the instance to get a value from. + The type of the field to get a value from. + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which gets the value of a field from a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The type of the field to get a value from. + The of the instance to get a value from. + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which gets the weakly typed value of a field from a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The of the instance to get a value from. + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which sets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The type of the instance to set a value on. + The type of the field to set a value to. + The instance describing the field to create a setter for. + A delegate which sets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which sets the value of a field on a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The type of the field to set a value to. + Type of the instance. + The instance describing the field to create a setter for. + + A delegate which sets the value of the given field. + + The fieldInfo parameter is null. + Field cannot be static. + + + + Creates a delegate which sets the weakly typed value of a field on a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + Type of the instance. + The instance describing the field to create a setter for. + + A delegate which sets the value of the given field. + + The fieldInfo parameter is null. + Field cannot be static. + + + + Creates a delegate which gets the weakly typed value of a field from a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The of the instance to get a value from. + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which sets the weakly typed value of a property on a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + Type of the instance. + The instance describing the property to create a setter for. + + A delegate which sets the value of the given field. + + The fieldInfo parameter is null. + Property cannot be static. + + + + Creates a delegate which sets the value of a property. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The type of the property to set a value to. + The instance describing the property to create a setter for. + A delegate which sets the value of the given property. + The propertyInfo parameter is null. + + + + Creates a delegate which gets the value of a property. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The type of the property to get a value from. + The instance describing the property to create a getter for. + A delegate which gets the value of the given property. + The propertyInfo parameter is null. + + + + Creates a delegate which sets the value of a property. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The type of the instance to set a value on. + The type of the property to set a value to. + The instance describing the property to create a setter for. + A delegate which sets the value of the given property. + The propertyInfo parameter is null. + + + + Creates a delegate which gets the value of a property. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The type of the instance to get a value from. + The type of the property to get a value from. + The instance describing the property to create a getter for. + A delegate which gets the value of the given property. + The propertyInfo parameter is null. + + + + Creates a fast delegate method which calls a given parameterless instance method and returns the result. + + The type of the class which the method is on. + The type which is returned by the given method info. + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Creates a fast delegate method which calls a given parameterless static method. + + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Creates a fast delegate method which calls a given parameterless weakly typed instance method. + + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Not yet documented. + + + + + Creates a fast delegate method which calls a given weakly typed instance method with one argument and returns a value. + + The type of the result. + The type of the first argument. + The method info instance which is used. + + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + methodInfo + + Given method ' + methodInfo.Name + ' is static when it has to be an instance method. + or + Given method ' + methodInfo.Name + ' must return type + typeof(TResult) + . + or + Given method ' + methodInfo.Name + ' must have exactly one parameter. + or + The first parameter of the method ' + methodInfo.Name + ' must be of type + typeof(TArg1) + . + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Creates a fast delegate method which calls a given parameterless instance method on a reference type. + + The type of the class which the method is on. + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Creates a fast delegate method which calls a given instance method with a given argument on a reference type. + + The type of the class which the method is on. + The type of the argument with which to call the method. + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Creates a fast delegate method which calls a given parameterless instance method. + + The type of the class which the method is on. + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Creates a fast delegate method which calls a given instance method with a given argument on a struct type. + + The type of the class which the method is on. + The type of the argument with which to call the method. + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Compares types by reference before comparing them using the default type equality operator. + This can constitute a *significant* speedup when used as the comparer for dictionaries. + + + + + + This class encapsulates common combinations. + + + + + Search criteria encompassing all public and non-public members, including base members. + Note that you also need to specify either the Instance or Static flag. + + + + + Search criteria encompassing all public instance members, including base members. + + + + + Search criteria encompassing all non-public instance members, including base members. + + + + + Search criteria encompassing all public and non-public instance members, including base members. + + + + + Search criteria encompassing all public static members, including base members. + + + + + Search criteria encompassing all non-public static members, including base members. + + + + + Search criteria encompassing all public and non-public static members, including base members. + + + + + Search criteria encompassing all public instance members, excluding base members. + + + + + Search criteria encompassing all non-public instance members, excluding base members. + + + + + Search criteria encompassing all public and non-public instance members, excluding base members. + + + + + Search criteria encompassing all public static members, excluding base members. + + + + + Search criteria encompassing all non-public static members, excluding base members. + + + + + Search criteria encompassing all public and non-public static members, excluding base members. + + + + + Search criteria encompassing all members, including base and static members. + + + + + Search criteria encompassing all members (public and non-public, instance and static), including base members. + + + + + Provides notification callbacks for values that are cached using the class. + + + + + Called when the cached value is freed. + + + + + Called when the cached value is claimed. + + + + + Interface for immutable list. + + + + + Interface for generic immutable list. + + + + + Index accessor. + + + + + Immutable list wraps another list, and allows for reading the inner list, without the ability to change it. + + + + + Creates an immutable list around another list. + + + + + Number of items in the list. + + + + + Immutable list cannot be changed directly, so it's size is always fixed. + + + + + Immutable list are always readonly. + + + + + Returns true if the inner list is synchronized. + + + + + Gets the sync root object. + + + + + Index accessor. + + Index. + + + + Returns true if the item is contained in the list. + + The item's value. + + + + Copy the list to an array, + + Target array. + Index. + + + + Copy the list to an array, + + Target array. + Index. + + + + Gets an enumerator. + + + + + Get the index of a value. + + The item's value. + + + + Immutable list cannot be edited. + + Index. + + + + Immutable list cannot be edited. + + Index. + Item. + + + + Immutable list cannot be edited. + + Item. + + + + Immutable list cannot be edited. + + + + + Immutable list cannot be edited. + + Item. + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Immutable list wraps another list, and allows for reading the inner list, without the ability to change it. + + + + + Creates an immutable list around another list. + + + + + Number of items in the list. + + + + + Immutable list are always readonly. + + + + + Index accessor. + + Index. + + + + Returns true if the item is contained in the list. + + + + + Copies the list to an array. + + + + + Gets an enumerator. + + + + + Gets the index of an item. + + + + + Provides a methods of representing imaginary fields which are unique to serialization. + + We aggregate the FieldInfo associated with this member and return a mangled form of the name. + + + + + + The default fake name separator string. + + + + + Initializes a new instance of the class. + + The field to alias. + The name prefix to use. + + + + Initializes a new instance of the class. + + The field to alias. + The name prefix to use. + The separator string to use. + + + + Gets the aliased field. + + + The aliased field. + + + + + Gets the module in which the type that declares the member represented by the current is defined. + + + + + Gets a value that identifies a metadata element. + + + + + Gets the name of the current member. + + + + + Gets the class that declares this member. + + + + + Gets the class object that was used to obtain this instance of MemberInfo. + + + + + Gets the type of the field. + + + The type of the field. + + + + + Gets a RuntimeFieldHandle, which is a handle to the internal metadata representation of a field. + + + + + Gets the attributes. + + + The attributes. + + + + + When overridden in a derived class, returns an array of all custom attributes applied to this member. + + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array that contains all the custom attributes applied to this member, or an array with zero elements if no attributes are defined. + + + + + When overridden in a derived class, returns an array of custom attributes applied to this member and identified by . + + The type of attribute to search for. Only attributes that are assignable to this type are returned. + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array of custom attributes applied to this member, or an array with zero elements if no attributes assignable to have been applied. + + + + + When overridden in a derived class, indicates whether one or more attributes of the specified type or of its derived types is applied to this member. + + The type of custom attribute to search for. The search includes derived types. + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + True if one or more instances of or any of its derived types is applied to this member; otherwise, false. + + + + + Gets the value of the field. + + The object instance to get the value from. + The value of the field. + + + + When overridden in a derived class, sets the value of the field supported by the given object. + + The object whose field value will be set. + The value to assign to the field. + A field of Binder that specifies the type of binding that is desired (for example, Binder.CreateInstance or Binder.ExactBinding). + A set of properties that enables the binding, coercion of argument types, and invocation of members through reflection. If is null, then Binder.DefaultBinding is used. + The software preferences of a particular culture. + + + + Provides a methods of representing aliased methods. + + In this case, what we're representing is a method on a parent class with the same name. + + We aggregate the MethodInfo associated with this member and return a mangled form of the name. + The name that we return is "parentname+methodName". + + + + + + The default fake name separator string. + + + + + Initializes a new instance of the class. + + The method to alias. + The name prefix to use. + + + + Initializes a new instance of the class. + + The method to alias. + The name prefix to use. + The separator string to use. + + + + Gets the aliased method. + + + The aliased method. + + + + + Gets the custom attributes for the return type. + + + + + Gets a handle to the internal metadata representation of a method. + + + + + Gets the attributes associated with this method. + + + + + Gets the class that declares this member. + + + + + Gets the name of the current member. + + + + + Gets the class object that was used to obtain this instance of MemberInfo. + + + + + When overridden in a derived class, returns the MethodInfo object for the method on the direct or indirect base class in which the method represented by this instance was first declared. + + + A MethodInfo object for the first implementation of this method. + + + + + When overridden in a derived class, returns an array of all custom attributes applied to this member. + + true to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array that contains all the custom attributes applied to this member, or an array with zero elements if no attributes are defined. + + + + + When overridden in a derived class, returns an array of custom attributes applied to this member and identified by . + + The type of attribute to search for. Only attributes that are assignable to this type are returned. + true to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array of custom attributes applied to this member, or an array with zero elements if no attributes assignable to have been applied. + + + + + When overridden in a derived class, returns the flags. + + + The MethodImplAttributes flags. + + + + + When overridden in a derived class, gets the parameters of the specified method or constructor. + + + An array of type ParameterInfo containing information that matches the signature of the method (or constructor) reflected by this MethodBase instance. + + + + + When overridden in a derived class, invokes the reflected method or constructor with the given parameters. + + The object on which to invoke the method or constructor. If a method is static, this argument is ignored. If a constructor is static, this argument must be null or an instance of the class that defines the constructor. + A bitmask that is a combination of 0 or more bit flags from . If is null, this parameter is assigned the value ; thus, whatever you pass in is ignored. + An object that enables the binding, coercion of argument types, invocation of members, and retrieval of MemberInfo objects via reflection. If is null, the default binder is used. + An argument list for the invoked method or constructor. This is an array of objects with the same number, order, and type as the parameters of the method or constructor to be invoked. If there are no parameters, this should be null.If the method or constructor represented by this instance takes a ByRef parameter, there is no special attribute required for that parameter in order to invoke the method or constructor using this function. Any object in this array that is not explicitly initialized with a value will contain the default value for that object type. For reference-type elements, this value is null. For value-type elements, this value is 0, 0.0, or false, depending on the specific element type. + An instance of CultureInfo used to govern the coercion of types. If this is null, the CultureInfo for the current thread is used. (This is necessary to convert a String that represents 1000 to a Double value, for example, since 1000 is represented differently by different cultures.) + + An Object containing the return value of the invoked method, or null in the case of a constructor, or null if the method's return type is void. Before calling the method or constructor, Invoke checks to see if the user has access permission and verifies that the parameters are valid.CautionElements of the array that represent parameters declared with the ref or out keyword may also be modified. + + + + + When overridden in a derived class, indicates whether one or more attributes of the specified type or of its derived types is applied to this member. + + The type of custom attribute to search for. The search includes derived types. + true to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + true if one or more instances of or any of its derived types is applied to this member; otherwise, false. + + + + + Provides a methods of representing imaginary properties which are unique to serialization. + + We aggregate the PropertyInfo associated with this member and return a mangled form of the name. + + + + + + The default fake name separator string. + + + + + Initializes a new instance of the class. + + The property to alias. + The name prefix to use. + + + + Initializes a new instance of the class. + + The property to alias. + The name prefix to use. + The separator string to use. + + + + The backing PropertyInfo that is being aliased. + + + + + Gets the module in which the type that declares the member represented by the current is defined. + + + + + Gets a value that identifies a metadata element. + + + + + Gets the name of the current member. + + + + + Gets the class that declares this member. + + + + + Gets the class object that was used to obtain this instance of MemberInfo. + + + + + Gets the type of the property. + + + The type of the property. + + + + + Gets the attributes. + + + The attributes. + + + + + Gets a value indicating whether this instance can read. + + + true if this instance can read; otherwise, false. + + + + + Gets a value indicating whether this instance can write. + + + true if this instance can write; otherwise, false. + + + + + When overridden in a derived class, returns an array of all custom attributes applied to this member. + + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array that contains all the custom attributes applied to this member, or an array with zero elements if no attributes are defined. + + + + + When overridden in a derived class, returns an array of custom attributes applied to this member and identified by . + + The type of attribute to search for. Only attributes that are assignable to this type are returned. + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array of custom attributes applied to this member, or an array with zero elements if no attributes assignable to have been applied. + + + + + When overridden in a derived class, indicates whether one or more attributes of the specified type or of its derived types is applied to this member. + + The type of custom attribute to search for. The search includes derived types. + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + True if one or more instances of or any of its derived types is applied to this member; otherwise, false. + + + + + Returns an array whose elements reflect the public and, if specified, non-public get, set, and other accessors of the property reflected by the current instance. + + Indicates whether non-public methods should be returned in the MethodInfo array. true if non-public methods are to be included; otherwise, false. + + An array of objects whose elements reflect the get, set, and other accessors of the property reflected by the current instance. If is true, this array contains public and non-public get, set, and other accessors. If is false, this array contains only public get, set, and other accessors. If no accessors with the specified visibility are found, this method returns an array with zero (0) elements. + + + + + When overridden in a derived class, returns the public or non-public get accessor for this property. + + Indicates whether a non-public get accessor should be returned. true if a non-public accessor is to be returned; otherwise, false. + + A MethodInfo object representing the get accessor for this property, if is true. Returns null if is false and the get accessor is non-public, or if is true but no get accessors exist. + + + + + Gets the index parameters of the property. + + The index parameters of the property. + + + + When overridden in a derived class, returns the set accessor for this property. + + Indicates whether the accessor should be returned if it is non-public. true if a non-public accessor is to be returned; otherwise, false. + + Value Condition A object representing the Set method for this property. The set accessor is public.-or- is true and the set accessor is non-public. null is true, but the property is read-only.-or- is false and the set accessor is non-public.-or- There is no set accessor. + + + + + Gets the value of the property on the given instance. + + The object to invoke the getter on. + The to invoke with. + The binder to use. + The indices to use. + The culture to use. + The value of the property on the given instance. + + + + Sets the value of the property on the given instance. + + The object to set the value on. + The value to set. + The to invoke with. + The binder to use. + The indices to use. + The culture to use. + + + + Compares objects by reference only, ignoring equality operators completely. This is used by the property tree reference dictionaries to keep track of references. + + + + + A default, cached instance of this generic variant of the reference equality comparer. + + + + + Returns true if the object references are equal. + + + + + Returns the result of the object's own GetHashCode method. + + + + + Utility class indicating current Unity version. + + + + + Tests current Unity version is equal or greater. + + Minimum major version. + Minimum minor version. + true if the current Unity version is greater. Otherwise false. + + + + The current Unity version major. + + + + + The current Unity version minor. + + + + + Contains utilities for performing common unsafe operations. + + + + + Blindly creates an array of structs from an array of bytes via direct memory copy/blit. + + + + + Blindly creates an array of structs from an array of bytes via direct memory copy/blit. + + + + + Blindly copies an array of structs into an array of bytes via direct memory copy/blit. + + + + + Blindly copies an array of structs into an array of bytes via direct memory copy/blit. + + + + + Creates a new string from the contents of a given byte buffer. + + + + + Writes the contents of a string into a given byte buffer. + + + + + Blindly mem-copies a given number of bytes from the memory location of one object to another. WARNING: This method is ridiculously dangerous. Only use if you know what you're doing. + + + + + A Unity Behaviour which is serialized by the Sirenix serialization system. + + + + + Invoked after deserialization has taken place. + + + + + Invoked before serialization has taken place. + + + + + A Unity Component which is serialized by the Sirenix serialization system. + + + + + Invoked after deserialization has taken place. + + + + + Invoked before serialization has taken place. + + + + + A Unity MonoBehaviour which is serialized by the Sirenix serialization system. + + + + + Invoked after deserialization has taken place. + + + + + Invoked before serialization has taken place. + + + + + A Unity ScriptableObject which is serialized by the Sirenix serialization system. + + + + + Invoked after deserialization has taken place. + + + + + Invoked before serialization has taken place. + + + + + A Unity StateMachineBehaviour which is serialized by the Sirenix serialization system. + + + + + Invoked after deserialization has taken place. + + + + + Invoked before serialization has taken place. + + + + + A Unity ScriptableObject which is serialized by the Sirenix serialization system. + + + + + Invoked after deserialization has taken place. + + + + + Invoked before serialization has taken place. + + + + diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.xml.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.xml.meta new file mode 100644 index 0000000..dc046e8 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Serialization.xml.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5f3147f7af4c49739579b966c458096f +timeCreated: 1488828285 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.dll b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.dll new file mode 100755 index 0000000..b9ffea6 Binary files /dev/null and b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.dll differ diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.dll.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.dll.meta new file mode 100755 index 0000000..d21086e --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.dll.meta @@ -0,0 +1,46 @@ +fileFormatVersion: 2 +guid: 5c65184932ff4fd48a343e2360256baf +timeCreated: 1488828285 +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + isOverridable: 0 + platformData: + Any: + enabled: 0 + settings: + Exclude Android: 1 + Exclude Editor: 0 + Exclude Linux: 1 + Exclude Linux64: 1 + Exclude LinuxUniversal: 1 + Exclude N3DS: 1 + Exclude OSXIntel: 1 + Exclude OSXIntel64: 1 + Exclude OSXUniversal: 1 + Exclude PS4: 1 + Exclude PSM: 1 + Exclude PSP2: 1 + Exclude SamsungTV: 1 + Exclude Tizen: 1 + Exclude WebGL: 1 + Exclude WiiU: 1 + Exclude Win: 1 + Exclude Win64: 1 + Exclude WindowsStoreApps: 1 + Exclude XboxOne: 1 + Exclude iOS: 1 + Exclude tvOS: 1 + Editor: + enabled: 1 + settings: + DefaultValueInitialized: true + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.xml b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.xml new file mode 100644 index 0000000..02db693 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.xml @@ -0,0 +1,7911 @@ + + + + Sirenix.Utilities.Editor + + + + + Icon for using in editor GUI. + + + + + Gets the raw input icon texture. + + + + + Gets the icon's highlighted texture. + + + + + Gets the icon's active texture. + + + + + Gets the icon's inactive texture. + + + + + Gets a GUIContent object with the active texture. + + + + + Gets a GUIContent object with the inactive texture. + + + + + Gets a GUIContent object with the highlighted texture. + + + + + Draws the icon in a square rect, with a custom shader that makes the icon look better when down-scaled. + This also handles mouseover effects, and linier color spacing. + + + + + Draws the icon in a square rect, with a custom shader that makes the icon look better when down-scaled. + This also handles mouseover effects, and linier color spacing. + + + + + Draws the icon in a square rect, with a custom shader that makes the icon look better when down-scaled. + This also handles mouseover effects, and linier color spacing. + + + + + Collection of EditorIcons for use in GUI drawing. + + + + + Gets an icon of an airplane symbol. + + + + + Gets an icon of an alert circle symbol. + + + + + Gets an icon of an alert triangle symbol. + + + + + Gets an icon of an arrow down symbol. + + + + + Gets an icon of an arrow left symbol. + + + + + Gets an icon of an arrow right symbol. + + + + + Gets an icon of an arrow up symbol. + + + + + Gets an icon of a bell symbol. + + + + + Gets an icon of a car symbol. + + + + + Gets an icon of a char1 symbol. + + + + + Gets an icon of a char2 symbol. + + + + + Gets an icon of a char3 symbol. + + + + + Gets an icon of a char graph symbol. + + + + + Gets an icon of a checkmark symbol. + + + + + Gets an icon of a clock symbol. + + + + + Gets an icon of a clouds symbol. + + + + + Gets an icon of a clouds rainy symbol. + + + + + Gets an icon of a clouds rainy sunny symbol. + + + + + Gets an icon of a clouds rainy thunder symbol. + + + + + Gets an icon of a clouds thunder symbol. + + + + + Gets an icon of a crosshair symbol. + + + + + Gets an icon of a cut symbol. + + + + + Gets an icon of a day calendar symbol. + + + + + Gets an icon of a download symbol. + + + + + Gets an icon of an eject symbol. + + + + + Gets an icon of an eye dropper symbol. + + + + + Gets an icon of a female symbol. + + + + + Gets an icon of a file symbol. + + + + + Gets an icon of a file cabinet symbol. + + + + + Gets an icon of a finnish banner symbol. + + + + + Gets an icon of a flag symbol. + + + + + Gets an icon of a flag finnish symbol. + + + + + Gets an icon of a folder symbol. + + + + + Gets an icon of a folder back symbol. + + + + + Gets an icon of a gKey symbol. + + + + + Gets an icon of a globe symbol. + + + + + Gets an icon of a grid blocks symbol. + + + + + Gets an icon of a grid image text symbol. + + + + + Gets an icon of a grid image text list symbol. + + + + + Gets an icon of a grid layout symbol. + + + + + Gets an icon of a hamburger menu symbol. + + + + + Gets an icon of a house symbol. + + + + + Gets an icon of an image symbol. + + + + + Gets an icon of an image collection symbol. + + + + + Gets an icon of an info symbol. + + + + + Gets an icon of a letter symbol. + + + + + Gets an icon of a light bulb symbol. + + + + + Gets an icon of a link symbol. + + + + + Gets an icon of a list symbol. + + + + + Gets an icon of a loading bar symbol. + + + + + Gets an icon of a lock locked symbol. + + + + + Gets an icon of a lock unlocked symbol. + + + + + Gets an icon of a lock unlocked symbol. Obsolete; use the correctly spelled LockUnlocked instead. + + + + + Gets an icon of a magnifying glass symbol. + + + + + Gets an icon of a male symbol. + + + + + Gets an icon of a marker symbol. + + + + + Gets an icon of a maximize symbol. + + + + + Gets an icon of a microphone symbol. + + + + + Gets an icon of a minimize symbol. + + + + + Gets an icon of a minus symbol. + + + + + Gets an icon of a mobile phone symbol. + + + + + Gets an icon of a money symbol. + + + + + Gets an icon of a move symbol. + + + + + Gets an icon of a multi user symbol. + + + + + Gets an icon of a next symbol. + + + + + Gets an icon of a pacman ghost symbol. + + + + + Gets an icon of a paperclip symbol. + + + + + Gets an icon of a pause symbol. + + + + + Gets an icon of a pen symbol. + + + + + Gets an icon of a pen add symbol. + + + + + Gets an icon of a pen minus symbol. + + + + + Gets an icon of a play symbol. + + + + + Gets an icon of a plus symbol. + + + + + Gets an icon of a podium symbol. + + + + + Gets an icon of a previous symbol. + + + + + Gets an icon of a reception signal symbol. + + + + + Gets an icon of a redo symbol. + + + + + Gets an icon of a refresh symbol. + + + + + Gets an icon of a rotate symbol. + + + + + Gets an icon of a ruler symbol. + + + + + Gets an icon of a ruler rect symbol. + + + + + Gets an icon of a settings cog symbol. + + + + + Gets an icon of a shopping basket symbol. + + + + + Gets an icon of a shopping cart symbol. + + + + + Gets an icon of a single user symbol. + + + + + Gets an icon of a smart phone symbol. + + + + + Gets an icon of a sound symbol. + + + + + Gets an icon of a speech bubble round symbol. + + + + + Gets an icon of a speech bubble square symbol. + + + + + Gets an icon of a speech bubbles round symbol. + + + + + Gets an icon of a speech bubbles square symbol. + + + + + Gets an icon of a star pointer symbol. + + + + + Gets an icon of a stop symbol. + + + + + Gets an icon of a stretch symbol. + + + + + Gets an icon of a table symbol. + + + + + Gets an icon of a tag symbol. + + + + + Gets an icon of a test tube symbol. + + + + + Gets an icon of a timer symbol. + + + + + Gets an icon of a traffic stop light symbol. + + + + + Gets an icon of a transparent symbol. + + + + + Gets an icon of a tree symbol. + + + + + Gets an icon of a triangle down symbol. + + + + + Gets an icon of a triangle left symbol. + + + + + Gets an icon of a triangle right symbol. + + + + + Gets an icon of a triangle up symbol. + + + + + Gets an icon of an undo symbol. + + + + + Gets an icon of an upload symbol. + + + + + Gets an icon of a wifi signal symbol. + + + + + Gets an icon of an x symbol. + + + + + Gets a texture of a test inconclusive symbol. + + + + + Gets a texture of a test failed symbol. + + + + + Gets a texture of a test normal symbol. + + + + + Gets a texture of a test passed symbol. + + + + + Gets a texture of a console info icon symbol. + + + + + Gets a texture of a console warnicon symbol. + + + + + Gets a texture of a console error icon symbol. + + + + + Gets a texture of an odin inspector logo symbol. + + + + + Gets a texture of a scene asset icon symbol. + + + + + Gets an icon representing a GameObject. + + + + + Gets an icon of a unity info icon. + + + + + Gets an icon of a unity warning icon. + + + + + Gets an icon of a unity error icon. + + + + + Gets an icon of a unity folder. + + + + + Lazy loading Editor Icon. + + + + + Loads an EditorIcon from the spritesheet. + + + + + Gets the icon's highlight texture. + + + + + Gets the icon's active texture. + + + + + Gets the icon's inactive texture. + + + + + Not yet documented. + + + + + Gets a texture of an odin logo symbol. + + + + + Gets a texture of an odin inspector logo symbol. + + + + + Gets a texture of an odin serializer logo symbol. + + + + + Gets a texture of an odin validator logo symbol. + + + + + Gets a texture of an odin validator black symbol. + + + + + Utility for parsing and emitting expression delegates. + + + + + The time that the expression cache waits to clear expressions + since the last time they have been used. + + + + Parses an expression and tries to emit a delegate method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted delegate if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and tries to emit a delegate method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + The parameters of the expression delegate. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted delegate if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and tries to emit a delegate method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + The parameters of the expression delegate. + The names of the expression's parameters, for use with the named parameter syntax. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted delegate if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and tries to emit a delegate method. + The expression to parse. + The emit context. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted delegate if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and tries to emit a delegate of the specified type. + The expression to parse. + The emit context. + The type of the delegate to emit. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted delegate if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionFunc method. + The expression to parse. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionFunc if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionFunc method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionFunc if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionFunc method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionFunc if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionFunc method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionFunc if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionFunc method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionFunc if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionFunc method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionFunc if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionFunc method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionFunc if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionFunc method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionFunc if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionFunc method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionFunc if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionFunc method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionFunc if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionAction method. + The expression to parse. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionAction if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionAction method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionAction if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionAction method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionAction if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionAction method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionAction if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionAction method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionAction if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionAction method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionAction if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionAction method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionAction if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionAction method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionAction if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionAction method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionAction if the expression is compiled successfully. Otherwise, null. + + + Parses an expression and emits an ExpressionAction method. + The expression to parse. + Indicates if the expression should be static instead of instanced. + The context type for the execution of the expression. + Output for any errors that may occur. + If true then error message will be formatted with color tags. Otherwise, the error message will be formatted with text only. + Returns the emitted ExpressionAction if the expression is compiled successfully. Otherwise, null. + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + This class is due to undergo refactoring. Use the new DragAndDropUtilities instead. + + + + + + This class is due to undergo refactoring. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Drag and drop utilities for both Unity and non-unity objects. + + + + + Gets the position from where the last drag started from in screen space. + + + + + Gets the delta position between the currrent mouse position and where the last drag originated from. + + + + + Gets the hovering accepted drop zone ID. + + + + + Gets a value indicating whether an instance is currently being dragged. + + + + + Gets the currently dragging identifier. + + + + + Gets the current hovering drop zone identifier. + + + + + Gets a more percistent id for drag and drop. + + + + + Draws a objectpicker button in the given rect. This one is designed to look good on top of DrawDropZone(). + + + + + Draws a objectpicker butter, in the given rect. This one is designed to look good on top of DrawDropZone(). + + + + + Draws the graphics for a DropZone. + + + + + Draws the graphics for a DropZone. + + + + + A draggable zone for both Unity and non-unity objects. + + + + + A drop zone area for bot Unity and non-unity objects. + + + + + A drop zone area for bot Unity and non-unity objects. + + + + + A drop zone area for bot Unity and non-unity objects. + + + + + A drop zone area for bot Unity and non-unity objects. + + + + + A drop zone area for bot Unity and non-unity objects. + + + + + A drop zone area for bot Unity and non-unity objects. + + + + + A drop zone area for bot Unity and non-unity objects. + + + + + A drop zone area for bot Unity and non-unity objects. + + + + + Disalloweds the drop area for next drag zone. Follow this function call by a DragZone. + + + + + A draggable zone for both Unity and non-unity objects. + + + + + A draggable zone for both Unity and non-unity objects. + + + + + A draggable zone for both Unity and non-unity objects. + + + + + A draggable zone for both Unity and non-unity objects. + + + + + This class is due to undergo refactoring. + + + + + This class is due to undergo refactoring. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + This class is due to undergo refactoring. + + + + + This class is due to undergo refactoring. + + + + + Collection of extension methods for . + + + + + Returns true when the user presses the specified mouse button. + + The . + The mouse button the user has to press. + If true then the method will call on the event. + true on mouse down events with the specified button. Otherwise false. + + + + Returns true when the user clicks a rect with the mouse. + + The event. + The rect the user can click on. + The button the user has to press. + If true then the method will call on the event. + true on mouse down events with the specified button. Otherwise false. + + + + Returns true when the user releases the specified mouse button. + + The . + The mouse button the user has to release. + If true then the method will call on the event. + true on mouse up events, with the specified button. Otherwise false. + + + + Returns true when the user releases the specified mouse button over the specified rect. + + The . + The rect the user has to release the mouse button over. + The mouse button the user has to release. + If true then the method will call on the event. + true on mouse up events, with the specified button and over the specified rect. Otherwise false. + + + + Returns true when the user left clicks a rect. + + The . + The rect the user can click. + If true then the method will call on the event. + true on left click events, on the specified rect. Otherwise false. + + + + Returns true when the user right clicks a rect. + + The . + The rect the user can right click. + If true then the method will call on the event. + true on context click events, on the specified rect. Otherwise false. + + + + Returns true when the user presses the specified key. + + The . + The key the user has to press. + If true then the method will call on the event. + true on key down events with the specified key code. Otherwise false. + + + + Returns true when the user releases the specified key. + + The . + The key the user has to release. + If true then the method will call on the event. + true on key up events with the specified key code. Otherwise false. + + + + Returns true whene the user moves or drags the mouse. + + The . + If true then the method will call on the event. + true on mouse move or mouse drag events. Otherwise false. + + + + Returns true when the user hovers the mouse over the specified rect. + + The . + The rect the user can hover. + true on any event where the mouse is hovering the specified rect. Otherwise false. + + + + Returns true on repaint events. + + The . + true on repaint events. Otherwise false. + + + + Returns true on layout events. + + The . + true on layout events. Otherwise false. + + + + Returns true on the specified event. + + The . + The required event type. + true on the specified event. Otherwise false. + + + + Collection of extension methods for . + + + + + Removes all menu items with a given name from the GenericMenu. + + The GenericMenu to remove items from. + The name of the items to remove. + True if any items were removed, otherwise false. + + + + Replaces the first found menu item with a given name with a new menu item, or if no such element is found, adds a new one. + + The GenericMenu to replace items in. + The name of the items to remove. + The func to replace or add. + The on value to set the new menu item with. + True if an item was replaced, otherwise false. + + + + Replaces the first found menu item with a given name with a new menu item, or if no such element is found, adds a new one. + + The GenericMenu to replace items in. + The name of the items to remove. + The on value to set the new menu item with. + The func to replace or add. + The user data. + + True if an item was replaced, otherwise false. + + + + + Emitted wrapper for the internal "UnityEngine.GUIClip" class. + + + + + Not yet documented. + + + + + Gets the top most clipped rect. + + + + + Gets the visible rect. + + + + + Gets the top rect. + + + + + Unclips the specified position. + + The position. + + + + + Unclips the specified rect. + + The rect. + + + + + This class is due to undergo refactoring. + + + + + The value. + + + + + Performs an implicit conversion from to . + + + + + Various helper function for GUI. + + + + + Gets the bold default font. + + + + + An alternative to GUI.FocusControl(null), which does not take focus away from the current GUI.Window. + + + + + Whether the inspector is currently in the progress of drawing a dictionary key. + + + + + Hides the following draw calls. Remember to call when done. + + + + + Unhides the following draw calls after having called . + + + + + Determines whether the specified EditorWindow is docked. + + The editor window. + true if the editor window is docked. Otherwise false. + + + + Not yet documented. + + + + + Opens a new inspector window for the specified object. + + The unity object. + unityObj + + + + Gets or sets a value indicating whether labels are currently bold. + + + true if this instance is bold label; otherwise, false. + + + + + Gets the size of the current window border. + + + The size of the current window border. + + + + + Gets the editor screen point offset. + + + The editor screen point offset. + + + + + Gets the current editor gui context width. Only set these if you know what it does. + Setting this has been removed. Use PushContextWidth and PopContextWidth instead. + + + + + Unity EditorGUIUtility.labelWidth only works reliablly in Repaint events. + BetterLabelWidth does a better job at giving you the correct LabelWidth in non-repaint events. + + + + + Odin will set this for you whenever an Odin property tree is drawn. + But if you're using BetterLabelWidth and BetterContextWidth without Odin, then + you need to set BetterContextWidth in the beginning of each GUIEvent. + + + + + Gets the current indent amount. + + + The current indent amount. + + + + + Gets the mouse screen position. + + + The mouse screen position. + + + + + Gets the current editor window. + + + The current editor window. + + + + + Gets a value indicating whether the current editor window is focused. + + + true if the current window has focus. Otherwise, false. + + + + + Gets the ID of the current editor window. + + + The ID of the current editor window. + + + + + Gets a value indicating whether a repaint has been requested. + + + true if repaint has been requested. Otherwise false. + + + + + Gets or sets the actual EditorGUIUtility.LabelWidth, regardless of the current hierarchy mode or context width. + + + + + Requests a repaint. + + + + + Requests a repaint. + + + + + Begins the layout measuring. Remember to end with . + + + + + Begins the layout measuring. Remember to end with . + + + + + Ends the layout measuring started by + + The measured rect. + + + + Ends the layout measuring started by + + The measured rect. + + + + Gets the current layout rect. + + The current layout rect. + + + + Gets the current layout rect. + + The current layout rect. + + + + Gets the playmode color tint. + + The playmode color tint. + + + + Pushes a context width to the context width stack. + Remember to pop the value again with . + + The width to push. + + + + Pops a value pushed by . + + + + + Pushes a color to the GUI color stack. Remember to pop the color with . + + The color to push the GUI color.. + if set to true blend with alpha. + + + + Takes a screenshot of the GUI within the specified rect. + + The rect. + The screenshot as a render texture. + + + + Pops the GUI color pushed by . + + + + + Pushes a state to the GUI enabled stack. Remember to pop the state with . + + If set to true GUI will be enabled. Otherwise GUI will be disabled. + + + + Pops the GUI enabled pushed by + + + + + Pushes a state to the IsDrawingDictionaryKey stack. Remember to pop the state with . + + + + + Pops the state pushed by + + + + + Pushes the hierarchy mode to the stack. Remember to pop the state with . + + The hierachy mode state to push. + Changing hierachy mode also changes how label-widths are calcualted. By default, we try to keep the current label width. + + + + Pops the hierarchy mode pushed by . + + + + + Pushes bold label state to the stack. Remember to pop with . + + Value indicating if labels should be bold or not. + + + + Pops the bold label state pushed by . + + + + + Pushes the indent level to the stack. Remember to pop with . + + The indent level to push. + + + + Pops the indent level pushed by . + + + + + Pushes the content color to the stack. Remember to pop with . + + The content color to push.. + If set to true blend with alpha. + + + + Pops the content color pushed by . + + + + + Pushes the label color to the stack. Remember to pop with . + + The label color to push. + + + + Pops the label color pushed by . + + + + + Pushes the GUI position offset to the stack. Remember to pop with . + + The GUI offset. + + + + Pops the GUI position offset pushed by . + + + + + Pushes a GUI matrix to the stack. Remember to pop with . + + The GUI matrix to push. + + + + Pops the GUI matrix pushed by . + + + + + Ignores input on following GUI calls. Remember to end with . + + + + + Ends the ignore input started by . + + + + + Pushes the event type to the stack. Remember to pop with . + + The type of event to push. + + + + Pops the event type pushed by . + + + + + Pushes the width to the editor GUI label width to the stack. Remmeber to Pop with . + + The editor GUI label width to push. + + + + Pops editor gui label widths pushed by . + + + + + Pushes the value to the responsive vector component fields stack. Remeber to pop with . + + + + + Pops responsive vector component fields value pushed by . + + + + + Pushes the value to the fade group duration stack. Remeber to pop with . + + + + + Pops fade group duration value pushed by . + + + + + Pushes the value to the tab page slide animation duration stack. Remember to pop with . + + + + + + Pops tab page slide animation duration value pushed by . + + + + + Clears the repaint request. + + + + + Gets a temporary value context. + + The type of the config value. + The key for the config. + The name of the config. + GUIConfig for the specified key and name. + + + + Gets a temporary value context. + + The type of the value. + The key for the config. + The ID for the config. + GUIConfig for the specified key and ID. + + + + Gets a temporary value context. + + The type of the value. + The primary key. + The secondary key. + GUIConfig for the specified primary and secondary key. + + + + Gets a temporary value context. + + The type of the value. + The key for the context. + GUIConfig for the specified key. + + + + Gets a temporary nullable value context. + + Key for context. + Name for the context. + + + + Gets a temporary nullable value context. + + Key for context. + Id of the context. + + + + Gets a temporary nullable value context. + + Primary key for the context. + Secondary key for the context. + + + + Gets a temporary nullable value context. + + Key for the context. + + + + Gets a temporary context. + + Key for the context. + Name for the context. + Default value of the context. + + + + Gets a temporary context. + + Key for the context. + Id for the context. + Default value of the context. + + + + Gets a temporary context. + + Primary key for the context. + Secondary key for the context. + Default value of the context. + + + + Gets a temporary context. + + Key for the context. + Default value of the context. + + + + Gets a temporary GUIContent with the specified text. + + The text for the GUIContent. + Temporary GUIContent instance. + + + + Gets a temporary GUIContent with the specified text and tooltip. + + The text for the GUIContent. + The tooltip for the GUIContent. + Temporary GUIContent instance. + + + + Gets a temporary GUIContent with the specified image and tooltip. + + The image for the GUIContent. + The tooltip for the GUIContent. + Temporary GUIContent instance. + + + + Gets a temporary GUIContent with the specified text, image and tooltip. + + The text for the GUIContent. + The image for the GUIContent. + The tooltip for the GUIContent. + Temporary GUIContent instance. + + + + Indents the rect by the current indent amount. + + The rect to indent. + Indented rect. + + + + Indents the rect by the current indent amount. + + The rect to indent. + + + + Repaints the EditorWindow if a repaint has been requested. + + The window to repaint. + + + + Repaints the editor if a repaint has been requested. If the currently rendering window is not an InspectorWindow, Repaint() will be called on the current window as well. + + The editor to repaint. + + + + Gets the best thumbnail icon given the provided arguments provided. + + + + + + + + + Gets a preview texture for the provided object. + + + + + + + A helper class to control paging of n number of elements in various situations. + + + + + Disables the paging, and show all elements. + + + + + Initializes a new instance of the class. + + + + + Updates all values based on and . + + + Call update right before using and in your for loop. + + The total number of elements to apply paging for. + + + + Gets or sets a value indicating whether this instance is enabled. + + + true if this instance is enabled; otherwise, false. + + + + + Gets a value indicating whether this instance is on the frist page. + + + true if this instance is on frist page; otherwise, false. + + + + + Gets a value indicating whether this instance is on the last page. + + + true if this instance is on last page; otherwise, false. + + + + + Gets or sets the number of items per page. + + + The number of items pr page. + + + + + Gets or sets the current page. + + + The current page. + + + + + Gets the start index. + + + The start index. + + + + + Gets the end index. + + + The end index. + + + + + Gets or sets the page count. + + + The page count. + + + + + Gets the total number of elements. + Use to change the value. + + + + + Draws right-aligned toolbar paging buttons. + + + + + The GUITabGroup is a utility class to draw animated tab groups. + + + + var tabGroup = SirenixEditorGUI.CreateAnimatedTabGroup(someKey); + // Register your tabs before starting BeginGroup. + var tab1 = tabGroup.RegisterTab("tab 1"); + var tab2 = tabGroup.RegisterTab("tab 2"); + + tabGroup.BeginGroup(drawToolbar: true); + { + if (tab1.BeginPage()) + { + // Draw GUI for the first tab page; + } + tab1.EndPage(); + + if (tab2.BeginPage()) + { + // Draw GUI for the second tab page; + } + tab2.EndPage(); + } + tabGroup.EndGroup(); + + // Control the animation speed. + tabGroup.AnimationSpeed = 0.2f; + + // If true, the tab group will have the height equal to the biggest page. Otherwise the tab group will animate in height as well when changing page. + tabGroup.FixedHeight = true; + + // You can change page by calling: + tabGroup.GoToNextPage(); + tabGroup.GoToPreviousPage(); + + + + + + + The animation speed + + + + + Gets the outer rect of the entire tab group. + + + + + The inner rect of the current tab page. + + + + + If true, the tab group will have the height equal to the biggest page. Otherwise the tab group will animate in height as well when changing page. + + + Sets the current page. + + The page to switch to. + + + + Gets the current page. + + + + + Gets the t. + + + + + The height of the tab buttons. + + + + + Registers the tab. + + + + + Begins the group. + + if set to true a tool-bar for changing pages is drawn. + The style. + + + + Ends the group. + + + + + Goes to page. + + + + + Goes to next page. + + + + + Goes to previous page. + + + + + A Utility class for creating tables in Unity's editor GUI. + A table can either be created from scratch using new GUITable(xCount,yCount), or created using one of the static GUITable.Create overloads. + See the online documentation, for examples and more information. + + + Creating a matrix table for a two-dimentional array. + + private GUITable table; + + private void Init() + { + bool[,] boolArr = new bool[20,20]; + + this.table = GUITable.Create( + twoDimArray: boolArr, + drawElement: (rect, x, y) => boolArr[x, y] = EditorGUI.Toggle(rect, boolArr[x, y]), + horizontalLabel: "Optional Horizontal Label", // horizontalLabel is optional and can be null. + columnLabels: (rect, x) => GUI.Label(rect, x.ToString()), // columnLabels is optional and can be null. + verticalLabel: "Optional Vertical Label", // verticalLabel is optional and can be null. + rowLabels: (rect, x) => GUI.Label(rect, x.ToString()) // rowLabels is optional and can be null. + ); + } + + private void OnGUI() + { + this.table.DrawTable(); + } + + + + Creating a table for a list. + + private GUITable table; + + private void Init() + { + Listt<SomeClasst> someList = new List<SomeClass>() { new SomeClass(), new SomeClass(), new SomeClass() }; + + this.table = GUITable.Create(someList, "Optional Title", + new GUITableColumn() + { + ColumnTitle = "A", + OnGUI = (rect, i) => someList[i].A = EditorGUI.TextField(rect, someList[i].A), + Width = 200, + MinWidth = 100, + }, + new GUITableColumn() + { + ColumnTitle = "B", + OnGUI = (rect, i) => someList[i].B = EditorGUI.IntField(rect, someList[i].B), + Resizable = false, + }, + new GUITableColumn() + { + ColumnTitle = "C", + OnGUI = (rect, i) => someList[i].C = EditorGUI.IntField(rect, someList[i].C), + SpanColumnTitle = true, + } + ); + } + + private void OnGUI() + { + this.table.DrawTable(); + } + + private class SomeClass + { + public string A; + public int B; + public int C; + public int D; + } + + + + Styling a cell. + Each has two events, OnGUI and OnGUIStyle. OnGUIStyle is called right before OnGUI, but only in repaint events. + + guiTable[x,y].GUIStyle += rect => EditorGUI.DrawRect(rect, Color.red); + + + + Row and column span. + A cell will span and cover all neighbour cells that are null. + + // Span horizontally: + guiTable[x - 2,y] = null; + guiTable[x - 1,y] = null; + guiTable[x,y].SpanX = true; + guiTable[x + 1,y] = null; + + // Span vertically: + guiTable[x,y - 2] = null; + guiTable[x,y - 1] = null; + guiTable[x,y].SpanY = true; + guiTable[x,y + 1] = null; + + + + + + + + The row count. + + + + + The column count. + + + + + The Table Rect. + + + + + Whether to respect the current GUI indent level. + + + + + Gets or sets a from the . + + + + + Initializes a new instance of the class. + + + + + Draws the table. + + + + + Recaluclates cell and column sizes in the next frame. + + + + + Recalculates the layout for the entire table. + This method gets called whenever the table is initialized, resized or adjusted. If you are manipulating + the width or height of individual table cells, remember to call this method when you're done. + + + + + Creates a table. + + + + + Creates a table. + + + + + Creates a table. + + + + + Creates a table. + + + + + A cell of a + + + + + The minimum width. + + + + + The width of the cell. Default is width is 0. + The width the column is determained by the widest cell in the column. + Width = 0 = auto. + + + + + The height of the cell. Default is height is 22. + The height the column is determained by the tallest cell in the row. + + + + + If true, the cell will expand vertically, covering all neighbour null cells. + + + + + If true, the cell will expand horizontally, covering all neighbour null cells. + + + + + The table column index. + + + + + The table row index. + + + + + The GUI style + + + + + Gets the rect. + + + + + GUITableColumns used creating a table list using GUITable.Create(). + + + + + + + Draws a cell at the given row index for this column. + + + + + The column title text. If there are is columns with a title, there we not be rendered an additional table row for column titles. + + + + + The minimum with of the column. + + + + + The width of the Column. + 0 = auto, and is also the default. + + + + + If true, the column becomes resiziable. + Default is true. + + + + + If true, the column title cell, will span horizontally to neighbour columns, which column titles are null. + Default is false. + + + + + Whether to draw a draw scroll view. + + + + + The number of pixels before a scroll view appears. + + + + + The maximum scroll view height. + + + + + The scroll position + + + + + The cell style + + + + + Gets the rect containing all rows. + + + + + Gets the first visible row index. + + + + + Gets the last visible row index. + + + + + Gets the outer rect. The height of this <= .height. + + + + + Gets the row rect. + + + + + Begins the table. + + + + + Begins the column. + + + + + Begins the cell. + + + + + Ends the cell. + + + + + Ends the column. + + + + + Ends the table. + + + + + A tab page created by . + + + + + + Begins the page. + + + + + Ends the page. + + + + + How the square object field should be aligned. + + + + + + Left aligned. + + + + + Centered. + + + + + Right aligned. + + + + + Configuration for progress bar fields. + + + + + The height of the progress bar field. Default 12 pixel. + + + + + The foreground color of the progress bar field. + + + + + The background color of the progress bar field. + + + + + If true the progress bar field will draw a label ontop to show the current value. + + + + + Alignment of the progress bar field overlay. + + + + + Default configuration. + + + + + Creates a copy of the configuration. + + The configuration to copy. + + + + Creates a progress bar configuration. + + The height of the progress bar. + The foreground color of the progress bar. + The background color of the progress bar. + If true there will be drawn a overlay on top of the field. + The alignment of the text overlay. + + + + Draw mode of quaternion fields. + + + + + + + Draw the quaterion as euler angles. + + + + + Draw the quaterion in as an angle and an axis. + + + + + Draw the quaternion as raw x, y, z and w values. + + + + + Field drawing functions for various types. + + + + + The width of the X, Y and Z labels in structs. + + + + + When true the component labels, for vector fields, will be hidden when the field is too narrow. + + + + + Draws a regular Unity ObjectField, but supports labels being nulls, and also adds a small button that will open the object in a new inspector window. + + Position and size of the field. + The label to use, or null if no label should be used. + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + + + + Draws a regular Unity ObjectField, but supports labels being nulls, and also adds a small button that will open the object in a new inspector window. + + Position and size of the field. + The label to use, or null if no label should be used. + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + + + + Draws a regular Unity ObjectField, but supports labels being nulls, and also adds a small button that will open the object in a new inspector window. + + Position and size of the field. + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + + + + Draws a regular Unity ObjectField, but supports labels being nulls, and also adds a small button that will open the object in a new inspector window. + + The label to use, or null if no label should be used. + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + Layout options. + + + + Draws a regular Unity ObjectField, but supports labels being nulls, and also adds a small button that will open the object in a new inspector window. + + The label to use, or null if no label should be used. + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + Layout options. + + + + Draws a regular Unity ObjectField, but supports labels being nulls, and also adds a small button that will open the object in a new inspector window. + + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + Layout options. + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + Position and size of the field. + The label to use, or null if no label should be used. + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + How the square object field should be aligned. + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + Position and size of the field. + The label to use, or null if no label should be used. + The Unity object. + The Texture to be used as the preview. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + How the square object field should be aligned. + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + Position and size of the field. + The label to use, or null if no label should be used. + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + How the square object field should be aligned. + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + Position and size of the field. + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + How the square object field should be aligned. + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + The label to use, or null if no label should be used. + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + The height or size of the square object field. + How the square object field should be aligned. + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + The label to use, or null if no label should be used. + The Unity object. + The texture to be used as the preview. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + The height or size of the square object field. + How the square object field should be aligned. + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + The label to use, or null if no label should be used. + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + The height or size of the square object field. + How the square object field should be aligned. + + + + Draws a square ObjectField which renders a preview for UnityEngine.Object types. + This object field also adds support for drag and drop, dragging an object to another square object field, swaps the values. + If you hold down control while letting go it will replace the value, And you can control + click the object field to quickly delete the value it holds. + + The Unity object. + The Unity object type. This supports inheritance. + Wheather or not to allow scene objects. + The height or size of the square object field. + How the square object field should be aligned. + + + + Draws a polymorphic ObjectField. + + The label to use, or null if no label should be used. + The value. + The object type. This supports inheritance. + Wheather or not to allow scene objects. + Layout options. + + + + Draws a polymorphic ObjectField. + + The label to use, or null if no label should be used. + The value. + The object type. This supports inheritance. + The title to be shown in the object picker. + Wheather or not to allow scene objects. + Layout options. + + + + Draws a polymorphic ObjectField. + + + + + Draws a polymorphic ObjectField. + + + + + Draws a polymorphic ObjectField. + + The label to use, or null if no label should be used. + The value. + The object type. This supports inheritance. + Wheather or not to allow scene objects. + Layout options. + + + + Draws a polymorphic ObjectField. + + The value. + The object type. This supports inheritance. + Wheather or not to allow scene objects. + Layout options. + + + + Draws a polymorphic ObjectField. + + The value. + The object type. This supports inheritance. + The title to be shown in the object picker. + Wheather or not to allow scene objects. + Layout options. + + + + Draws a field for a layer mask. + + Position and size of the field. + The label to use, or null if no label should be used. + The layer mask to draw. + + + + Draws a field for a layer mask. + + Position and size of the field. + The label to use, or null if no label should be used. + The layer mask to draw. + + + + Draws a field for a layer mask. + + Position and size of the field. + The layer mask to draw. + + + + Draws a field for a layer mask. + + The label to use, or null if no label should be used. + The layer mask to draw. + Layout options. + + + + Draws a field for a layer mask. + + The label to use, or null if no label should be used. + The layer mask to draw. + Layout options. + + + + Draws a field for a layer mask. + + The layer mask to draw. + Layout options. + + + + Draws a Guid field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a Guid field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a Guid field. + + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a Guid field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a Guid field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a Guid field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws an int field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws an int field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws an int field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws an int field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws an int field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws an int field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws an int field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws an int field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed int field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a delayed int field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a delayed int field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a delayed int field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a delayed int field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a delayed int field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed int field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed int field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a range field for ints. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a range field for ints. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + Value assigned to the field. + + + + Draws a range field for ints. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + Value assigned to the field. + + + + Draws a range field for ints. + + Position and size of the field. + Current value. + Minimum value. + Maximum value. + Value assigned to the field. + + + + Drwas a range field for ints. + + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a range field for ints. + + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + Layout options. + Value assigned to the field. + + + + Draws a range field for ints. + + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + Layout options. + Value assigned to the field. + + + + Draws a range field for ints. + + Current value. + Minimum value. + Maximum value. + Layout options. + Value assigned to the field. + + + + Draws a colored progress bar field. + + Position and size of the field. + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + Optional text for label to be drawn ontop of the progress bar. This value is only used if the DrawValueLabel option is enabled in the ProgressBarConfig. + + + + Draws a colored progress bar field. + + Position and size of the field. + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + + + + Draws a colored progress bar field. + + Position and size of the field. + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + + + + Draws a colored progress bar field. + + Position and size of the field. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + + + + Draws a colored progress bar field. + + Position and size of the field. + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + + + + Draws a colored progress bar field. + + Position and size of the field. + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + + + + Draws a colored progress bar field. + + Position and size of the field. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + + + + Draws a colored progress bar field. + + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + Layout options. + + + + Draws a colored progress bar field. + + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + Layout options. + + + + Draws a colored progress bar field. + + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + Layout options. + + + + Draws a colored progress bar field. + + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + Layout options. + + + + Draws a colored progress bar field. + + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + Layout options. + + + + Draws a colored progress bar field. + + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + Layout options. + + + + Draws a colored segmented progress bar field. + + Position and size of the field. + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + Optional text for label to be drawn ontop of the progress bar. This value is only used if the DrawValueLabel option is enabled in the ProgressBarConfig. + + + + Draws a colored segmented progress bar field. + + Position and size of the field. + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + + + + Draws a colored segmented progress bar field. + + Position and size of the field. + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + + + + Draws a colored segmented progress bar field. + + Position and size of the field. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + + + + Draws a colored segmented progress bar field. + + Position and size of the field. + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + + + + Draws a colored segmented progress bar field. + + Position and size of the field. + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + + + + Draws a colored segmented progress bar field. + + Position and size of the field. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + + + + Draws a colored segmented progress bar field. + + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + Layout options. + + + + Draws a colored segmented progress bar field. + + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + Layout options. + + + + Draws a colored segmented progress bar field. + + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + The configuration for the progress bar field. + Layout options. + + + + Draws a colored segmented progress bar field. + + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + Layout options. + + + + Draws a colored segmented progress bar field. + + The label to use, or null if no label should be used. + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + Layout options. + + + + Draws a colored segmented progress bar field. + + The current value of the progress bar. + The left hand side value of the progress bar. + The right hand side value of the progress bar. + Layout options. + + + + Draws an overlay on top of a progress bar field. + + The rect used to draw the progress bar field with. (Minus the Rect for the prefix label, if any.) + The label to draw ontop of the progress bar field. + The relative value of the progress bar, from 0 to 1. + The configuration used to draw the progress bar field. + + + + Draws an overlay on top of a progress bar field. + + The rect used to draw the progress bar field with. (Minus the Rect for the prefix label, if any.) + The label to draw ontop of the progress bar field. + The relative value of the progress bar, from 0 to 1. + The configuration used to draw the progress bar field. + + + + Draws an long field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws an long field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws an long field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws an long field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws an long field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws an long field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws an long field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws an long field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed long field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a delayed long field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a delayed long field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a delayed long field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a delayed long field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a delayed long field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed long field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed long field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a float field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a float field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a float field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a float field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a float field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a float field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a float field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a float field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed float field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a delayed float field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a delayed float field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a delayed float field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a delayed float field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a delayed float field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed float field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed float field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a range field for floats. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a range field for floats. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + Value assigned to the field. + + + + Draws a range field for floats. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + Value assigned to the field. + + + + Draws a range field for floats. + + Position and size of the field. + Current value. + Minimum value. + Maximum value. + Value assigned to the field. + + + + Draws a range field for floats. + + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a range field for floats. + + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + Layout options. + Value assigned to the field. + + + + Draws a range field for floats. + + Label of field. Set to null for no label. + Current value. + Minimum value. + Maximum value. + Layout options. + Value assigned to the field. + + + + Draws a range field for floats. + + Current value. + Minimum value. + Maximum value. + Layout options. + Value assigned to the field. + + + + Draws a double field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a double field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a double field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a double field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a double field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a double field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a double field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a double field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed double field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a delayed double field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a delayed double field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a delayed double field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a delayed double field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a delayed double field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed double field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed double field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a decimal field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a decimal field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a decimal field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a decimal field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a decimal field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a decimal field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a decimal field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a decimal field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a text field for strings. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a text field for strings. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a text field for strings. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a text field for strings. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a text field for strings. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a text field for strings. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a text field for strings. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a text field for strings. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed text field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a delayed text field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a delayed text field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a delayed text field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a delayed text field. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a delayed text field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed text field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a delayed text field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a field that lets the user select a path to a file. + + Position and size of the field. + Label of field. Set to null for no label. + The current value. + A parent path the path needs to be relative to. Use null for Unity project directory. + Comma separated list of allowed file extensions. Use null to allow any file extension. + If true the path will be absolute. Otherwise the path will be relative to parentPath or to the Unity project directory. + If true the path will be enforced to use backslashes. Otherwise the path will be enforced to use forward slashes. + A path to a file. + + + + Draws a field that lets the user select a path to a file. + + Position and size of the field. + The current value. + A parent path the path needs to be relative to. Use null for Unity project directory. + Comma separated list of allowed file extensions. Use null to allow any file extension. + If true the path will be absolute. Otherwise the path will be relative to parentPath or to the Unity project directory. + If true the path will be enforced to use backslashes. Otherwise the path will be enforced to use forward slashes. + A path to a file. + + + + Draws a field that lets the user select a path to a file. + + Label of field. Set to null for no label. + The current value. + A parent path the path needs to be relative to. Use null for Unity project directory. + Comma separated list of allowed file extensions. Use null to allow any file extension. + If true the path will be absolute. Otherwise the path will be relative to parentPath or to the Unity project directory. + If true the path will be enforced to use backslashes. Otherwise the path will be enforced to use forward slashes. + Layout options. + A path to a file. + + + + Draws a field that lets the user select a path to a file. + + The current value. + A parent path the path needs to be relative to. Use null for Unity project directory. + Comma separated list of allowed file extensions. Use null to allow any file extension. + If true the path will be absolute. Otherwise the path will be relative to parentPath or to the Unity project directory. + If true the path will be enforced to use backslashes. Otherwise the path will be enforced to use forward slashes. + Layout options. + A path to a file. + + + + Draws a field that lets the user select a path to a folder. + + Position and size of the field. + Label of field. Set to null for no label. + The current value. + A parent path the path needs to be relative to. Use null for Unity project directory. + If true the path will be absolute. Otherwise the path will be relative to parentPath or to the Unity project directory. + If true the path will be enforced to use backslashes. Otherwise the path will be enforced to use forward slashes. + A path to a folder. + + + + Draws a field that lets the user select a path to a folder. + + Position and size of the field. + The current value. + A parent path the path needs to be relative to. Use null for Unity project directory. + If true the path will be absolute. Otherwise the path will be relative to parentPath or to the Unity project directory. + If true the path will be enforced to use backslashes. Otherwise the path will be enforced to use forward slashes. + A path to a folder. + + + + Draws a field that lets the user select a path to a folder. + + Label of field. Set to null for no label. + The current value. + A parent path the path needs to be relative to. Use null for Unity project directory. + If true the path will be absolute. Otherwise the path will be relative to parentPath or to the Unity project directory. + If true the path will be enforced to use backslashes. Otherwise the path will be enforced to use forward slashes. + Layout options. + A path to a folder. + + + + Draws a field that lets the user select a path to a folder. + + The current value. + A parent path the path needs to be relative to. Use null for Unity project directory. + If true the path will be absolute. Otherwise the path will be relative to parentPath or to the Unity project directory. + If true the path will be enforced to use backslashes. Otherwise the path will be enforced to use forward slashes. + Layout options. + A path to a folder. + + + + Draws a prefix label for a vector field, that implements label dragging. + + + + + Draws a prefix label for a vector field, that implements label dragging. + + The position and total size of the field. + The label content. If null this function does nothing. + The value for the vector field. + The vector scaled by label dragging. + + + + Draws a prefix label for a vector field, that implements label dragging. + + The position and total size of the field. + The label content. If null this function does nothing. + The value for the vector field. + The vector scaled by label dragging. + + + + Draws a prefix label for a vector field, that implements label dragging. + + The label content. If null this function does nothing. + The value for the vector field. + The vector scaled by label dragging. + + + + Draws a prefix label for a vector field, that implements label dragging. + + The label content. If null this function does nothing. + The value for the vector field. + The vector scaled by label dragging. + + + + Draws a Vector2 field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a Vector2 field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a Vector2 field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a Vector2 field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a Vector2 field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a Vector2 field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a Vector3 field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a Vector3 field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a Vector3 field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a Vector3 field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a Vector3 field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a Vector3 field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a Vector4 field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a Vector4 field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a Vector4 field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a Vector4 field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a Vector4 field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a Vector4 field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a Color field. + + Position and size of the field. + Label of field. Set to null for no label. + + Value assigned to the field. + + + + Draws a Color field. + + Position and size of the field. + Label of field. Set to null for no label. + + Value assigned to the field. + + + + Draws a Color field. + + Position and size of the field. + + Value assigned to the field. + + + + Draws a Color field. + + Label of field. Set to null for no label. + + Layout options. + Value assigned to the field. + + + + Draws a Color field. + + Label of field. Set to null for no label. + + Layout options. + Value assigned to the field. + + + + Draws a Color field. + + + Layout options. + Value assigned to the field. + + + + Draws a slider for setting two values between a min and a max limit. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + The min and max limit for the value. + Show fields for min and max value. + A Vector2 with X set as min value, and Y to set as max value. + + + + Draws a slider for setting two values between a min and a max limit. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + The min and max limit for the value. + Show fields for min and max value. + A Vector2 with X set as min value, and Y to set as max value. + + + + Draws a slider for setting two values between a min and a max limit. + + Position and size of the field. + Current value. + The min and max limit for the value. + Show fields for min and max value. + A Vector2 with X set as min value, and Y to set as max value. + + + + Draws a slider for setting two values between a min and a max limit. + + Label of field. Set to null for no label. + Current value. + The min and max limit for the value. + Show fields for min and max value. + Layout options. + A Vector2 with X set as min value, and Y to set as max value. + + + + Draws a slider for setting two values between a min and a max limit. + + Label of field. Set to null for no label. + Current value. + The min and max limit for the value. + Show fields for min and max value. + Layout options. + A Vector2 with X set as min value, and Y to set as max value. + + + + Draws a slider for setting two values between a min and a max limit. + + Current value. + The min and max limit for the value. + Show fields for min and max value. + Layout options. + A Vector2 with X set as min value, and Y to set as max value. + + + + Draws a slider for setting two values between a min and a max limit. + + Position and size of the field. + Label of field. Set to null for no label. + Current min value. + Current max value. + The min limit for the value. + The max limit for the value. + Show fields for min and max value. + + + + Draws a slider for setting two values between a min and a max limit. + + Position and size of the field. + Label of field. Set to null for no label. + Current min value. + Current max value. + The min limit for the value. + The max limit for the value. + Show fields for min and max value. + + + + Draws a slider for setting two values between a min and a max limit. + + Position and size of the field. + Current min value. + Current max value. + The min limit for the value. + The max limit for the value. + Show fields for min and max value. + + + + Draws a slider for setting two values between a min and a max limit. + + Label of field. Set to null for no label. + Current min value. + Current max value. + The min limit for the value. + The max limit for the value. + Show fields for min and max value. + Layout options. + + + + Draws a slider for setting two values between a min and a max limit. + + Label of field. Set to null for no label. + Current min value. + Current max value. + The min limit for the value. + The max limit for the value. + Show fields for min and max value. + Layout options. + + + + Draws a slider for setting two values between a min and a max limit. + + Current min value. + Current max value. + The min limit for the value. + The max limit for the value. + Show fields for min and max value. + Layout options. + + + + Draws a rotation field for a quaternion. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Draw mode for rotation field. + Value assigned to the field. + + + + Draws a rotation field for a quaternion. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Draw mode for rotation field. + Value assigned to the field. + + + + Draws a rotation field for a quaternion. + + Position and size of the field. + Current value. + Draw mode for rotation field. + Value assigned to the field. + + + + Draws a rotation field for a quaternion. + + Label of field. Set to null for no label. + Current value. + Draw mode for rotation field. + Layout options. + Value assigned to the field. + + + + Draws a rotation field for a quaternion. + + Label of field. Set to null for no label. + Current value. + Draw mode for rotation field. + Layout options. + Value assigned to the field. + + + + Draws a rotation field for a quaternion. + + Current value. + Draw mode for rotation field. + Layout options. + Value assigned to the field. + + + + Draws an euler field for a quaternion. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws an euler field for a quaternion. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws an euler field for a quaternion. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws an euler field for a quaternion. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws an euler field for a quaternion. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws an euler field for a quaternion. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws an angle axis field for a quaternion. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws an angle axis field for a quaternion. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws an angle axis field for a quaternion. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws an angle axis field for a quaternion. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws an angle axis field for a quaternion. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws an angle axis field for a quaternion. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a quaternion field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a quaternion field. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a quaternion field. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a quaternion field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a quaternion field. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a quaternion field. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a dropdown. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Names of selectable items. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a dropdown. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Names of selectable items. + Value assigned to the field. + + + + Draws a dropdown. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Names of selectable items. + Value assigned to the field. + + + + Draws a dropdown. + + Position and size of the field. + Current value. + Names of selectable items. + Value assigned to the field. + + + + Draws a dropdown. + + Label of field. Set to null for no label. + Current value. + Names of selectable items. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a dropdown. + + Label of field. Set to null for no label. + Current value. + Names of selectable items. + Layout options. + Value assigned to the field. + + + + Draws a dropdown. + + Label of field. Set to null for no label. + Current value. + Names of selectable items. + Layout options. + Value assigned to the field. + + + + Draws a dropdown. + + Current value. + Names of selectable items. + Layout options. + Value assigned to the field. + + + + Draws a generic dropdown. + + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Selectable items. + Value assigned to the field. + + + + Draws a generic dropdown. + + + Label of field. Set to null for no label. + Current value. + Selectable items. + Value assigned to the field. + + + + Draws a generic dropdown. + + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Selectable items. + Names of selectable items. If null ToString() will be used instead. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a generic dropdown. + + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + + Names of selectable items. If null ToString() will be used instead. + Value assigned to the field. + + + + Draws a generic dropdown. + + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + + Names of selectable items. If null ToString() will be used instead. + Value assigned to the field. + + + + Draws a generic dropdown. + + + Position and size of the field. + Current value. + + Names of selectable items. If null ToString() will be used instead. + Value assigned to the field. + + + + Draws a generic dropdown. + + + Label of field. Set to null for no label. + Current value. + + Names of selectable items. If null ToString() will be used instead. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a generic dropdown. + + + Label of field. Set to null for no label. + Current value. + + Names of selectable items. If null ToString() will be used instead. + Layout options. + Value assigned to the field. + + + + Draws a generic dropdown. + + + Label of field. Set to null for no label. + Current value. + + Names of selectable items. If null ToString() will be used instead. + Layout options. + Value assigned to the field. + + + + Draws a generic dropdown. + + + Current value. + + Names of selectable items. If null ToString() will be used instead. + Layout options. + Value assigned to the field. + + + + Draws a dropdown for an enum or an enum mask. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a dropdown for an enum or an enum mask. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a dropdown for an enum or an enum mask. + + Position and size of the field. + Label of field. Set to null for no label. + Current value. + Value assigned to the field. + + + + Draws a dropdown for an enum or an enum mask. + + Position and size of the field. + Current value. + Value assigned to the field. + + + + Draws a dropdown for an enum or an enum mask. + + Label of field. Set to null for no label. + Current value. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a dropdown for an enum or an enum mask. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a dropdown for an enum or an enum mask. + + Label of field. Set to null for no label. + Current value. + Layout options. + Value assigned to the field. + + + + Draws a dropdown for an enum or an enum mask. + + Current value. + Layout options. + Value assigned to the field. + + + + Draws a dropdown. + + + Position and size of the field. + Label of field. Set to null for no label. + Current selection. + Avaible items in the dropdown. + If true then the user can select multiple items. Otherwise the user can only select one item. + true when the user has changed the selection. Otherwise false. + + + + Draws a dropdown. + + + Position and size of the field. + Label of field. Set to null for no label. + Current selection. + Avaible items in the dropdown. + If true then the user can select multiple items. Otherwise the user can only select one item. + true when the user has changed the selection. Otherwise false. + + + + Draws a dropdown. + + + Position and size of the field. + Current selection. + Avaible items in the dropdown. + If true then the user can select multiple items. Otherwise the user can only select one item. + true when the user has changed the selection. Otherwise false. + + + + Draws a dropdown. + + + Label of field. Set to null for no label. + Current selection. + Avaible items in the dropdown. + If true then the user can select multiple items. Otherwise the user can only select one item. + Layout options. + true when the user has changed the selection. Otherwise false. + + + + Draws a dropdown. + + + Label of field. Set to null for no label. + Current selection. + Avaible items in the dropdown. + If true then the user can select multiple items. Otherwise the user can only select one item. + Layout options. + true when the user has changed the selection. Otherwise false. + + + + Draws a dropdown. + + + Current selection. + Avaible items in the dropdown. + If true then the user can select multiple items. Otherwise the user can only select one item. + Layout options. + true when the user has changed the selection. Otherwise false. + + + + Draws a dropdown field for enum masks. + + Position and size of the field. + Label of field. Set to null for no label. + Current selection. + GUIStyle for drawing the field. Set to null for default. + Value assigned to the field. + + + + Draws a dropdown field for enum masks. + + Position and size of the field. + Label of field. Set to null for no label. + Current selection. + Value assigned to the field. + + + + Draws a dropdown field for enum masks. + + Position and size of the field. + Label of field. Set to null for no label. + Current selection. + Value assigned to the field. + + + + Draws a dropdown field for enum masks. + + Position and size of the field. + Current selection. + Value assigned to the field. + + + + Draws a dropdown field for enum masks. + + Label of field. Set to null for no label. + Current selection. + GUIStyle for drawing the field. Set to null for default. + Layout options. + Value assigned to the field. + + + + Draws a dropdown field for enum masks. + + Label of field. Set to null for no label. + Current selection. + Layout options. + Value assigned to the field. + + + + Draws a dropdown field for enum masks. + + Label of field. Set to null for no label. + Current selection. + Layout options. + Value assigned to the field. + + + + Draws a dropdown field for enum masks. + + Current selection. + Layout options. + Value assigned to the field. + + + + Collection of various editor GUI functions. + + + + + The mixed value dash character, to show when something has mixed values; + + + + + Default fade group animation duration. + + + + + Tab page slide animation duration. + + + + + Shaking animation duration. + + + + + Expand foldouts by default. + + + + + Show buttons results by default. + + + + + Draws a GUI field for objects. + + The rect to draw the field in. + The label of the field. + The value of the field. + The object type for the field. + If set to true then allow scene objects to be assigned to the field. + If set to true the field is readonly. + The object assigned to the field. + + + + Draws an GUI field for objects. + + The label for the field. + The value of the field. + The object type for the field. + If set to true then allow scene objects to be assigned to the field. + If set to true the field is readonly. + The object assigned to the field. + + + + Draws a GUI field for objects. + + The key for the field. + The type. + The label for the field. + The current value for the field. + If set to true then allow scene objects to be assigned to the field. + + The object assigned to the field. + + + + + Draws a nicely formatted title with an optinal sub-title and horizontal ruler. + + + + + Draws a GUI color field. + + The rect to draw the field in. + The color of the field. + If set to true then use alpha in the preview. + If set to true then show alpha bar in the preview. + The color assigned to the field. + + + + Draws a warning message box. + + + Also triggers a warning during validation checks done by + + The message. + If set to true the message box will be wide. + + + + Draws a thick horizontal seperator. + + + + + Draws a thick horizontal seperator. + + + + + Draws a thick horizontal seperator. + + + + + Draws a thick horizontal seperator. + + + + + Draws a horizontal line seperator. + + + + + Draws a vertical line seperator. + + + + + Draws an error message box. + + + Also triggers an error during validation checks done by + + The message. + If set to true the message box will be wide. + + + + Draws a info message box. + + The message. + If set to true the message box will be wide. + + + + Draws a message box. + + The message. + If set to true the message box will be wide. + + + + Draws a message box. + + The message. + Type of the message. + If set to true the message box will be wide. + + + + Draws a message box. + + The message. + Type of the message. + The style. + If set to true the message box will be wide. + + + + Draws a message box. + + The message. + Type of the message. + The style. + If set to true the message box will be wide. + + + + Draws a message box. + + The message. + Type of the message. + The style of the message box. + If set to true the message box will be wide. + + + + Draws a message box that can be expanded to show more details. + + The message of the message box. + The detailed message of the message box. + Type of the message box. + If set to true the detailed message is hidden. + If set to true the message box will be wide. + State of isFolded. + + + + Draws a message box with the specified icon. + + The message to be displayed. + The icon to be displayed. + The color of the icon. + The style of the message box. + The action to be invoked if the message box is right-clicked. + + + + Draws a horizontal line separator. + + Width of the line. + + + + Draws a horizontal line separator. + + The color of the line. + The size of the line. + + + + Draws a vertical line separator. + + Width of the line. + + + + Draws a vertical line separator. + + The color of the line. + Width of the line. + + + + Draws a GUI button with an icon. + + The editor icon for the button. + The width of the button. + The height of the button. + The tooltip of the button. + true if the button was pressed. Otherwise false. + + + + Draws a GUI button with an icon. + + The editor icon for the button. + The GUI style for the button. + The width of the button. + The height of the button. + The tooltip of the button. + true if the button was pressed. Otherwise false. + + + + Draws a GUI button with an icon. + + The rect to draw the button in. + The editor icon for the button. + true if the button was pressed. Otherwise false. + + + + Draws a GUI button with an icon. + + The rect to draw the button in. + The editor icon for the button. + The tooltip of the button. + true if the button was pressed. Otherwise false. + + + + Draws a GUI button with an icon. + + The rect to draw the button in. + The editor icon for the button. + The GUI style for the button. + The tooltip of the button. + true if the button was pressed. Otherwise false. + + + + Draws a GUI button with an icon. + + The rect to draw the button in. + The icon texture. + The tooltip for the button. + true when the button is pressed. + + + + Draws a GUI button with an icon. + + The rect to draw the button in. + The icon texture. + Style for the button. + The tooltip for the button. + true when the button is pressed. + + + + Draws a GUI button with an icon. + + The icon texture. + Width of the button in pixels. + Height of the button in pixels. + The tooltip for the button. + true when the button is pressed. + + + + Draws a GUI button with an icon. + + The icon texture. + Style for the button. + Width of the button in pixels. + Height of the button in pixels. + The tooltip for the button. + true when the button is pressed. + + + + Draws a repeating icon button. + + The icon for the button. + true while the button is active. Otherwise false. + + + + Draws a repeating icon button. + + The icon for the button. + The size. + true while the button is active. Otherwise false. + + + + Draws a repeating icon button. + + The icon for the button. + The width of the button. + The height of the button. + true while the button is active. Otherwise false. + + + + Draws a SDF icon button. + + The button's label. + The button's height. + The button's icon. + The button's icon alignment. ButtonIconAlignment.LeftOfText by default. + The button's style. + + + + + Draws a SDF icon button. + + The button's label. + The button's height. + The button's icon. + The button's icon alignment. ButtonIconAlignment.LeftOfText by default. + The button's style. + + + + + Draws a SDF icon button. + + The button's label. + The button's height. + The button's icon. + The button's icon alignment. ButtonIconAlignment.LeftOfText by default. + The button's style. + + + + + Draws a SDF icon button. + + The button's label. + The button's height. + The button's icon. + The button's icon alignment. ButtonIconAlignment.LeftOfText by default. + The button's style. + + + + + Draws a SDF icon button. + + The button's rect. + The button's label. + The button's icon. + The button's icon alignment. ButtonIconAlignment.LeftOfText by default. + The button's style. + + + + + Draws a SDF icon button. + + The button's rect. + The button's icon. + The button's icon alignment. ButtonIconAlignment.LeftOfText by default. + The button's style. + + + + + Draws a SDF icon button. + + The button's rect. + The button's icon. + The button's style. + + + + + Draws a SDF icon button. + + The button's rect. + The button's label. + The button's icon. + The button's icon alignment. ButtonIconAlignment.LeftOfText by default. + The button's style. + + + + + Draws a SDF icon button. + + The button's rect. + The button's label. + The button's icon. + The button's icon alignment. ButtonIconAlignment.LeftOfText by default. + The button's style. + + + + + Draws a SDF icon button. + + The button's rect. + The button's label. + The button's icon. + The button's icon alignment. ButtonIconAlignment.LeftOfText by default. + The button's style. + + + + + Calculates the minimum needed space for a SDF icon button where the label is still visible. + + The label of the SDF icon button. + The height of the SDF icon button. + The minimum width of the SDF icon button. + + + + Draws a toolbar icon button. + + The icon for the button. + If true, the button clickable while GUI.enabled == false. + + true if the button was pressed. Otherwise false. + + + + + Draws a toolbar icon button. + + The icon for the button. + If true, the button clickable while GUI.enabled == false. + + true if the button was pressed. Otherwise false. + + + + + Draws a toolbar icon button. + + The GUI content for the button. + Whether the button state is selected or not + true if the button was pressed. Otherwise false. + + + + Draws a toolbar icon button. + + The label for the button. + Whether the button state is selected or not + true if the button was pressed. Otherwise false. + + + + Draws a toolbar toggle. + + Current state of the toggle. + The icon for the toggle. + The state of the toggle. + + + + Draws a toolbar toggle. + + Current state of the toggle. + The icon for the toggle. + The state of the toggle. + + + + Draws a toolbar toggle. + + Current state of the toggle. + The GUI content for the button. + The state of the toggle. + + + + Draws a toolbar toggle. + + Current state of the toggle. + The text for the toggle. + The state of the toggle. + + + + Draws a toolbar tab. + + If true the tab will be the active tab. + Name for the tab. + State of isActive. + + + + Draws a toolbar tab. + + If true the tab will be the active tab. + Label for the tab. + State of isActive. + + + + Draws a solid color rectangle. + + The rect. + The color. + If true applies the user's playmdoe tint to the rect in playmode. + + + + Draws a solid color rectangle. + + The width. + The height. + The color. + If true applies the user's playmdoe tint to the rect in playmode. + The rect created. + + + + Draws borders around a rect. + + The rect. + The width of the border on all sides. + If true applies the user's playmdoe tint to the rect in playmode. + + + + Draws borders around a rect. + + The rect. + The width of the border on all sides. + The color of the border. + If true applies the user's playmdoe tint to the rect in playmode. + + + + Draws borders around a rect. + + The rect. + The left size. + The right size. + The top size. + The bottom size. + If true applies the user's playmdoe tint to the rect in playmode. + + + + Draws borders around a rect. + + The rect. + The left size. + The right size. + The top size. + The bottom size. + The color of the borders. + If true applies the user's playmdoe tint to the rect in playmode. + + + + Draws a toolbar search field. + + The current search text. + If set to true the force focus on the field. + The left and right margin. + The current search text. + + + + Draws a search field. + + + + + Begins a horizontal toolbar. Remember to end with . + + The height of the toolbar. + Padding for the top of the toolbar. + The rect of the horizontal toolbar. + + + + Begins a horizontal toolbar. Remember to end with . + + The style for the toolbar. + The height of the toolbar. + The top padding. + + The rect of the horizontal toolbar. + + + + + Ends a horizontal toolbar started by . + + + + + Begins a horizontal indentation. Remember to end with . + + The GUI layout options. + + + + Begins a horizontal indentation. Remember to end with . + + The style of the indentation. + The GUI layout options. + + + + Ends a identation horizontal layout group started by . + + + + + Begins a vertical indentation. Remember to end with . + + The GUI layout options. + + + + Begins a vertical indentation. Remember to end with . + + The style of the indentation. + The GUI layout options. + + + + Ends a identation vertical layout group started by . + + + + + Indents by the current indent value, . + + + + + Draws a menu button. + + The indent of the button. + The text of the button. + The current state of the button. + The texture icon for the button. + The current state of the button. + + + + Begins a fade group. Remember to end with . + + The key for the fade group. + Current state of the fade group. + + + + Begins a fade group. Remember to end with . + + The key for the fade group. + Current state of the fade group. + A value between 0 and 1 indicating how expanded the fade group is. + + + + Begins a fade group. Remember to end with . + + The primary key for the fade group. + The secondly key for the fade group. + Current state of the fade group. + + + + Begins a fade group. Remember to end with . + + The key for the fade group. + The name of the fade group. + Current state of the fade group. + + + + Begins a fade group. Remember to end with . + + The key for the fade group. + Current state of the fade group. + The duration of fade in and out. + + + + Begins a fade group. Remember to end with . + + The key for the fade group. + Current state of the fade group. + A value between 0 and 1 indicating how expanded the fade group is. + The duration of fade in and out. + + + + Begins a fade group. Remember to end with . + + The primary key for the fade group. + The secondly key for the fade group. + Current state of the fade group. + The duration of fade in and out. + + + + Begins a fade group. Remember to end with . + + The key for the fade group. + The name of the fade group. + Current state of the fade group. + The duration of fade in and out. + + + + Begins a fade group. Remember to end with . + + The current fading value between 0 and 1. + + + + Ends a fade group started by any BeginFadeGroup. + + + + + Draws a foldout field where clicking on the label toggles to the foldout too. + + The current state of the foldout. + The label of the foldout. + The GUI style. + + The current state of the foldout. + + + + + Draws a foldout field where clicking on the label toggles to the foldout too. + + The current state of the foldout. + The label of the foldout. + The GUI style. + + + + Draws a foldout field where clicking on the label toggles to the foldout too. + + The current state of the foldout. + The label of the foldout. + The value rect. + The GUI style. + + + + Draws a foldout field where clicking on the label toggles to the foldout too. + + The rect to draw the foldout field in. + The current state of the foldout. + The label of the foldout. + The style. + + + + Begins drawing a box. Remember to end with . + + The label of the box. + If set to true then center label. + The GUI layout options. + + + + Begins drawing a box. Remember to end with . + + The label of the box. + If set to true then center label. + The GUI layout options. + The rect of the box. + + + + Begins drawing a box. Remember to end with . + + The GUI layout options. + + + + Ends drawing a box started by any BeginBox. + + + + + Begins drawing a box header. Remember to end with . + + + + + Ends drawing a box header started by , + + + + + Begins drawing a box with toolbar style header. Remember to end with . + + Label for box header. + If true the label will be drawn in the center of the box header. + GUILayout options. + The rect of the box. + + + + Begins drawing a box with toolbar style header. Remember to end with . + + Label for box header. + If true the label will be drawn in the center of the box header. + GUILayout options. + The rect of the box. + + + + Begins drawing a box with toolbar style header. Remember to end with . + + GUILayout options. + The rect of the box. + + + + Ends the drawing a box with a toolbar style header started by . + + + + + Begins drawing a toolbar style box header. Remember to end with . + + The rect of the box. + + + + Ends the drawing of a toolbar style box header started by . + + + + + Begins drawing a legend style box. Remember to end with . + + The label for the legend style box. + If true the label will be drawn in the center of the box. + GUILayout options. + The rect of the box. + + + + Begins drawing a legend style box. Remember to end with . + + The label for the legend style box. + If true the label will be drawn in the center of the box. + GUILayout options. + The rect of the box. + + + + Begins drawing a legend style box. Remember to end with . + + GUILayout options. + The rect of the box. + + + + Ends the drawing of a legend style box started by + + + + + Begins drawing an inline box. Remember to end with . + + The GUI layout options. + The rect of the box. + + + + Ends drawing an inline box started by any BeginInlineBox. + + + + + Starts the shaking animation of a shaking group. + + + + + Starts the shaking animation of a shaking group. + + + + + Begins a shakeable group. + + + + + Ends the shakeable group. + + + + + Begins drawing a vertical menu list. + + The key for the menu list. + The rect created. + + + + Begins drawing a menu list item. Remember to end with + + Value indicating whether the item is selected. + Value indicating if the mouse is pressed on the item. + If set to true the item is set as selected.. + The rect used for the item. + + + + Ends drawing a menu list item started by + + + + + Ends drawing a vertical menu list started by + + + + + Begins drawing a vertical list. + + If set to true borders will be drawn around the vertical list. + If set to true a dark background will be drawn. + The GUI layout options. + The rect used for the list. + + + + Ends drawing a vertical list started by . + + + + + Begins drawing a list item. + + If set to true the item can be hovered with the mouse. + The style for the vertical list item. + The GUI layout options. + The rect used for the item. + + + + Begins drawing a list item. + + If set to true the item can be hovered with the mouse. + The style for the vertical list item. + The GUI layout options. + The color for even elements. + The color for odd elements. + The color for even elements when hovered. + The color for odd elements when hovered. + The rect used for the item. + + + + Ends drawing a list item started by . + + + + + Creates a animated tab group. + + The key for the tab group.. + An animated tab group. + + + + Begins drawing a toggle group. Remember to end with . + + The key of the group. + Value indicating if the group is enabled. + Value indicating if the group is visible. + The title of the group. + Value indicating if the group is toggled. + + + + Begins drawing a toggle group. Remember to end with . + + The key of the group. + Value indicating if the group is enabled. + Value indicating if the group is visible. + The title of the group. + Duration of the animation. + Value indicating if the group is toggled. + + + + Ends drawing a toggle group started by . + + + + + Begins drawing a horizontal auto scroll box. Remember to end with . + + The for the field. + The GUILayout options. + The rect used for the field. + + + + Ends drawing a horizontal auto scroll box started by . + + + + + Creates a rect that can be grabbed and pulled to change a value up or down. + + The grabbable rect. + The control ID for the sliding. + The current value. + + The current value. + + + + + Creates a rect that can be grabbed and pulled to change a value up or down. + + The grabbable rect. + The control ID for the sliding. + The current value. + + The current value. + + + + + Creates a rect that can be grabbed and pulled to change a value up or down. + + The grabbable rect. + The control ID for the sliding. + The current value. + + The current value. + + + + + Creates a rect that can be grabbed and pulled to change a value up or down. + + The grabbable rect. + The control ID for the sliding. + The current value. + + The current value. + + + + + Creates a rect that can be grabbed and pulled + + The grabbable rect. + The cursor. + + The the mouse delta position. + + + + + Creates a rect that can be grabbed and pulled + + The position. + The grabbable rect. + + The the mouse delta position. + + + + + Draws a field for a value of type T - dynamically choosing an appropriate drawer for the type. + Currently supported are: char, string, sbyte, byte, short, ushort, int, uint, long, ulong, float, double, decimal, Guid and all enums. + + The type of the value to draw. + The label of the fields. + The value to draw. + The layout options. + The possibly changed value. + + + + Checks whether a given type can be drawn as a dynamic field by + + The type to check. + True if the type can be drawn, otherwise false. + + + + Gets the feature rich control rect. + + + + + Gets the feature rich control rect. + + + + + Creates a control ID that handles keyboard control, focused editor window, indentation and prefix label correctly. + + The rect to make a feature rich control for. + The label for the control. Leave null for no label. + The created control ID. + A value indicating whether or not the control has keyboard focus. + + + + Creates a control ID that handles keyboard control, focused editor window, indentation and prefix label correctly. + + The rect to make a feature rich control for. + The created control ID. + A value indicating whether or not the control has keyboard focus. + + + + Collection of GUIStyles used by Sirenix. + + + + + Validator Green + + + + + Inspector Orange + + + + + Serializer Yellow + + + + + Green valid color + + + + + Red error color + + + + + Yellow warning color + + + + + Border color. + + + + + Box background color. + + + + + Dark editor background color. + + + + + Editor window background color. + + + + + Menu background color. + + + + + Header box background color. + + + + + Highlighted Button Color. + + + + + Highlight text color. + + + + + Highlight property color. + + + + + List item hover color for every other item. + + + + + List item hover color for every other item. + + + + + List item drag background color. + + + + + List item drag background color. + + + + + Column title background colors. + + + + + The default background color for when a menu item is selected. + + + + + The default background color for when a menu item is selected. + + + + + The default background color for when a menu item is selected. + + + + + The default background color for when a menu item is selected. + + + + + A mouse over background overlay color. + + + + + The default background color for when a menu item is selected. + + + + + The default background color for when a menu item is selected. + + + + + List item background color for every other item. OBSOLETE: Use ListItemColorEven instead. + + + + + List item background color for every other item. OBSOLETE: Use ListItemColorOdd instead. + + + + + List item color for every other item. + + + + + List item color for every other item. + + + + + Menu button active background color. + + + + + Menu button border color. + + + + + Menu button color. + + + + + Menu button hover color. + + + + + A light border color. + + + + + Bold label style. + + + + + Tag Button style. + + + + + Bold label style. + + + + + Centered bold label style. + + + + + Box container style. + + + + + Popup style. + + + + + Box header style. + + + + + Button style. + + + + + Button selected style. + + + + + Left button style. + + + + + Left button selected style. + + + + + Mid button style. + + + + + Mid button selected style. + + + + + Right button style. + + + + + Right button selected style. + + + + + Pane Options Button + + + + + Left button style. + + + + + Left button selected style. + + + + + Left button style. + + + + + Left button selected style. + + + + + Mid button style. + + + + + Mid button selected style. + + + + + Right button style. + + + + + Right button selected style. + + + + + Color field background style. + + + + + Foldout style. + + + + + Icon button style. + + + + + Label style. + + + + + White label style. + + + + + Black label style. + + + + + Centered label style. + + + + + White centered label style. + + + + + Centered mini label style. + + + + + Left Aligned Centered Label + + + + + Left aligned grey mini label style. + + + + + Left aligned grey label style. + + + + + Centered grey mini label + + + + + Left right aligned white mini label style. + + + + + Centered white mini label style. + + + + + Centered black mini label style. + + + + + List item style. + + + + + Menu button background style. + + + + + No style. + + + + + Odin Editor Wrapper. + + + + + Padding less box style. + + + + + Content Padding + + + + + Property padding. + + + + + Property margin. + + + + + Rich text label style. + + + + + Right aligned grey mini label style. + + + + + Right aligned white mini label style. + + + + + Section header style. + + + + + Section header style. + + + + + Toggle group background style. + + + + + Toggle group checkbox style. + + + + + Toggle group padding style. + + + + + Toggle group title background style. + + + + + Toolbar background style. + + + + + Toolbar button style. + + + + + Toolbar button selected style. + + + + + Toolbar search cancel button style. + + + + + Toolbar search field style. + + + + + Toolbar tab style. + + + + + Title style. + + + + + Bold title style. + + + + + Centered bold title style. + + + + + Right aligned bold title style. + + + + + Centered title style. + + + + + Right aligned title style. + + + + + Subtitle style. + + + + + Centered sub-title style. + + + + + Right aligned sub-title style. + + + + + Message box style. + + + + + Detailed Message box style. + + + + + Multiline Label + + + + + Centered Multiline Label + + + + + Centered Text Field + + + + + Gets the bottom box padding. + + + + + Unitys PaneOptions GUIStyle. + + + + + Unitys ProjectBrowserTextureIconDropShadow GUIStyle. + + + + + Unitys TL SelectionButton PreDropGlow GUIStyle. + + + + + Unitys ShurikenModuleTitle GUIStyle. + + + + + Draw this one manually with: new Color(1, 1, 1, EditorGUIUtility.isProSkin ? 0.25f : 0.45f) + + + + + SDFIconButton Label. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Utility functions for Unity assets. + + + + + Gets all assets of the specified type. + + + + + Gets all assets of the specified type. + + The type of assets to find. + The asset folder path. + + + + Gets all assets of the specified type. + + The type of assets to find. + The asset folder path. + + + + Asset search helper. + + + + + The asset object. + + + + + Current index. + + + + + Search result count. + + + + + Tests if an asset can be created from a type. + + The type to test. + true if an asset can be created. Otherwise false. + + + + Tests if an asset can be created from a type. + + The type to test. + The base asset type. + true if an asset can be created. Otherwise false. + + + + Gets project path to the specified asset. + + The asset object. + The path to the asset. + + + + Creates a new asset of the specified type. + + The type of the asset. + Project path to the new asset. + The name of the asset. + + + + Functions for accessing the clipboard. + + + + + Gets the current copy mode. + + + + + Copies the specified object. + + + The object. + The copy mode. + + + + Copies the specified object. + + + + + Clears this instance. + + + + + Determines whether this instance can paste the specified type. + + + + + Determines whether this instance can paste the specified type. + + + + + Determines whether or not the Clipboard contains any instance. + + + + + Tries the paste. + + + + + Copies or gets the current object in the clipboard. + + + + + Copies or gets the current object in the clipboard. + + + + + The various modes of copying an object to the clipboard. + + + + + Deep copy. + + + + + Shallow Copy. + + + + + Reference Copy. + + + + + A utility class for getting delta time for the GUI editor. + + + + + A utility class for getting delta time for the GUI editor. + + + + + Compare strings and produce a distance score between them. + + + + + Determines whether if the source is within the search. + + The source string. + The target string. + Should the algorithm ignore letter case?. + Should the algorithm attempt to search on an abbreviation of the source?. + Threshold for what is considered to be within the search. 0 will return everything and 1 will only return exact matches. + True if the source is within the search. Otherwise false. + + + + Compares the target to the source and returns a distance score. + + The source string. + The target string. + + + Distance score. 0 is no match, and 1 is exact match. + + + + A utility class for properly counting frames and helps determine when a frame has started in an editor window. + + + + + Gets the frame count. + + + + + Gets a value indicating whether this instance is new frame. + + + + + Updates the frame counter and returns itself. + + + + + Hides the ObjectMembers in Visual Studio IntelliSense + + + + + Determines whether the specified , is equal to this instance. + + + + + Returns a hash code for this instance. + + + + + Gets the type. + + + + + Returns a that represents this instance. + + + + + Collection of texture functions. + + + + + Creates a new texture with no mimapping, linier colors, and calls texture.LoadImage(bytes), DontDestroyOnLoad(tex) and sets hideFlags = DontUnloadUnusedAsset | DontSaveInEditor. + + Old description no longer relevant as we've moved past version 2017. + Loads an image from bytes with the specified width and height. Use this instead of someTexture.LoadImage() if you're compiling to an assembly. Unity has moved the method in 2017, + and Unity's assembly updater is not able to fix it for you. This searches for a proper LoadImage method in multiple locations, and also handles type name conflicts. + + + + + Crops a Texture2D into a new Texture2D. + + + + + Resizes a texture by blitting, this allows you to resize unreadable textures. + + + + + Converts a Sprite to a Texture2D. + + + + + + + AssemblyTypeFlags is a bitmask used to filter types and assemblies related to Unity. + + + + + + Excludes all types. + + + + + UserTypes includes all custom user scripts that are not located in an editor or plugin folder. + + + + + PluginTypes includes all types located in the plugins folder and are not located in an editor folder. + + + + + UnityTypes includes all types depended on UnityEngine and from UnityEngine, except editor, plugin and user types. + + + + + UserEditorTypes includes all custom user scripts that are located in an editor folder but not in a plugins folder. + + + + + PluginEditorTypes includes all editor types located in the plugins folder. + + + + + UnityEditorTypes includes all editor types that are not user editor types nor plugin editor types. + + + + + OtherTypes includes all other types that are not depended on UnityEngine or UnityEditor. + + + + + CustomTypes includes includes all types manually added to the Unity project. + This includes UserTypes, UserEditorTypes, PluginTypes and PluginEditorTypes. + + + + + GameTypes includes all assemblies that are likely to be included in builds. + This includes UserTypes, PluginTypes, UnityTypes and OtherTypes. + + + + + EditorTypes includes UserEditorTypes, PluginEditorTypes and UnityEditorTypes. + + + + + All includes UserTypes, PluginTypes, UnityTypes, UserEditorTypes, PluginEditorTypes, UnityEditorTypes and OtherTypes. + + + + + A utility class for finding types in various asssembly. + + + + + Gets an of all assemblies in the current . + + An of all assemblies in the current . + + + + Gets the for a given assembly. + + The assembly. + The for a given assembly. + is null. + + + + Determines whether an assembly is depended on another assembly. + + The assembly. + The other assembly. + + true if has a reference in or is the same as . + + is null. + is null. + + + + Determines whether the assembly module is a of type . + + The assembly. + + true if the specified assembly of type ; otherwise, false. + + assembly + + + + Gets the full file path to a given assembly. + + The assembly. + The full file path to a given assembly, or Null if no file path was found. + is Null. + + + + Gets the full directory path to a given assembly. + + The assembly. + The full directory path in which a given assembly is located, or Null if no file path was found. + + + + Gets the type. + + The full name of the type, with or without any assembly information. + + + + Get types from the current AppDomain with a specified filter. + + The filters. + Types from the current AppDomain with the specified filters. + + + + Find members of the given type, while providing good error messages based on the following search filters provided. + See for more information. + + + + + MemberFinder is obsolete, and has been replacted by and . + Use cases that do not fit those utlities should use manual reflection that is hand-optimized for the best performance in the given case. + + MemberFinder was a utility class often used by Odin drawers to find fields, methods, and + properties while providing good user-friendly error messages based on the search criteria. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + + + + Find members of the given type, while providing good error messages based on the following search filters provided. + + + + + Find members of the given type, while providing good error messages based on the following search filters provided. + + + + + Can be true for both fields, properties and methods. + + + + + + Exclude members found in base-types. + + + + + Only include methods with the following parameter. + Calling this will also exclude fields and properties. + Parameter type inheritance is supported. + + + + + Only include methods with the following parameters. + Calling this will also exclude fields and properties. + Parameter type inheritance is supported. + + + + + Only include methods with the following parameters. + Calling this will also exclude fields and properties. + Parameter type inheritance is supported. + + + + + Only include methods with the following parameters. + Calling this will also exclude fields and properties. + Parameter type inheritance is supported. + + + + + Only include methods with the following parameters. + Calling this will also exclude fields and properties. + Parameter type inheritance is supported. + + + + + Only include methods with the following parameters. + Calling this will also exclude fields and properties. + Parameter type inheritance is supported. + + + + + Only include methods with the following parameters. + Calling this will also exclude fields and properties. + Parameter type inheritance is supported. + + + + + Only include methods with the following parameters. + Calling this will also exclude fields and properties. + Parameter type inheritance is supported. + + + + + Determines whether [has return type] [the specified return type]. + + + + + Can be true for both fields, properties and methods. + + + + + Calls IsField() and IsProperty(). + + + + + Only include static members. By default, both static and non-static members are included. + + + + + Only include non-static members. By default, both static and non-static members are included. + + + + + Specify the name of the member. + + + + + Excludes fields and methods if nether IsField() or IsMethod() is called. Otherwise includes properties. + By default, all member types are included. + + + + + Excludes fields and properties if nether IsField() or IsProperty() is called. Otherwise includes methods. + By default, all member types are included. + + + + + Excludes properties and methods if nether IsProperty() or IsMethod() is called. Otherwise includes fields. + By default, all member types are included. + + + + + Excludes non-public members if IsNonPublic() has not yet been called. Otherwise includes public members. + By default, both public and non-public members are included. + + + + + Excludes public members if IsPublic() has not yet been called. Otherwise includes non-public members. + By default, both public and non-public members are included. + + + + + Excludes fields and properties, and only includes methods with a return type of void. + + + + + Gets the member based on the search filters provided + Returns null if no member was found. + + + + + Gets the member based on the search filters provided, and provides a proper error message if no members was found. + + + + + Gets the member based on the search filters provided, and provides a proper error message if no members was found. + + + + + Try gets the member based on the search filters provided, and provides a proper error message if no members was found. + + + + + Try gets the member based on the search filters provided, and provides a proper error message if no members was found. + + + + + Try gets all members based on the search filters provided, and provides a proper error message if no members was found. + + + + + Gets or sets the width of the col. + + + + + Gets or sets the minimum width. + + + + + Gets a value indicating whether the width should be preserved when the table itself gets resiszed. + + + + + Gets a value indicating whether this is resizable. + + + + + This class contains utility methods for subscribing to various UnityEditor events reliably and safely across all Odin-supported versions of Unity. + + + + + Sometimes, someone accidentally overrides a delay action subscription to + by setting the value instead of using the += operator as should be done, + which can be done because in many versions of Unity it is a field, and not an event. + (In some versions of Unity it is an event, though, and in this case, this method acts as a wrapper + to subscribe reliably, no matter the nature of the backing event.) + This method subscribes to a lot of different callbacks, in the hopes of catching at least one. + + As opposed to , this method is safe to call from any thread, and will + delay the actual subscription to a safe time. + + + + + Sometimes, an idiot overrides a delay action subscription to , + which can be done because the people at Unity didn't know what events were once upon a time. + This method subscribes to a lot of different callbacks, in the hopes of catching at least one. + + + + + Sometimes, an idiot overrides a delay action subscription to , + which can be done because the people at Unity didn't know what events were once upon a time. + This method subscribes to a lot of different callbacks, in the hopes of catching at least one. + + + + + In 2019.1+, this event subscribes to SceneView.duringSceneGui. In 2018.4 and lower, it subscribes to SceneView.onSceneGUIDelegate. + + + + + In 2020.1, Unity changed EditorApplication.delayCall from a field to an event, meaning + we now have to use reflection to access it consistently across all versions of Unity. + + + + diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.xml.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.xml.meta new file mode 100644 index 0000000..03f29c1 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.Editor.xml.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5c65184932ff4fd48a343e236025096f +timeCreated: 1488828285 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.dll b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.dll new file mode 100755 index 0000000..2b633c1 Binary files /dev/null and b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.dll differ diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.dll.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.dll.meta new file mode 100755 index 0000000..6325db4 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.dll.meta @@ -0,0 +1,46 @@ +fileFormatVersion: 2 +guid: 4873f2a8bdae42baa0406e8a61366ca1 +timeCreated: 1488828285 +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + isOverridable: 0 + platformData: + Any: + enabled: 0 + settings: + Exclude Android: 1 + Exclude Editor: 0 + Exclude Linux: 1 + Exclude Linux64: 1 + Exclude LinuxUniversal: 1 + Exclude N3DS: 1 + Exclude OSXIntel: 1 + Exclude OSXIntel64: 1 + Exclude OSXUniversal: 1 + Exclude PS4: 1 + Exclude PSM: 1 + Exclude PSP2: 1 + Exclude SamsungTV: 1 + Exclude Tizen: 1 + Exclude WebGL: 1 + Exclude WiiU: 1 + Exclude Win: 1 + Exclude Win64: 1 + Exclude WindowsStoreApps: 1 + Exclude XboxOne: 1 + Exclude iOS: 1 + Exclude tvOS: 1 + Editor: + enabled: 1 + settings: + DefaultValueInitialized: true + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.xml b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.xml new file mode 100644 index 0000000..4ec3fc5 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.xml @@ -0,0 +1,3664 @@ + + + + Sirenix.Utilities + + + + + Extension methods for the UnityEngine.Color type. + + + + + Lerps between multiple colors. + + The colors. + The t. + + + + + Moves the towards implementation for Color. + + From color. + To color. + The maximum delta. + + + + Tries to parse a string to a Color. The following formats are supported: + "new Color(0.4, 0, 0, 1)", "#FFEEBBFF", "#FFEECC", "FFEEBBFF", "FFEECC" + + The color string. + The color. + Returns true if the parse was a success. + + + + Converts a color to a string formatted to c# + + The color. + new Color(r, g, b, a) + + + + Pows the color with the specified factor. + + The color. + The factor. + + + + Normalizes the RGB values of the color ignoring the alpha value. + + The color. + + + + Delegate method extensions. + + + + + Memoizes the specified func - returns the memoized version + + + + + Memoizes the specified func - returns the memoized version + + + + + FieldInfo method extensions. + + + + + Determines whether the specified field is an alias. + + The field to check. + + true if the specified field is an alias; otherwise, false. + + + + + Returns the original, backing field of an alias field if the field is an alias. + + The field to check. + /// if set to true an exception will be thrown if the field is not aliased. + + The field was not aliased; this only occurs if throwOnNotAliased is true. + + + + Garbage free enumerator methods. + + + + + Garbage free enumerator for lists. + + + + + Garbage free enumerator for dictionaries. + + + + + Garbage free enumator for dictionary values. + + + + + Garbage free enumerator for hashsets. + + + + + List iterator. + + + + + Creates a list iterator. + + + + + Gets the enumerator. + + + + + Gets the current value. + + + + + Moves to the next value. + + + + + Disposes the iterator. + + + + + Hashset iterator. + + + + + Creates a hashset iterator. + + + + + Gets the enumerator. + + + + + Gets the current value. + + + + + Moves to the next value. + + + + + Disposes the iterator. + + + + + Dictionary iterator. + + + + + Creates a dictionary iterator. + + + + + Gets the enumerator. + + + + + Gets the current value. + + + + + Moves to the next value. + + + + + Disposes the iterator. + + + + + Dictionary value iterator. + + + + + Creates a dictionary value iterator. + + + + + Gets the enumerator. + + + + + Gets the current value. + + + + + Moves to the next value. + + + + + Disposes the iterator. + + + + + Various LinQ extensions. + + + + + Calls an action on each item before yielding them. + + The collection. + The action to call for each item. + + + + Perform an action on each item. + + The source. + The action to perform. + + + + Perform an action on each item. + + The source. + The action to perform. + + + + Convert each item in the collection. + + The collection. + Func to convert the items. + + + + Convert a collection to an immutable list. + + The collection. + + + + Add an item to the beginning of a collection. + + The collection. + Func to create the item to prepend. + + + + Add an item to the beginning of a collection. + + The collection. + The item to prepend. + + + + Add a collection to the beginning of another collection. + + The collection. + The collection to prepend. + + + + Add an item to the beginning of another collection, if a condition is met. + + The collection. + The condition. + Func to create the item to prepend. + + + + Add an item to the beginning of another collection, if a condition is met. + + The collection. + The condition. + The item to prepend. + + + + Add a collection to the beginning of another collection, if a condition is met. + + The collection. + The condition. + The collection to prepend. + + + + Add an item to the beginning of another collection, if a condition is met. + + The collection. + The condition. + Func to create the item to prepend. + + + + Add an item to the beginning of another collection, if a condition is met. + + The collection. + The condition. + The item to prepend. + + + + Add a collection to the beginning of another collection, if a condition is met. + + The collection. + The condition. + The collection to prepend. + + + + Add an item to the beginning of another collection, if a condition is met. + + The collection. + The condition. + Func to create the item to prepend. + + + + Add an item to the beginning of another collection, if a condition is met. + + The collection. + The condition. + The item to prepend. + + + + Add a collection to the beginning of another collection, if a condition is met. + + The collection. + The condition. + The collection to prepend. + + + + Add an item to the end of a collection. + + The collection. + Func to create the item to append. + + + + Add an item to the end of a collection. + + The collection. + The item to append. + + + + Add a collection to the end of another collection. + + The collection. + The collection to append. + + + + Add an item to the end of a collection if a condition is met. + + The collection. + The condition. + Func to create the item to append. + + + + Add an item to the end of a collection if a condition is met. + + The collection. + The condition. + The item to append. + + + + Add a collection to the end of another collection if a condition is met. + + The collection. + The condition. + The collection to append. + + + + Add an item to the end of a collection if a condition is met. + + The collection. + The condition. + Func to create the item to append. + + + + Add an item to the end of a collection if a condition is met. + + The collection. + The condition. + The item to append. + + + + Add a collection to the end of another collection if a condition is met. + + The collection. + The condition. + The collection to append. + + + + Returns and casts only the items of type . + + The collection. + + + + Adds a collection to a hashset. + + The hashset. + The collection. + + + + Returns true if the list is either null or empty. Otherwise false. + + The list. + + + + Sets all items in the list to the given value. + + The list. + The value. + + + + Adds the elements of the specified collection to the end of the IList<T>. + + + + + Sorts an IList + + + + + Sorts an IList + + + + + Various list extension methods. + + + + + Increases or decrease the number of items in the list to the specified count. + + The list. + The new length. + + + + Increases or decrease the number of items in the list to the specified count. + + The list. + The new length. + Value of new elements. + + + + Increases or decrease the number of items in the list to the specified count. + + The list. + The new length. + + + + Increases or decrease the number of items in the list to the specified count. + + The list. + The new length. + Value of new elements. + + + + MemberInfo method extensions. + + + + + Returns true if the attribute whose type is specified by the generic argument is defined on this member + + + + + Returns true if the attribute whose type is specified by the generic argument is defined on this member + + + + + Returns the first found custom attribute of type T on this member + Returns null if none was found + + + + + Returns the first found non-inherited custom attribute of type T on this member + Returns null if none was found + + + + + Gets all attributes of the specified generic type. + + The member. + + + + Gets all attributes of the specified generic type. + + The member. + If true, specifies to also search the ancestors of element for custom attributes. + + + + Gets all attribute instances defined on a MemeberInfo. + + The member. + + + + Gets all attribute instances on a MemberInfo. + + The member. + If true, specifies to also search the ancestors of element for custom attributes. + + + + If this member is a method, returns the full method name (name + params) otherwise the member name paskal splitted + + + + + Determines whether a FieldInfo, PropertyInfo or MethodInfo is static. + + The member. + + true if the specified member is static; otherwise, false. + + + + + + Determines whether the specified member is an alias. + + The member to check. + + true if the specified member is an alias; otherwise, false. + + + + + Returns the original, backing member of an alias member if the member is an alias. + + The member to check. + /// if set to true an exception will be thrown if the member is not aliased. + + The member was not aliased; this only occurs if throwOnNotAliased is true. + + + + Various extensions for MethodInfo. + + + + + Returns the specified method's full name "methodName(argType1 arg1, argType2 arg2, etc)" + Uses the specified gauntlet to replaces type names, ex: "int" instead of "Int32" + + + + + Returns a string representing the passed method parameters names. Ex "int num, float damage, Transform target" + + + + + Returns the specified method's full name. + + + + + Tests if a method is an extension method. + + + + + Determines whether the specified method is an alias. + + The method to check. + + true if the specified method is an alias; otherwise, false. + + + + + Returns the original, backing method of an alias method if the method is an alias. + + The method to check. + /// if set to true an exception will be thrown if the method is not aliased. + + The method was not aliased; this only occurs if throwOnNotAliased is true. + + + + Determines the type of operator. + + + + + + The == operator. + + + + + The != operator. + + + + + The + operator. + + + + + The - operator. + + + + + The * operator. + + + + + The / operator. + + + + + The < operator. + + + + + The > operator. + + + + + The <= operator. + + + + + The >= operator. + + + + + The % operator. + + + + + The >> operator. + + + + + The << operator. + + + + + The & operator. + + + + + The | operator. + + + + + The ^ operator. + + + + + The ~ operator. + + + + + The && operator. + + + + + The || operator. + + + + + The ! operator. + + + + + DirectoryInfo method extensions. + + + + + Gets the name of the directory. Always returns forward slash seperators as opposed to Path.GetDirectoryName(). + + + + + Determines whether the directory has a given directory in its hierarchy of children. + + The parent directory. + The sub directory. + + + + Finds a parent directory with a given name, or null if no such parent directory exists. + + + + + Returns a value indicating whether or not a path can be made relative to another. + + The parent path. + The path to make relative to the parent path. + A value indicating if the path can be made relative to the parent path. + + + + Returns a path string to path that is relative to the parent path. + + The parent path. + The path to make relative to the parent path. + A relative path from parent path to path. + + + + Tries to make a path that is relative from parent path to path. + + The parent path. + The path to make relative to the parent path. + A relative path from parent path to path. null if no relative path could be made. + A value indicating if the method succeeded in making a relative path. + + + + Combines two paths, and replaces all backslases with forward slash. + + + + + PropertyInfo method extensions. + + + + + Determines whether a property is an auto property. + + + + + Determines whether the specified property is an alias. + + The property to check. + + true if the specified property is an alias; otherwise, false. + + + + + Returns the original, backing property of an alias property if the property is an alias. + + The property to check. + /// if set to true an exception will be thrown if the property is not aliased. + + The property was not aliased; this only occurs if throwOnNotAliased is true. + + + + Defines a collection of handy Rect transformation methods, that can chained together for complex behaviour. + Note that only the TakeX method defined here actually change the original Rect; the rest instead return a new transformed Rect. + + + + + Returns a Rect with the specified width. + + The original Rect. + The desired width of the new Rect. + + + + Returns a Rect with the specified height. + + The original Rect. + The desired height of the new Rect. + + + + Returns a Rect with the specified size. + + The original Rect. + The desired width of the new Rect. + The desired height of the new Rect. + + + + Returns a Rect with the specified size. + + The original Rect. + The desired width and height of the new Rect. + + + + Returns a Rect with the specified size. + + The original Rect. + The desired size of the new Rect. + + + + Returns a Rect that has been inserted by the specified amount on the X-axis. + + The original Rect. + The desired padding. + + + + Returns a Rect that has been inserted by the specified amount on the X-axis. + + The original Rect. + Desired padding on the left side. + Desired padding on the right side. + + + + Returns a Rect that has been inserted by the specified amount on the Y-axis. + + The original Rect. + The desired padding. + + + + Returns a Rect that has been inserted by the specified amount on the Y-axis. + + The original Rect. + The desired padding on the top. + The desired padding on the bottom. + + + + Returns a Rect that has been inserted by the specified amount. + + The original Rect. + The desired padding. + + + + Returns a Rect that has been inserted by the specified amount. + + The original Rect. + The desired horizontal padding. + The desired vertical padding. + + + + Returns a Rect that has been inserted by the specified amount. + + The original Rect. + The desired padding on the left. + The desired padding on the right. + The desired padding on the top. + The desired padding on the bottom. + + + + Returns a Rect, with the specified width, that has been aligned to the left of the original Rect. + + The original Rect. + The desired width of the new Rect. + + + + Returns a Rect, with the specified width, that has been aligned to horizontal center of the original Rect. + + The original Rect. + The desired width of the new Rect. + + + + Returns a Rect, with the specified width and height in the center of the provided rect. + + The original Rect. + The desired width of the new Rect. + The desired height of the new Rect. + + + + Returns a Rect, with the specified width, that has been aligned to the right of the original Rect. + + The original Rect. + The desired width of the new Rect. + + + + Returns a Rect, with the specified width, that has been aligned to the right of the original Rect. + + + + + Returns a Rect, with the specified height, that has been aligned to the top of the original Rect. + + The original Rect. + The desired height of the new Rect. + + + + Returns a Rect, with the specified height, that has been aligned to the vertical middle of the original Rect. + + The original Rect. + The desired height of the new Rect. + + + + Returns a Rect, with the specified height, that has been aligned to the bottom of the original Rect. + + The original Rect. + The desired height of the new Rect. + + + + Returns a Rect, with the specified width, that has been aligned horizontally to the center of the original rect. + + The original Rect. + The desired width of the new Rect. + + + + Returns a Rect, with the specified height, that has been aligned vertically to the center of the original rect. + + The original Rect. + The desired height of the new Rect. + + + + Returns a Rect, with the specified width and height, that has been aligned horizontally and vertically to the center of the original rect. + + The original Rect. + The desired width and height of the new Rect. + + + + Returns a Rect, with the specified width and height, that has been aligned horizontally and vertically to the center of the original rect. + + The original Rect. + The desired width of the new Rect. + The desired height of the new Rect. + + + + Returns a Rect that has been expanded by the specified amount. + + The original Rect. + The desired expansion. + + + + Returns a Rect that has been expanded by the specified amount. + + The original Rect. + The desired expansion on the X-axis. + The desired expansion on the Y-axis. + + + + Returns a Rect that has been expanded by the specified amount. + + The original Rect. + The desired expansion on the left. + The desired expansion on the right. + The desired expansion on the top. + The desired expansion on the bottom. + + + + Splits a Rect horizontally into the specified number of sub-rects, and returns a sub-rect for the specified index. + + The original Rect. + The index for the subrect. Includes 0, and excludes count. + The amount of subrects the Rect should be split into. + + + + Splits a Rect vertically into the specified number of sub-rects, and returns a sub-rect for the specified index. + + The original Rect. + The index for the subrect. Includes 0, and excludes count. + The amount of subrects the Rect should be split into. + + + + Splits a Rect into a grid from left to right and then down. + + The original rect. + The width of a grid cell. + The height of a grid cell. + The index of the grid cell. + + + + + Splits a Rect into a grid from left to right and then down. + + + + + Moves a Rect to the specified center X position. + + The original Rect. + The desired center x position. + + + + Moves a Rect to the specified center Y position. + + The desired original Rect. + The desired desired center y position. + + + + Moves a Rect to the specified center position. + + The original Rect. + The desired center X position. + The desired center Y position. + + + + Moves a Rect to the specified center position. + + The original Rect. + The desired center position. + + + + Moves a Rect to the specified position. + + The orignal Rect. + The desired position. + + + + Resets a Rect's position to zero. + + The original Rect. + + + + Moves a Rect's position by the specified amount. + + The original Rect. + The change in position. + + + + Moves a Rect's position by the specified amount. + + The original Rect. + The x. + The y. + + + + Sets a Rect's X position. + + The original Rect. + The desired X position. + + + + Adds to a Rect's X position. + + The original Rect. + The value to add. + + + + Subtracts from a Rect's X position. + + The original Rect. + The value to subtract. + + + + Sets a Rect's Y position. + + The original Rect. + The desired Y position. + + + + Adds to a Rect's Y position. + + The original Rect. + The value to add. + + + + Subtracts a Rect's Y position. + + The original Rect. + The value to subtract. + + + + Sets the min position of a Rect. + + The original Rect. + The desired min position. + + + + Adds to a Rect's min position. + + The original rect. + The value to add. + + + + Subtracts a Rect's min position. + + The original Rect. + The vlaue to subtract. + + + + Sets a Rect's max position. + + The original Rect. + The desired max position. + + + + Adds to a Rect's max position. + + The original Rect. + The value to add. + + + + Subtracts a Rect's max position. + + The original Rect. + The value to add. + + + + Sets a Rect's X min position. + + The original Rect. + The desired min X position. + + + + Adds to a Rect's X min position. + + The original Rect. + The value to add. + + + + Subtracts from a Rect's X min position. + + The original Rect. + The value to subtract. + + + + Sets a Rect's X max position. + + The original Rect. + The desired X max position. + + + + Adds to a Rect's X max position. + + The original Rect. + The value to add. + + + + Subtracts a Rect's X max position. + + The original Rect. + The value to subtract. + + + + Sets a Rect's Y min position. + + The original Rect. + The desired Y min. + + + + Adds to a Rect's Y min position. + + The original Rect. + The value to add. + + + + Subtracts a Rect's Y min position. + + The original Rect. + The value to subtract. + + + + + Sets a Rect's Y max position. + + The original Rect. + The desired Y max position. + + + + Adds to a Rect's Y max position. + + The original Rect. + The value to add. + + + + Subtracts from a Rect's Y max position. + + The original Rect. + The value to subtract. + + + + Sets a Rect's width, if it is less than the specified value. + + The original Rect. + The desired min width. + + + + Sets a Rect's width, if it is greater than the specified value. + + The original Rect. + The desired max width. + + + + Sets a Rect's height, if it is less than the specified value. + + The original Rect. + The desired min height. + + + + Sets a Rect's height, if it is greater than the specified value. + + The original Rect. + The desired max height. + + + + Expands a rect to contain a given position. + + The original Rect. + The position to expand the rect towards. + + + + String method extensions. + + + + + Eg MY_INT_VALUE => MyIntValue + + + + + Returns whether or not the specified string is contained with this string + + + + + Ex: "thisIsCamelCase" -> "This Is Camel Case" + + + + + Returns true if this string is null, empty, or contains only whitespace. + + The string to check. + true if this string is null, empty, or contains only whitespace; otherwise, false. + + + + O(n*m) - Use with care. + + + + + Type method extensions. + + + + + Type name alias lookup. + + + + + Checks whether a given string is a valid CSharp identifier name. This also checks full type names including namespaces. + + The identifier to check. + + + + Determines whether a type can be casted to another type. + + From. + To. + if set to true an implicit or explicit operator must be defined on the given type. + + + + If a type can be casted to another type, this provides a function to manually convert the type. + + From. + To. + if set to true an implicit or explicit operator must be defined on the given type. + + + + If a type can be casted to another type, this provides a function to manually convert the type. + + if set to true an implicit or explicit operator must be defined on the given type. + + + + If a type can be casted to another type, this provides the method info of the method in charge of converting the type. + + From. + To. + if set to true an implicit or explicit operator must be defined on the given type. + + + + Gets an equality comparer delegate used to compare the equality of values of a given type. In order, this will be: + + 1. The == operator, if one is defined on the type. + 2. A delegate that uses , if the type implements that interface. + 3. .NET's own + + + Note that in the special case of the type , a special equality comparer is returned that only checks whether all the Quaternion components are equal. + This is because, by default, Quaternion's equality operator is broken when operating on invalid quaternions; "default(Quaternion) == default(Quaternion)" evaluates to false, and this causes a multitude of problems. + Special delegates are also returned for float and double, that consider float.NaN to be equal to float.NaN, and double.NaN to be equal to double.NaN. + + + + + Gets the first attribute of type T. Returns null in the no attribute of type T was found. + + The type. + If true, specifies to also search the ancestors of element for custom attributes. + + + + Determines whether a type implements or inherits from another type. + + The type. + To. + + + + Determines whether a type implements an open generic interface or class such as IList<> or List<>. + + Type of the candidate. + Type of the open generic type. + + + + + Determines whether a type implements an open generic interface such as IList<>. + + Type of the candidate. + Type of the open generic interface. + + Type " + openGenericInterfaceType.Name + " is not a generic type definition and an interface. + + + + Determines whether a type implements an open generic class such as List<>. + + Type of the candidate. + Type of the open generic interface. + + + + Gets the generic arguments of an inherited open generic class or interface. + + Type of the candidate. + The open generic type to get the arguments of. + + + + Gets the generic arguments of an inherited open generic class. + + Type of the candidate. + Type of the open generic class. + + + + Gets the generic arguments of an inherited open generic interface. + + Type of the candidate. + Type of the open generic interface. + + + + Gets the MethodInfo of a specific operator kind, with the given left and right operands. This overload is *far* faster than any of the other GetOperatorMethod implementations, and should be used whenever possible. + + + + + Gets the MethodInfo of a specific operator type. + + + + + Gets the MethodInfo of a specific operator type. + + + + + Gets all members from a given type, including members from all base types if the flag isn't set. + + + + + Gets all members from a given type, including members from all base types. + + + + + Gets all members of a specific type from a type, including members from all base types, if the flag isn't set. + + + + + Gets the generic type definition of an open generic base type. + + + + + Gets the generic type definition of an open generic base type. + + + + + Returns a lazy enumerable of all the base types of this type including interfaces and classes + + + + + Returns a lazy enumerable of all the base classes of this type + + + + + Returns a nicely formatted name of a type. + + + + + Returns a nicely formatted full name of a type. + + + + + Gets the name of the compilable nice. + + The type. + + + + Gets the full name of the compilable nice. + + The type. + + + + Returns the first found custom attribute of type T on this type + Returns null if none was found + + + + + Returns the first found non-inherited custom attribute of type T on this type + Returns null if none was found + + + + + Gets all attributes of type T. + + The type. + + + + Gets all attributes of type T. + + The type + If true, specifies to also search the ancestors of element for custom attributes. + + + + Returns true if the attribute whose type is specified by the generic argument is defined on this type + + + + + Returns true if the attribute whose type is specified by the generic argument is defined on this type + + + + + Determines whether a type inherits or implements another type. Also include support for open generic base types such as List<>. + + + + + + Determines whether a type inherits or implements another type. Also include support for open generic base types such as List<>. + + + + + + + Gets the number of base types between given type and baseType. + + + + + Determines whether a method has the specified parameter types. + + + + + FieldInfo will return the fieldType, propertyInfo the PropertyType, MethodInfo the return type and EventInfo will return the EventHandlerType. + + The MemberInfo. + + + + Gets the value contained in a given . Currently only and is supported. + + The to get the value of. + The instance to get the value from. + The value contained in the given . + Can't get the value of the given type. + + + + Sets the value of a given MemberInfo. Currently only and is supported. + + The to set the value of. + The object to set the value on. + The value to set. + + Property has no setter + or + Can't set the value of the given type. + + + + // + Tries to infer a set of valid generic parameters for a generic type definition, given a subset of known parameters. + + The generic type definition to attempt to infer parameters for. + The inferred parameters, if inferral was successful. + The known parameters to infer from. + True if the parameters could be inferred, otherwise, false. + + genericTypeDefinition is null + or + knownParameters is null + + The genericTypeDefinition parameter must be a generic type definition. + + + + Checks whether an array of types satisfy the constraints of a given generic type definition. + If this method returns true, the given parameters can be safely used with with the given generic type definition. + + The generic type definition to check. + The parameters to check validity for. + + genericType is null + or + types is null + + The genericType parameter must be a generic type definition. + + + + Checks whether an array of types satisfy the constraints of a given generic method definition. + If this method returns true, the given parameters can be safely used with with the given generic method definition. + + The generic method definition to check. + The parameters to check validity for. + + genericType is null + or + types is null + + The genericMethod parameter must be a generic method definition. + + + + Before calling this method we must ALWAYS hold a lock on the GenericConstraintsSatisfaction_LOCK object, as that is an implicit assumption it works with. + + + + + Not yet documented. + + + + + Formats a string with the specified generic parameter constraints on any given type. Example output: where T : class + + + + + Determines whether a generic type contains the specified generic argument constraints. + + The type. + The generic argument types. + + + + Determines whether a type is a fully constructed generic type. + + + + + Determines whether a type is nullable by ensuring the type is neither a PrimitiveType, ValueType or an Enum. + + + + + Gets the enum bitmask in a ulong. + + enumType + + + + Gets a value indicating if the string is a reserved C# keyword. + + The identifier to check. + true if the string is a C# keyword. Otherwise false. + + + + Extends various Unity classes. + + + + + Determines whether a Unity object is null or "fake null", + without ever calling Unity's own equality operators. + This method is useful for checking if a Unity object is + null, destroyed or missing at times when it is not allowed + to call Unity's own equality operators, for example when + not running on the main thread. + + The Unity object to check. + True if the object is null, missing or destroyed; otherwise false. + + + + Contains utilities for operating on arrays. + + + + + Creates a new array with an added element. + + The element type of the array. + The array. + The value to add. + The new array. + The given array was null. + + + + Creates a new array with an element inserted at a given index. + + The element type of the array. + The array. + The index to insert at. + The value to insert. + The given array was null. + The index to insert at was out of range. + + + + Creates a new array with an element removed. + + The element type of the array. + The array. + The index to remove an element at. + + The given array was null. + The given index to remove an element at was out of range. + + + + Utility class for asset Guid script + + + + + Tries to update the Guid of a specified asset with the Guid from a specified script type. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Provides utilities for using the namespace. + + This class is due for refactoring. Use at your own peril. + + + + + Gets a value indicating whether emitting is supported on the current platform. + + + true if the current platform can emit; otherwise, false. + + + + + Creates a delegate which gets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The type of the field to get a value from. + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which gets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which sets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The type of the field to set a value to. + The instance describing the field to create a setter for. + A delegate which sets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which sets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The instance describing the field to create a setter for. + A delegate which sets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which gets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The type of the instance to get a value from. + The type of the field to get a value from. + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which gets the value of a field from a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The type of the field to get a value from. + The of the instance to get a value from. + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which gets the weakly typed value of a field from a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The of the instance to get a value from. + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which sets the value of a field. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The type of the instance to set a value on. + The type of the field to set a value to. + The instance describing the field to create a setter for. + A delegate which sets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which sets the value of a field on a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The type of the field to set a value to. + Type of the instance. + The instance describing the field to create a setter for. + + A delegate which sets the value of the given field. + + The fieldInfo parameter is null. + Field cannot be static. + + + + Creates a delegate which sets the weakly typed value of a field on a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + Type of the instance. + The instance describing the field to create a setter for. + + A delegate which sets the value of the given field. + + The fieldInfo parameter is null. + Field cannot be static. + + + + Creates a delegate which gets the weakly typed value of a field from a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The of the instance to get a value from. + The instance describing the field to create a getter for. + A delegate which gets the value of the given field. + The fieldInfo parameter is null. + + + + Creates a delegate which sets the weakly typed value of a property on a weakly typed instance of a given type. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + Type of the instance. + The instance describing the property to create a setter for. + + A delegate which sets the value of the given field. + + The fieldInfo parameter is null. + Property cannot be static. + + + + Creates a delegate which sets the value of a property. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The type of the property to set a value to. + The instance describing the property to create a setter for. + A delegate which sets the value of the given property. + The propertyInfo parameter is null. + + + + Creates a delegate which gets the value of a property. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The type of the property to get a value from. + The instance describing the property to create a getter for. + A delegate which gets the value of the given property. + The propertyInfo parameter is null. + + + + Creates a delegate which sets the value of a property. If emitting is not supported on the current platform, the delegate will use reflection to set the value. + + The type of the instance to set a value on. + The type of the property to set a value to. + The instance describing the property to create a setter for. + A delegate which sets the value of the given property. + The propertyInfo parameter is null. + + + + Creates a delegate which gets the value of a property. If emitting is not supported on the current platform, the delegate will use reflection to get the value. + + The type of the instance to get a value from. + The type of the property to get a value from. + The instance describing the property to create a getter for. + A delegate which gets the value of the given property. + The propertyInfo parameter is null. + + + + Creates a fast delegate method which calls a given parameterless instance method and returns the result. + + The type of the class which the method is on. + The type which is returned by the given method info. + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Creates a fast delegate method which calls a given parameterless static method. + + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Creates a fast delegate method which calls a given parameterless weakly typed instance method. + + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Not yet documented. + + + + + Creates a fast delegate method which calls a given weakly typed instance method with one argument and returns a value. + + The type of the result. + The type of the first argument. + The method info instance which is used. + + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + methodInfo + + Given method ' + methodInfo.Name + ' is static when it has to be an instance method. + or + Given method ' + methodInfo.Name + ' must return type + typeof(TResult) + . + or + Given method ' + methodInfo.Name + ' must have exactly one parameter. + or + The first parameter of the method ' + methodInfo.Name + ' must be of type + typeof(TArg1) + . + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Creates a fast delegate method which calls a given parameterless instance method. + + The type of the class which the method is on. + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + Creates a fast delegate method which calls a given instance method with a given argument. + + The type of the class which the method is on. + The type of the argument with which to call the method. + The method info instance which is used. + A delegate which calls the method and returns the result, except it's hundreds of times faster than MethodInfo.Invoke. + + + + This class encapsulates common combinations. + + + + + Search criteria encompassing all public and non-public members, including base members. + Note that you also need to specify either the Instance or Static flag. + + + + + Search criteria encompassing all public instance members, including base members. + + + + + Search criteria encompassing all non-public instance members, including base members. + + + + + Search criteria encompassing all public and non-public instance members, including base members. + + + + + Search criteria encompassing all public static members, including base members. + + + + + Search criteria encompassing all non-public static members, including base members. + + + + + Search criteria encompassing all public and non-public static members, including base members. + + + + + Search criteria encompassing all public instance members, excluding base members. + + + + + Search criteria encompassing all non-public instance members, excluding base members. + + + + + Search criteria encompassing all public and non-public instance members, excluding base members. + + + + + Search criteria encompassing all public static members, excluding base members. + + + + + Search criteria encompassing all non-public static members, excluding base members. + + + + + Search criteria encompassing all public and non-public static members, excluding base members. + + + + + Search criteria encompassing all members, including base and static members. + + + + + Search criteria encompassing all members (public and non-public, instance and static), including base members. + + + + + + A GlobalConfig singleton, automatically created and saved as a ScriptableObject in the project at the specified path. + This only happens if the UnityEditor is present. If it's not, a non-persistent ScriptableObject is created at run-time. + + + Remember to locate the path within a resources folder if you want the config file to be loaded at runtime without the Unity editor being present. + + + The asset path is specified by defining a . If no attribute is defined it will be saved in the root assets folder. + + + + + [GlobalConfig("Assets/Resources/MyConfigFiles/")] + public class MyGlobalConfig : GlobalConfig<MyGlobalConfig> + { + public int MyGlobalVariable; + } + + void SomeMethod() + { + int value = MyGlobalConfig.Instance.MyGlobalVariable; + } + + + + + + Gets a value indicating whether this instance has instance loaded. + + + + + Gets the singleton instance. + + + + + Tries to load the singleton instance. + + + + + Opens the config in a editor window. This is currently only used internally by the Sirenix.OdinInspector.Editor assembly. + + + + + Gets a value indicating whether this instance has instance loaded. + + + + + Gets the singleton instance. + + + + + This attribute is used by classes deriving from GlobalConfig and specifies the asset path for the generated config file. + + + + + + + Gets the full asset path including Application.dataPath. Only relevant if IsInResourcesFolder is false. + + + + + Gets the relative asset path. Only relevant if IsInResourcesFolder is false. + + + + + Gets the resources path. Only relevant if IsInResourcesFolder is true. + + + + + Whether the config should be associated with an asset in the project. If false, no config asset will be generated or loaded, and a new "temporary" config instance will be created for every reload. This is true by default. + + + + + Gets a value indicating whether this asset is located within a resource folder. + + + + + Initializes a new instance of the class. + + + + + Initializes a new instance of the class. + + The relative asset. Remember to locate the path within a resources folder if you want the config file to be loaded at runtime without the Unity Editor. + + + + + GUILayoutOptions is a handy utility that provides cached GUILayoutOpion arrays based on the wanted parameters. + + + + + Most GUILayout and EditorGUILayout methods takes an optional "params GUILayoutOption[]" parameter. + Each time you call this, an array is allocated generating garbage. + + + // Generates garbage: + GUILayout.Label(label, GUILayout.Label(label, GUILayout.Width(20), GUILayout.ExpandHeight(), GUILayout.MaxWidth(300))); + + // Does not generate garbage: + GUILayout.Label(label, GUILayout.Label(label, GUILayoutOptions.Width(20).ExpandHeight().MaxWidth(300))); + + + + + + An EmptyGUIOption[] array with a length of 0. + + + + + A GUILayoutOptions instance with an implicit operator to be converted to a GUILayoutOption[] array. + + + + + + Gets or creates the cached GUILayoutOption array based on the layout options specified. + + + + + Option passed to a control to give it an absolute width. + + + + + Option passed to a control to give it an absolute height. + + + + + Option passed to a control to specify a maximum height. + + + + + Option passed to a control to specify a maximum width. + + + + + Option passed to a control to specify a minimum height. + + + + + Option passed to a control to specify a minimum width. + + + + + Option passed to a control to allow or disallow vertical expansion. + + + + + Option passed to a control to allow or disallow horizontal expansion. + + + + + Determines whether the instance is equals another instance. + + + + + Returns a hash code for this instance. + + + + + Option passed to a control to give it an absolute width. + + + + + Option passed to a control to give it an absolute height. + + + + + Option passed to a control to specify a maximum height. + + + + + Option passed to a control to specify a maximum width. + + + + + Option passed to a control to specify a minimum width. + + + + + Option passed to a control to specify a minimum height. + + + + + Option passed to a control to allow or disallow vertical expansion. + + + + + Option passed to a control to allow or disallow horizontal expansion. + + + + + Immutable hashset wraps another hashset, and allows for reading the inner hashset, without the ability to change it. + + + + + Creates an immutable hashset around another hashset. + + + + + Returns true if the item is contained in the list. + + The item's value. + + + + Gets the enumerator. + + + + + Gets the enumerator. + + + + + Interface for immutable list. + + + + + Interface for generic immutable list. + + + + + Index accessor. + + + + + Immutable list wraps another list, and allows for reading the inner list, without the ability to change it. + + + + + Creates an immutable list around another list. + + + + + Number of items in the list. + + + + + Immutable list cannot be changed directly, so it's size is always fixed. + + + + + Immutable list are always readonly. + + + + + Returns true if the inner list is synchronized. + + + + + Gets the sync root object. + + + + + Index accessor. + + Index. + + + + Returns true if the item is contained in the list. + + The item's value. + + + + Copy the list to an array, + + Target array. + Index. + + + + Copy the list to an array, + + Target array. + Index. + + + + Gets an enumerator. + + + + + Get the index of a value. + + The item's value. + + + + Immutable list cannot be edited. + + Index. + + + + Immutable list cannot be edited. + + Index. + Item. + + + + Immutable list cannot be edited. + + Item. + + + + Immutable list cannot be edited. + + + + + Immutable list cannot be edited. + + Item. + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Immutable list wraps another list, and allows for reading the inner list, without the ability to change it. + + + + + Creates an immutable list around another list. + + + + + Number of items in the list. + + + + + Immutable list are always readonly. + + + + + Index accessor. + + Index. + + + + Returns true if the item is contained in the list. + + + + + Copies the list to an array. + + + + + Gets an enumerator. + + + + + Gets the index of an item. + + + + + Collection of math function. + + + + + Distance from a point to a line. + + + + + Returns a smooth value between start and end based on t. + + First point. + Second point. + Position between 0 and 1. + + + + Returns a smooth value between start and end based on t. + + First point. + Second point. + Position between 0 and 1. + Number of interpolations to make. + + + + Returns the fractional of the value. + + The value to get the fractional of. + + + + Returns the fractional of the value. + + The value to get the fractional of. + + + + Returns the fractional of the value. + + The value to get the fractional of. + + + + Returns a value based on t, that bounces faster and faster. + + The value to bounce. + + + + Returns a smooth value between 0 and 1 based on t. + + Position between 0 and 1. + + + + Returns a smooth value between 0 and 1 based on t. + + Position between 0 and 1. + Number of interpolations to make. + + + + Returns an unclamped linear interpolation of two vectors. + + The first vector. + The second vector. + The interpolation factor. + + + + Returns an unclamped linear interpolation of two vectors. + + The first vector. + The second vector. + The interpolation factor. + + + + Returns a value that bounces between 0 and 1 based on value. + + The value to bounce. + + + + Returns a value that eases in elasticly. + + The value to ease in elasticly. + The amplitude. + The length. + + + + Pows each element of the vector. + + The vector. + The power. + + + + Returns a Vector2 with each element set to their respective sign. + + The vector to sign. + + + + Returns a Vector3 with each element set to their respective sign. + + The vector to sign. + + + + Returns a value that eases out elasticly. + + The value to ease out elasticly. + The amplitude. + The length. + + + + Returns a smooth value betweeen that peaks at t=0.5 and then comes back down again. + + A value between 0 and 1. + + + + Clamps the value of a Vector3. + + The vector to clamp. + The min value. + The max value. + + + + Clamps the value of a Vector2. + + The vector to clamp. + The min value. + The max value. + + + + Computes a hash for a byte array. + + The byte array. + + + + Gives a smooth path between a collection of points. + + The collection of point. + The current position in the path. 0 is at the start of the path, 1 is at the end of the path. + + + + Checks if two given lines intersect with one another and returns the intersection point (if + any) in an out parameter. + Source: http://stackoverflow.com/questions/3746274/line-intersection-with-aabb-rectangle. + Edited to implement Cohen-Sutherland type pruning for efficiency. + + Starting point of line a. + Ending point of line a. + Starting point of line b. + Ending point of line b. + + The out parameter which contains the intersection point if there was any. + + True if the two lines intersect, otherwise false. + + + + Returns the collision point between two infinite lines. + + + + + Distance from line to plane. + + Position of the plane. + Surface normal of the plane. + Origin of the line. + Line direction normal. + + + + Distance from ray to plane. + + The ray. + The plane. + + + + Rotates a Vector2 by an angle. + + The point to rotate. + The angle to rotate. + + + + Rotates a Vector2 around a point by an angle.. + + The point to rotate. + The point to rotate around. + The angle to rotate. + + + + Interpolates t between a and b to a value between 0 and 1 using a Hermite polynomial. + + The first value. + The second value. + The position value. + A smoothed value between 0 and 1. + + + + Interpolates t between a and b to a value between 0 and 1. + + The first value. + The second value. + The position value. + Linear value between 0 and 1. + + + + Wraps a value between min and max. + + The value to wrap. + The minimum value. + The maximum value. + + + + Wraps a value between min and max. + + The value to wrap. + The minimum value. + The maximum value. + + + + Wraps a value between min and max. + + The value to wrap. + The minimum value. + The maximum value. + + + + Rounds a number based on a mininum difference. + + The value to round. + The min difference. + The rounded value. + + + + Discards the least significant demicals. + + The value of insignificant decimals. + Value with significant decimals. + + + + Clamps and wraps an angle between two values. + + + + + Provides a methods of representing imaginary fields which are unique to serialization. + + We aggregate the FieldInfo associated with this member and return a mangled form of the name. + + + + + + The default fake name separator string. + + + + + Initializes a new instance of the class. + + The field to alias. + The name prefix to use. + + + + Initializes a new instance of the class. + + The field to alias. + The name prefix to use. + The separator string to use. + + + + Gets the aliased field. + + + The aliased field. + + + + + Gets the module in which the type that declares the member represented by the current is defined. + + + + + Gets a value that identifies a metadata element. + + + + + Gets the name of the current member. + + + + + Gets the class that declares this member. + + + + + Gets the class object that was used to obtain this instance of MemberInfo. + + + + + Gets the type of the field. + + + The type of the field. + + + + + Gets a RuntimeFieldHandle, which is a handle to the internal metadata representation of a field. + + + + + Gets the attributes. + + + The attributes. + + + + + When overridden in a derived class, returns an array of all custom attributes applied to this member. + + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array that contains all the custom attributes applied to this member, or an array with zero elements if no attributes are defined. + + + + + When overridden in a derived class, returns an array of custom attributes applied to this member and identified by . + + The type of attribute to search for. Only attributes that are assignable to this type are returned. + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array of custom attributes applied to this member, or an array with zero elements if no attributes assignable to have been applied. + + + + + When overridden in a derived class, indicates whether one or more attributes of the specified type or of its derived types is applied to this member. + + The type of custom attribute to search for. The search includes derived types. + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + True if one or more instances of or any of its derived types is applied to this member; otherwise, false. + + + + + Gets the value of the field. + + The object instance to get the value from. + The value of the field. + + + + When overridden in a derived class, sets the value of the field supported by the given object. + + The object whose field value will be set. + The value to assign to the field. + A field of Binder that specifies the type of binding that is desired (for example, Binder.CreateInstance or Binder.ExactBinding). + A set of properties that enables the binding, coercion of argument types, and invocation of members through reflection. If is null, then Binder.DefaultBinding is used. + The software preferences of a particular culture. + + + + Provides a methods of representing aliased methods. + + In this case, what we're representing is a method on a parent class with the same name. + + We aggregate the MethodInfo associated with this member and return a mangled form of the name. + The name that we return is "parentname+methodName". + + + + + + The default fake name separator string. + + + + + Initializes a new instance of the class. + + The method to alias. + The name prefix to use. + + + + Initializes a new instance of the class. + + The method to alias. + The name prefix to use. + The separator string to use. + + + + Gets the aliased method. + + + The aliased method. + + + + + Gets the custom attributes for the return type. + + + + + Gets a handle to the internal metadata representation of a method. + + + + + Gets the attributes associated with this method. + + + + + Gets the class that declares this member. + + + + + Gets the name of the current member. + + + + + Gets the class object that was used to obtain this instance of MemberInfo. + + + + + When overridden in a derived class, returns the MethodInfo object for the method on the direct or indirect base class in which the method represented by this instance was first declared. + + + A MethodInfo object for the first implementation of this method. + + + + + When overridden in a derived class, returns an array of all custom attributes applied to this member. + + true to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array that contains all the custom attributes applied to this member, or an array with zero elements if no attributes are defined. + + + + + When overridden in a derived class, returns an array of custom attributes applied to this member and identified by . + + The type of attribute to search for. Only attributes that are assignable to this type are returned. + true to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array of custom attributes applied to this member, or an array with zero elements if no attributes assignable to have been applied. + + + + + When overridden in a derived class, returns the flags. + + + The MethodImplAttributes flags. + + + + + When overridden in a derived class, gets the parameters of the specified method or constructor. + + + An array of type ParameterInfo containing information that matches the signature of the method (or constructor) reflected by this MethodBase instance. + + + + + When overridden in a derived class, invokes the reflected method or constructor with the given parameters. + + The object on which to invoke the method or constructor. If a method is static, this argument is ignored. If a constructor is static, this argument must be null or an instance of the class that defines the constructor. + A bitmask that is a combination of 0 or more bit flags from . If is null, this parameter is assigned the value ; thus, whatever you pass in is ignored. + An object that enables the binding, coercion of argument types, invocation of members, and retrieval of MemberInfo objects via reflection. If is null, the default binder is used. + An argument list for the invoked method or constructor. This is an array of objects with the same number, order, and type as the parameters of the method or constructor to be invoked. If there are no parameters, this should be null.If the method or constructor represented by this instance takes a ByRef parameter, there is no special attribute required for that parameter in order to invoke the method or constructor using this function. Any object in this array that is not explicitly initialized with a value will contain the default value for that object type. For reference-type elements, this value is null. For value-type elements, this value is 0, 0.0, or false, depending on the specific element type. + An instance of CultureInfo used to govern the coercion of types. If this is null, the CultureInfo for the current thread is used. (This is necessary to convert a String that represents 1000 to a Double value, for example, since 1000 is represented differently by different cultures.) + + An Object containing the return value of the invoked method, or null in the case of a constructor, or null if the method's return type is void. Before calling the method or constructor, Invoke checks to see if the user has access permission and verifies that the parameters are valid.CautionElements of the array that represent parameters declared with the ref or out keyword may also be modified. + + + + + When overridden in a derived class, indicates whether one or more attributes of the specified type or of its derived types is applied to this member. + + The type of custom attribute to search for. The search includes derived types. + true to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + true if one or more instances of or any of its derived types is applied to this member; otherwise, false. + + + + + Provides a methods of representing imaginary properties which are unique to serialization. + + We aggregate the PropertyInfo associated with this member and return a mangled form of the name. + + + + + + The default fake name separator string. + + + + + Initializes a new instance of the class. + + The property to alias. + The name prefix to use. + + + + Initializes a new instance of the class. + + The property to alias. + The name prefix to use. + The separator string to use. + + + + Not yet documented. + + + + + Gets the module in which the type that declares the member represented by the current is defined. + + + + + Gets a value that identifies a metadata element. + + + + + Gets the name of the current member. + + + + + Gets the class that declares this member. + + + + + Gets the class object that was used to obtain this instance of MemberInfo. + + + + + Gets the type of the property. + + + The type of the property. + + + + + Gets the attributes. + + + The attributes. + + + + + Gets a value indicating whether this instance can read. + + + true if this instance can read; otherwise, false. + + + + + Gets a value indicating whether this instance can write. + + + true if this instance can write; otherwise, false. + + + + + When overridden in a derived class, returns an array of all custom attributes applied to this member. + + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array that contains all the custom attributes applied to this member, or an array with zero elements if no attributes are defined. + + + + + When overridden in a derived class, returns an array of custom attributes applied to this member and identified by . + + The type of attribute to search for. Only attributes that are assignable to this type are returned. + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + An array of custom attributes applied to this member, or an array with zero elements if no attributes assignable to have been applied. + + + + + When overridden in a derived class, indicates whether one or more attributes of the specified type or of its derived types is applied to this member. + + The type of custom attribute to search for. The search includes derived types. + True to search this member's inheritance chain to find the attributes; otherwise, false. This parameter is ignored for properties and events; see Remarks. + + True if one or more instances of or any of its derived types is applied to this member; otherwise, false. + + + + + Returns an array whose elements reflect the public and, if specified, non-public get, set, and other accessors of the property reflected by the current instance. + + Indicates whether non-public methods should be returned in the MethodInfo array. true if non-public methods are to be included; otherwise, false. + + An array of objects whose elements reflect the get, set, and other accessors of the property reflected by the current instance. If is true, this array contains public and non-public get, set, and other accessors. If is false, this array contains only public get, set, and other accessors. If no accessors with the specified visibility are found, this method returns an array with zero (0) elements. + + + + + When overridden in a derived class, returns the public or non-public get accessor for this property. + + Indicates whether a non-public get accessor should be returned. true if a non-public accessor is to be returned; otherwise, false. + + A MethodInfo object representing the get accessor for this property, if is true. Returns null if is false and the get accessor is non-public, or if is true but no get accessors exist. + + + + + Gets the index parameters of the property. + + The index parameters of the property. + + + + When overridden in a derived class, returns the set accessor for this property. + + Indicates whether the accessor should be returned if it is non-public. true if a non-public accessor is to be returned; otherwise, false. + + Value Condition A object representing the Set method for this property. The set accessor is public.-or- is true and the set accessor is non-public. null is true, but the property is read-only.-or- is false and the set accessor is non-public.-or- There is no set accessor. + + + + + Gets the value of the property on the given instance. + + The object to invoke the getter on. + The to invoke with. + The binder to use. + The indices to use. + The culture to use. + The value of the property on the given instance. + + + + Sets the value of the property on the given instance. + + The object to set the value on. + The value to set. + The to invoke with. + The binder to use. + The indices to use. + The culture to use. + + + + Contains utilities for operating on arrays multi-dimentional arrays. + + + + + Inserts one column left of the specified column index. + + The type of the element. + Index of the column. + The array. + + + + Inserts one column right of the specified column index. + + The type of the element. + Index of the column. + The arr. + + + + Inserts one row above the specified row index. + + The type of the element. + The array. + The row index. + + + + Inserts one row below the specified row index. + + The type of the element. + The array. + Index of the row. + + + + Duplicates the column. + + The type of the element. + Index of the column. + The array. + + + + Duplicates the row. + + The type of the element. + The array. + Index of the row. + + + + Moves a column. + + The type of the element. + The array. + From column. + To column. + + + + Moves a row. + + The type of the element. + The array. + From row. + To row. + + + + Deletes a column. + + The type of the element. + The array. + Index of the column. + + + + Deletes the row. + + The type of the element. + The array. + Index of the row. + + + + Indicates a persistent assembly. + + + + + Compares objects by reference only, ignoring equality operators completely. This is used by the property tree reference dictionaries to keep track of references. + + + + + A default, cached instance of this generic variant of the reference equality comparer. + + + + + Returns true if the object references are equal. + + + + + Returns the result of the object's own GetHashCode method. + + + + + Paths to Sirenix assets. + + + + + Path to Odin Inspector folder. + + + + + Path to Sirenix assets folder. + + + + + Path to Sirenix folder. + + + + + Path to Sirenix assemblies. + + + + + Path to Odin Inspector resources folder. + + + + + Path to Odin Inspector configuration folder. + + + + + Path to Odin Inspector resources configuration folder. + + + + + Path to Odin Inspector temporary folder. + + + + + This attribute is used by classes deriving from GlobalConfig and specifies the menu item path for the preference window and the asset path for the generated config file. + The scriptable object created will be located at the OdinEditorConfigs path unless other is specified. + Classes implementing this attribute will be part of the Odin Preferences window. + + + + + + Initializes a new instance of the class. + + + + + This attribute is used by classes deriving from GlobalConfig and specifies the menu item path for the preference window and the asset path for the generated config file. + The scriptable object created will be located at the OdinResourcesConigs path unless other is specified. + Classes implementing this attribute will be part of the Odin Preferences window. + + + + + + Initializes a new instance of the class. + + + + + Not yet documented. + + + + + Not yet documented. + + Not yet documented. + Not yet documented. + Not yet documented. + + + + Compares two strings in a number-aware manner, IE, "[2] Foo" is considered to come before "[10] Bar". + + + + + Utility class indicating current Unity version. + + + + + Tests current Unity version is equal or greater. + + Minimum major version. + Minimum minor version. + true if the current Unity version is greater. Otherwise false. + + + + The current Unity version major. + + + + + The current Unity version minor. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + + Not yet documented. + + + + diff --git a/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.xml.meta b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.xml.meta new file mode 100644 index 0000000..cc14132 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/Sirenix.Utilities.xml.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4873f2a8bdae42baa0406e8a6136096f +timeCreated: 1488828285 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Assemblies/link.xml b/Assets/Plugins/Sirenix/Assemblies/link.xml new file mode 100644 index 0000000..1df8f84 --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/link.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/Assets/Plugins/Sirenix/Assemblies/link.xml.meta b/Assets/Plugins/Sirenix/Assemblies/link.xml.meta new file mode 100644 index 0000000..27e066d --- /dev/null +++ b/Assets/Plugins/Sirenix/Assemblies/link.xml.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1bec01331befdea4d9ed9033eabd68f8 +timeCreated: 1613046886 +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Demos.meta b/Assets/Plugins/Sirenix/Demos.meta new file mode 100644 index 0000000..bdb22ec --- /dev/null +++ b/Assets/Plugins/Sirenix/Demos.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 39584688cfac6ff44bd94124e5bc1ca7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage b/Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage new file mode 100644 index 0000000..d0d5578 Binary files /dev/null and b/Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage differ diff --git a/Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage b/Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage new file mode 100644 index 0000000..d4d30b2 Binary files /dev/null and b/Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage differ diff --git a/Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage b/Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage new file mode 100644 index 0000000..d82afc3 Binary files /dev/null and b/Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage differ diff --git a/Assets/Plugins/Sirenix/Demos/Sample - 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a/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics.data b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics.data new file mode 100644 index 0000000..f3de456 Binary files /dev/null and b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics.data differ diff --git a/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics.data.meta b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics.data.meta new file mode 100644 index 0000000..ee5dc74 --- /dev/null +++ b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics.data.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4866e740a22eb1e49b1603b051e4d92c +timeCreated: 1573836980 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics.meta b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics.meta new file mode 100644 index 0000000..bbc32c0 --- /dev/null +++ b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9f5f7d0acccb4438082929471bbdaf70 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/MathematicsDrawers.cs b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/MathematicsDrawers.cs new file mode 100755 index 0000000..70826f5 --- /dev/null +++ b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/MathematicsDrawers.cs @@ -0,0 +1,883 @@ +//----------------------------------------------------------------------- +// +// Copyright (c) Sirenix ApS. All rights reserved. +// +//----------------------------------------------------------------------- + +namespace Sirenix.OdinInspector.Modules.UnityMathematics.Editor +{ +#if UNITY_EDITOR + using System; + using System.Collections.Generic; + using System.Reflection; + using Sirenix.OdinInspector.Editor; + using Sirenix.Utilities; + using Sirenix.Utilities.Editor; + using Unity.Mathematics; + using UnityEditor; + using UnityEngine; + + public sealed class MatrixFloat2x2Processor : MatrixProcessor { } + public sealed class MatrixFloat3x2Processor : MatrixProcessor { } + public sealed class MatrixFloat4x2Processor : MatrixProcessor { } + public sealed class MatrixFloat2x3Processor : MatrixProcessor { } + public sealed class MatrixFloat3x3Processor : MatrixProcessor { } + public sealed class MatrixFloat4x3Processor : MatrixProcessor { } + public sealed class MatrixFloat2x4Processor : MatrixProcessor { } + public sealed class MatrixFloat3x4Processor : MatrixProcessor { } + public sealed class MatrixFloat4x4Processor : MatrixProcessor { } + + public sealed class MatrixDouble2x2Processor : MatrixProcessor { } + public sealed class MatrixDouble3x2Processor : MatrixProcessor { } + public sealed class MatrixDouble4x2Processor : MatrixProcessor { } + public sealed class MatrixDouble2x3Processor : MatrixProcessor { } + public sealed class MatrixDouble3x3Processor : MatrixProcessor { } + public sealed class MatrixDouble4x3Processor : MatrixProcessor { } + public sealed class MatrixDouble2x4Processor : MatrixProcessor { } + public sealed class MatrixDouble3x4Processor : MatrixProcessor { } + public sealed class MatrixDouble4x4Processor : MatrixProcessor { } + + public sealed class MatrixBool2x2Processor : MatrixProcessor { } + public sealed class MatrixBool3x2Processor : MatrixProcessor { } + public sealed class MatrixBool4x2Processor : MatrixProcessor { } + public sealed class MatrixBool2x3Processor : MatrixProcessor { } + public sealed class MatrixBool3x3Processor : MatrixProcessor { } + public sealed class MatrixBool4x3Processor : MatrixProcessor { } + public sealed class MatrixBool2x4Processor : MatrixProcessor { } + public sealed class MatrixBool3x4Processor : MatrixProcessor { } + public sealed class MatrixBool4x4Processor : MatrixProcessor { } + + public sealed class MatrixInt2x2Processor : MatrixProcessor { } + public sealed class MatrixInt3x2Processor : MatrixProcessor { } + public sealed class MatrixInt4x2Processor : MatrixProcessor { } + public sealed class MatrixInt2x3Processor : MatrixProcessor { } + public sealed class MatrixInt3x3Processor : MatrixProcessor { } + public sealed class MatrixInt4x3Processor : MatrixProcessor { } + public sealed class MatrixInt2x4Processor : MatrixProcessor { } + public sealed class MatrixInt3x4Processor : MatrixProcessor { } + public sealed class MatrixInt4x4Processor : MatrixProcessor { } + + public sealed class MatrixUInt2x2Processor : MatrixProcessor { } + public sealed class MatrixUInt3x2Processor : MatrixProcessor { } + public sealed class MatrixUInt4x2Processor : MatrixProcessor { } + public sealed class MatrixUInt2x3Processor : MatrixProcessor { } + public sealed class MatrixUInt3x3Processor : MatrixProcessor { } + public sealed class MatrixUInt4x3Processor : MatrixProcessor { } + public sealed class MatrixUInt2x4Processor : MatrixProcessor { } + public sealed class MatrixUInt3x4Processor : MatrixProcessor { } + public sealed class MatrixUInt4x4Processor : MatrixProcessor { } + + public sealed class DisableUnityMatrixDrawerAttribute : Attribute { } + + public abstract class MatrixProcessor : OdinAttributeProcessor + { + public override void ProcessSelfAttributes(InspectorProperty property, List attributes) + { + attributes.GetOrAddAttribute(); + attributes.GetOrAddAttribute(); + } + + public override void ProcessChildMemberAttributes(InspectorProperty parentProperty, MemberInfo member, List attributes) + { + attributes.Add(new HideLabelAttribute()); + attributes.Add(new MatrixChildAttribute()); + } + } + + public class DisableUnityMatrixDrawerAttributeDrawer : OdinAttributeDrawer + { + protected override void Initialize() + { + this.SkipWhenDrawing = true; + var chain = this.Property.GetActiveDrawerChain().BakedDrawerArray; + + for (int i = 0; i < chain.Length; i++) + { + var type = chain[i].GetType(); + + if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(UnityPropertyDrawer<,>) && type.GetGenericArguments()[0].Name == "MatrixDrawer") + { + chain[i].SkipWhenDrawing = true; + break; + } + } + } + } + + public class MatrixChildAttribute : Attribute { } + + public class Bool2Drawer : OdinValueDrawer + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 100; + + if (label != null) + { + GUILayout.Space(3); // Ugh, better than nothing + } + + var options = GUILayoutOptions.Height(EditorGUIUtility.singleLineHeight); + + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + EditorGUILayout.BeginVertical(options); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + EditorGUILayout.EndVertical(); + EditorGUILayout.BeginVertical(options); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + EditorGUILayout.EndVertical(); + GUIHelper.PopLabelWidth(); + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + } + + public class Bool3Drawer : OdinValueDrawer + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 100; + + if (label != null) + { + GUILayout.Space(3); // Ugh, better than nothing + } + + var options = GUILayoutOptions.Height(EditorGUIUtility.singleLineHeight); + + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + EditorGUILayout.BeginVertical(options); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + EditorGUILayout.EndVertical(); + EditorGUILayout.BeginVertical(options); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + EditorGUILayout.EndVertical(); + EditorGUILayout.BeginVertical(options); + this.ValueEntry.Property.Children[2].Draw(showLabels ? GUIHelper.TempContent("Z") : null); + EditorGUILayout.EndVertical(); + GUIHelper.PopLabelWidth(); + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + } + + public class Bool4Drawer : OdinValueDrawer + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 100; + + if (label != null) + { + GUILayout.Space(3); // Ugh, better than nothing + } + + var options = GUILayoutOptions.Height(EditorGUIUtility.singleLineHeight); + + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + EditorGUILayout.BeginVertical(options); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + EditorGUILayout.EndVertical(); + EditorGUILayout.BeginVertical(options); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + EditorGUILayout.EndVertical(); + EditorGUILayout.BeginVertical(options); + this.ValueEntry.Property.Children[2].Draw(showLabels ? GUIHelper.TempContent("Z") : null); + EditorGUILayout.EndVertical(); + EditorGUILayout.BeginVertical(options); + this.ValueEntry.Property.Children[3].Draw(showLabels ? GUIHelper.TempContent("W") : null); + EditorGUILayout.EndVertical(); + GUIHelper.PopLabelWidth(); + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + } + + public class Float2Drawer : OdinValueDrawer, IDefinesGenericMenuItems + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + // Slide rect + { + var val = this.ValueEntry.SmartValue; + EditorGUI.BeginChangeCheck(); + var vec = SirenixEditorFields.VectorPrefixSlideRect(labelRect, new Vector2(val.x, val.y)); + val = new float2(vec.x, vec.y); + if (EditorGUI.EndChangeCheck()) + { + this.ValueEntry.SmartValue = val; + } + } + + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + + /// + /// Populates the generic menu for the property. + /// + public void PopulateGenericMenu(InspectorProperty property, GenericMenu genericMenu) + { + float2 value = (float2)property.ValueEntry.WeakSmartValue; + var vec = new Vector2(value.x, value.y); + + if (genericMenu.GetItemCount() > 0) + { + genericMenu.AddSeparator(""); + } + genericMenu.AddItem(new GUIContent("Normalize"), Mathf.Approximately(vec.magnitude, 1f), () => NormalizeEntries(property)); + genericMenu.AddItem(new GUIContent("Zero", "Set the vector to (0, 0)"), vec == Vector2.zero, () => SetVector(property, Vector2.zero)); + genericMenu.AddItem(new GUIContent("One", "Set the vector to (1, 1)"), vec == Vector2.one, () => SetVector(property, Vector2.one)); + genericMenu.AddSeparator(""); + genericMenu.AddItem(new GUIContent("Right", "Set the vector to (1, 0)"), vec == Vector2.right, () => SetVector(property, Vector2.right)); + genericMenu.AddItem(new GUIContent("Left", "Set the vector to (-1, 0)"), vec == Vector2.left, () => SetVector(property, Vector2.left)); + genericMenu.AddItem(new GUIContent("Up", "Set the vector to (0, 1)"), vec == Vector2.up, () => SetVector(property, Vector2.up)); + genericMenu.AddItem(new GUIContent("Down", "Set the vector to (0, -1)"), vec == Vector2.down, () => SetVector(property, Vector2.down)); + } + + private void SetVector(InspectorProperty property, Vector2 value) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = new float2(value.x, value.y); + } + }); + } + + private void NormalizeEntries(InspectorProperty property) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = math.normalizesafe((float2)property.ValueEntry.WeakValues[i]); + } + }); + } + } + + public class Float3Drawer : OdinValueDrawer, IDefinesGenericMenuItems + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + // Slide rect + { + var val = this.ValueEntry.SmartValue; + EditorGUI.BeginChangeCheck(); + var vec = SirenixEditorFields.VectorPrefixSlideRect(labelRect, new Vector3(val.x, val.y, val.z)); + val = new float3(vec.x, vec.y, vec.z); + if (EditorGUI.EndChangeCheck()) + { + this.ValueEntry.SmartValue = val; + } + } + + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + this.ValueEntry.Property.Children[2].Draw(showLabels ? GUIHelper.TempContent("Z") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + + /// + /// Populates the generic menu for the property. + /// + public void PopulateGenericMenu(InspectorProperty property, GenericMenu genericMenu) + { + float3 value = (float3)property.ValueEntry.WeakSmartValue; + var vec = new Vector3(value.x, value.y, value.z); + + if (genericMenu.GetItemCount() > 0) + { + genericMenu.AddSeparator(""); + } + genericMenu.AddItem(new GUIContent("Normalize"), Mathf.Approximately(vec.magnitude, 1f), () => NormalizeEntries(property)); + genericMenu.AddItem(new GUIContent("Zero", "Set the vector to (0, 0, 0)"), vec == Vector3.zero, () => SetVector(property, Vector3.zero)); + genericMenu.AddItem(new GUIContent("One", "Set the vector to (1, 1, 1)"), vec == Vector3.one, () => SetVector(property, Vector3.one)); + genericMenu.AddSeparator(""); + genericMenu.AddItem(new GUIContent("Right", "Set the vector to (1, 0, 0)"), vec == Vector3.right, () => SetVector(property, Vector3.right)); + genericMenu.AddItem(new GUIContent("Left", "Set the vector to (-1, 0, 0)"), vec == Vector3.left, () => SetVector(property, Vector3.left)); + genericMenu.AddItem(new GUIContent("Up", "Set the vector to (0, 1, 0)"), vec == Vector3.up, () => SetVector(property, Vector3.up)); + genericMenu.AddItem(new GUIContent("Down", "Set the vector to (0, -1, 0)"), vec == Vector3.down, () => SetVector(property, Vector3.down)); + genericMenu.AddItem(new GUIContent("Forward", "Set the vector property to (0, 0, 1)"), vec == Vector3.forward, () => SetVector(property, Vector3.forward)); + genericMenu.AddItem(new GUIContent("Back", "Set the vector property to (0, 0, -1)"), vec == Vector3.back, () => SetVector(property, Vector3.back)); + } + + private void SetVector(InspectorProperty property, Vector3 value) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = new float3(value.x, value.y, value.z); + } + }); + } + + private void NormalizeEntries(InspectorProperty property) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = math.normalizesafe((float3)property.ValueEntry.WeakValues[i]); + } + }); + } + } + + public class Float4Drawer : OdinValueDrawer, IDefinesGenericMenuItems + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + // Slide rect + { + var val = this.ValueEntry.SmartValue; + EditorGUI.BeginChangeCheck(); + var vec = SirenixEditorFields.VectorPrefixSlideRect(labelRect, new Vector4(val.x, val.y, val.z, val.w)); + val = new float4(vec.x, vec.y, vec.z, vec.w); + if (EditorGUI.EndChangeCheck()) + { + this.ValueEntry.SmartValue = val; + } + } + + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + this.ValueEntry.Property.Children[2].Draw(showLabels ? GUIHelper.TempContent("Z") : null); + this.ValueEntry.Property.Children[3].Draw(showLabels ? GUIHelper.TempContent("W") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + + /// + /// Populates the generic menu for the property. + /// + public void PopulateGenericMenu(InspectorProperty property, GenericMenu genericMenu) + { + float4 value = (float4)property.ValueEntry.WeakSmartValue; + var vec = new Vector4(value.x, value.y, value.z, value.w); + + if (genericMenu.GetItemCount() > 0) + { + genericMenu.AddSeparator(""); + } + genericMenu.AddItem(new GUIContent("Normalize"), Mathf.Approximately(vec.magnitude, 1f), () => NormalizeEntries(property)); + genericMenu.AddItem(new GUIContent("Zero", "Set the vector to (0, 0, 0, 0)"), vec == Vector4.zero, () => SetVector(property, Vector3.zero)); + genericMenu.AddItem(new GUIContent("One", "Set the vector to (1, 1, 1, 1)"), vec == Vector4.one, () => SetVector(property, Vector4.one)); + genericMenu.AddSeparator(""); + genericMenu.AddItem(new GUIContent("Right", "Set the vector to (1, 0, 0, 0)"), (Vector3)vec == Vector3.right, () => SetVector(property, Vector3.right)); + genericMenu.AddItem(new GUIContent("Left", "Set the vector to (-1, 0, 0, 0)"), (Vector3)vec == Vector3.left, () => SetVector(property, Vector3.left)); + genericMenu.AddItem(new GUIContent("Up", "Set the vector to (0, 1, 0, 0)"), (Vector3)vec == Vector3.up, () => SetVector(property, Vector3.up)); + genericMenu.AddItem(new GUIContent("Down", "Set the vector to (0, -1, 0, 0)"), (Vector3)vec == Vector3.down, () => SetVector(property, Vector3.down)); + genericMenu.AddItem(new GUIContent("Forward", "Set the vector property to (0, 0, 1, 0)"), (Vector3)vec == Vector3.forward, () => SetVector(property, Vector3.forward)); + genericMenu.AddItem(new GUIContent("Back", "Set the vector property to (0, 0, -1, 0)"), (Vector3)vec == Vector3.back, () => SetVector(property, Vector3.back)); + } + + private void SetVector(InspectorProperty property, Vector4 value) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = new float4(value.x, value.y, value.z, value.w); + } + }); + } + + private void NormalizeEntries(InspectorProperty property) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = math.normalizesafe((float4)property.ValueEntry.WeakValues[i]); + } + }); + } + } + + + public class Double2Drawer : OdinValueDrawer, IDefinesGenericMenuItems + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + // Slide rect + { + var val = this.ValueEntry.SmartValue; + EditorGUI.BeginChangeCheck(); + var vec = SirenixEditorFields.VectorPrefixSlideRect(labelRect, new Vector2((float)val.x, (float)val.y)); + val = new double2(vec.x, vec.y); + if (EditorGUI.EndChangeCheck()) + { + this.ValueEntry.SmartValue = val; + } + } + + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + + /// + /// Populates the generic menu for the property. + /// + public void PopulateGenericMenu(InspectorProperty property, GenericMenu genericMenu) + { + double2 value = (double2)property.ValueEntry.WeakSmartValue; + var vec = new Vector2((float)value.x, (float)value.y); + + if (genericMenu.GetItemCount() > 0) + { + genericMenu.AddSeparator(""); + } + genericMenu.AddItem(new GUIContent("Normalize"), Mathf.Approximately(vec.magnitude, 1f), () => NormalizeEntries(property)); + genericMenu.AddItem(new GUIContent("Zero", "Set the vector to (0, 0)"), vec == Vector2.zero, () => SetVector(property, Vector2.zero)); + genericMenu.AddItem(new GUIContent("One", "Set the vector to (1, 1)"), vec == Vector2.one, () => SetVector(property, Vector2.one)); + genericMenu.AddSeparator(""); + genericMenu.AddItem(new GUIContent("Right", "Set the vector to (1, 0)"), vec == Vector2.right, () => SetVector(property, Vector2.right)); + genericMenu.AddItem(new GUIContent("Left", "Set the vector to (-1, 0)"), vec == Vector2.left, () => SetVector(property, Vector2.left)); + genericMenu.AddItem(new GUIContent("Up", "Set the vector to (0, 1)"), vec == Vector2.up, () => SetVector(property, Vector2.up)); + genericMenu.AddItem(new GUIContent("Down", "Set the vector to (0, -1)"), vec == Vector2.down, () => SetVector(property, Vector2.down)); + } + + private void SetVector(InspectorProperty property, Vector2 value) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = new double2(value.x, value.y); + } + }); + } + + private void NormalizeEntries(InspectorProperty property) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = math.normalizesafe((double2)property.ValueEntry.WeakValues[i]); + } + }); + } + } + + public class Double3Drawer : OdinValueDrawer, IDefinesGenericMenuItems + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + // Slide rect + { + var val = this.ValueEntry.SmartValue; + EditorGUI.BeginChangeCheck(); + var vec = SirenixEditorFields.VectorPrefixSlideRect(labelRect, new Vector3((float)val.x, (float)val.y, (float)val.z)); + val = new double3(vec.x, vec.y, vec.z); + if (EditorGUI.EndChangeCheck()) + { + this.ValueEntry.SmartValue = val; + } + } + + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + this.ValueEntry.Property.Children[2].Draw(showLabels ? GUIHelper.TempContent("Z") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + + /// + /// Populates the generic menu for the property. + /// + public void PopulateGenericMenu(InspectorProperty property, GenericMenu genericMenu) + { + double3 value = (double3)property.ValueEntry.WeakSmartValue; + var vec = new Vector3((float)value.x, (float)value.y, (float)value.z); + + if (genericMenu.GetItemCount() > 0) + { + genericMenu.AddSeparator(""); + } + genericMenu.AddItem(new GUIContent("Normalize"), Mathf.Approximately(vec.magnitude, 1f), () => NormalizeEntries(property)); + genericMenu.AddItem(new GUIContent("Zero", "Set the vector to (0, 0, 0)"), vec == Vector3.zero, () => SetVector(property, Vector3.zero)); + genericMenu.AddItem(new GUIContent("One", "Set the vector to (1, 1, 1)"), vec == Vector3.one, () => SetVector(property, Vector3.one)); + genericMenu.AddSeparator(""); + genericMenu.AddItem(new GUIContent("Right", "Set the vector to (1, 0, 0)"), vec == Vector3.right, () => SetVector(property, Vector3.right)); + genericMenu.AddItem(new GUIContent("Left", "Set the vector to (-1, 0, 0)"), vec == Vector3.left, () => SetVector(property, Vector3.left)); + genericMenu.AddItem(new GUIContent("Up", "Set the vector to (0, 1, 0)"), vec == Vector3.up, () => SetVector(property, Vector3.up)); + genericMenu.AddItem(new GUIContent("Down", "Set the vector to (0, -1, 0)"), vec == Vector3.down, () => SetVector(property, Vector3.down)); + genericMenu.AddItem(new GUIContent("Forward", "Set the vector property to (0, 0, 1)"), vec == Vector3.forward, () => SetVector(property, Vector3.forward)); + genericMenu.AddItem(new GUIContent("Back", "Set the vector property to (0, 0, -1)"), vec == Vector3.back, () => SetVector(property, Vector3.back)); + } + + private void SetVector(InspectorProperty property, Vector3 value) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = new double3(value.x, value.y, value.z); + } + }); + } + + private void NormalizeEntries(InspectorProperty property) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = math.normalizesafe((double3)property.ValueEntry.WeakValues[i]); + } + }); + } + } + + public class Double4Drawer : OdinValueDrawer, IDefinesGenericMenuItems + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + // Slide rect + { + var val = this.ValueEntry.SmartValue; + EditorGUI.BeginChangeCheck(); + var vec = SirenixEditorFields.VectorPrefixSlideRect(labelRect, new Vector4((float)val.x, (float)val.y, (float)val.z, (float)val.w)); + val = new double4(vec.x, vec.y, vec.z, vec.w); + if (EditorGUI.EndChangeCheck()) + { + this.ValueEntry.SmartValue = val; + } + } + + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + this.ValueEntry.Property.Children[2].Draw(showLabels ? GUIHelper.TempContent("Z") : null); + this.ValueEntry.Property.Children[3].Draw(showLabels ? GUIHelper.TempContent("W") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + + /// + /// Populates the generic menu for the property. + /// + public void PopulateGenericMenu(InspectorProperty property, GenericMenu genericMenu) + { + double4 value = (double4)property.ValueEntry.WeakSmartValue; + var vec = new Vector4((float)value.x, (float)value.y, (float)value.z, (float)value.w); + + if (genericMenu.GetItemCount() > 0) + { + genericMenu.AddSeparator(""); + } + genericMenu.AddItem(new GUIContent("Normalize"), Mathf.Approximately(vec.magnitude, 1f), () => NormalizeEntries(property)); + genericMenu.AddItem(new GUIContent("Zero", "Set the vector to (0, 0, 0, 0)"), vec == Vector4.zero, () => SetVector(property, Vector3.zero)); + genericMenu.AddItem(new GUIContent("One", "Set the vector to (1, 1, 1, 1)"), vec == Vector4.one, () => SetVector(property, Vector4.one)); + genericMenu.AddSeparator(""); + genericMenu.AddItem(new GUIContent("Right", "Set the vector to (1, 0, 0, 0)"), (Vector3)vec == Vector3.right, () => SetVector(property, Vector3.right)); + genericMenu.AddItem(new GUIContent("Left", "Set the vector to (-1, 0, 0, 0)"), (Vector3)vec == Vector3.left, () => SetVector(property, Vector3.left)); + genericMenu.AddItem(new GUIContent("Up", "Set the vector to (0, 1, 0, 0)"), (Vector3)vec == Vector3.up, () => SetVector(property, Vector3.up)); + genericMenu.AddItem(new GUIContent("Down", "Set the vector to (0, -1, 0, 0)"), (Vector3)vec == Vector3.down, () => SetVector(property, Vector3.down)); + genericMenu.AddItem(new GUIContent("Forward", "Set the vector property to (0, 0, 1, 0)"), (Vector3)vec == Vector3.forward, () => SetVector(property, Vector3.forward)); + genericMenu.AddItem(new GUIContent("Back", "Set the vector property to (0, 0, -1, 0)"), (Vector3)vec == Vector3.back, () => SetVector(property, Vector3.back)); + } + + private void SetVector(InspectorProperty property, Vector4 value) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = new double4(value.x, value.y, value.z, value.w); + } + }); + } + + private void NormalizeEntries(InspectorProperty property) + { + property.Tree.DelayActionUntilRepaint(() => + { + for (int i = 0; i < property.ValueEntry.ValueCount; i++) + { + property.ValueEntry.WeakValues[i] = math.normalizesafe((double4)property.ValueEntry.WeakValues[i]); + } + }); + } + } + + public class Int2Drawer : OdinValueDrawer + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + } + + public class Int3Drawer : OdinValueDrawer + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + this.ValueEntry.Property.Children[2].Draw(showLabels ? GUIHelper.TempContent("Z") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + } + + public class Int4Drawer : OdinValueDrawer + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + this.ValueEntry.Property.Children[2].Draw(showLabels ? GUIHelper.TempContent("Z") : null); + this.ValueEntry.Property.Children[3].Draw(showLabels ? GUIHelper.TempContent("W") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + } + + public class UInt2Drawer : OdinValueDrawer + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + } + + public class UInt3Drawer : OdinValueDrawer + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + this.ValueEntry.Property.Children[2].Draw(showLabels ? GUIHelper.TempContent("Z") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + } + + public class UInt4Drawer : OdinValueDrawer + { + private bool isMatrixChild; + + protected override void Initialize() + { + this.isMatrixChild = this.Property.GetAttribute() != null; + } + + protected override void DrawPropertyLayout(GUIContent label) + { + Rect labelRect; + Rect contentRect = SirenixEditorGUI.BeginHorizontalPropertyLayout(label, out labelRect); + { + var showLabels = !this.isMatrixChild && SirenixEditorFields.ResponsiveVectorComponentFields && contentRect.width >= 185; + GUIHelper.PushLabelWidth(SirenixEditorFields.SingleLetterStructLabelWidth); + this.ValueEntry.Property.Children[0].Draw(showLabels ? GUIHelper.TempContent("X") : null); + this.ValueEntry.Property.Children[1].Draw(showLabels ? GUIHelper.TempContent("Y") : null); + this.ValueEntry.Property.Children[2].Draw(showLabels ? GUIHelper.TempContent("Z") : null); + this.ValueEntry.Property.Children[3].Draw(showLabels ? GUIHelper.TempContent("W") : null); + GUIHelper.PopLabelWidth(); + + } + SirenixEditorGUI.EndHorizontalPropertyLayout(); + } + } +#endif +} \ No newline at end of file diff --git a/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/MathematicsDrawers.cs.meta b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/MathematicsDrawers.cs.meta new file mode 100755 index 0000000..d306e3d --- /dev/null +++ b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/MathematicsDrawers.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 74718b273a32d874a9dc3c58269c36b3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/Sirenix.OdinInspector.Modules.UnityMathematics.asmdef b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/Sirenix.OdinInspector.Modules.UnityMathematics.asmdef new file mode 100644 index 0000000..613c7ac --- /dev/null +++ b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/Sirenix.OdinInspector.Modules.UnityMathematics.asmdef @@ -0,0 +1,11 @@ +{ + "name": "Sirenix.OdinInspector.Modules.UnityMathematics", + "references": [ "Unity.Mathematics", "Sirenix.OdinInspector.Attributes", "Sirenix.OdinInspector.Editor", "Sirenix.Utilities", "Sirenix.Utilities.Editor" ], + "includePlatforms": [ "Editor" ], + "excludePlatforms": [], + "allowUnsafeCode": true, + "autoReferenced": true, + "overrideReferences": false, + "precompiledReferences": [ "Sirenix.Utilities.dll", "Sirenix.Utilities.Editor.dll", "Sirenix.OdinInspector.Attributes.dll", "Sirenix.OdinInspector.Editor.dll", "Sirenix.Serialization.dll" ], + "defineConstraints": [] +} \ No newline at end of file diff --git a/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/Sirenix.OdinInspector.Modules.UnityMathematics.asmdef.meta b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/Sirenix.OdinInspector.Modules.UnityMathematics.asmdef.meta new file mode 100644 index 0000000..791fd52 --- /dev/null +++ b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/Sirenix.OdinInspector.Modules.UnityMathematics.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ad968d605628d06499b62cdc30f11cf8 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/manifest.txt b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/manifest.txt new file mode 100644 index 0000000..bc4189a --- /dev/null +++ b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/manifest.txt @@ -0,0 +1,8 @@ +ManifestVersion: 1 +ModuleID: Unity.Mathematics +ModuleVersion: 1.0.1.0 +ModuleFiles: + MathematicsDrawers.cs + MathematicsDrawers.cs.meta + Sirenix.OdinInspector.Modules.UnityMathematics.asmdef + Sirenix.OdinInspector.Modules.UnityMathematics.asmdef.meta diff --git a/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/manifest.txt.meta b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/manifest.txt.meta new file mode 100644 index 0000000..8b37a86 --- /dev/null +++ b/Assets/Plugins/Sirenix/Odin Inspector/Modules/Unity.Mathematics/manifest.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 29bd334a4dbb0014da17c488d752551b +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Sirenix/Readme.txt b/Assets/Plugins/Sirenix/Readme.txt new file mode 100644 index 0000000..c39dd1c --- /dev/null +++ b/Assets/Plugins/Sirenix/Readme.txt @@ -0,0 +1,35 @@ +------------------------------------ Getting Started ------------------------------------ + +Open up the Getting Started guide from "Tools > Odin Inspector > Getting Started." + + +------------------------------------- Helpful Links ------------------------------------- + +Tutorials: https://odininspector.com/tutorials +API Documentaion: https://odininspector.com/documentation +Roadmap: https://odininspector.com/roadmap +Release Notes: https://odininspector.com/patch-notes +Issue Tracker: https://bitbucket.org/sirenix/odin-inspector + + +--------------------------------- Community and Support --------------------------------- + +If you have any issues, suggestions or want advice, then you're more than welcome +to join us on Discord, or reach out to us by any other means. + +Support: https://odininspector.com/support +Community Addons: https://odininspector.com/community-tools +Discord: https://discord.gg/AgDmStu + + +-------------------------------------- Thank you! --------------------------------------- + +We really hope you like using Odin. Be sure to leave a review on the Asset Store, +that helps us out a lot! + +Leave a review: https://assetstore.unity.com/packages/tools/utilities/odin-inspector-and-serializer-89041 + + +Odin Inspector is published and developed by Sirenix. + +Sirenix: Https://sirenix.net \ No newline at end of file diff --git a/Assets/Plugins/Sirenix/Readme.txt.meta b/Assets/Plugins/Sirenix/Readme.txt.meta new file mode 100644 index 0000000..71cef77 --- /dev/null +++ b/Assets/Plugins/Sirenix/Readme.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e957a9e8b4f4bce4b8a34e504a8c39d7 +timeCreated: 1533815770 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs.meta b/Assets/Prefabs.meta new file mode 100644 index 0000000..59fd041 --- /dev/null +++ b/Assets/Prefabs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 34b7aca845d8c2742a18b8f60cf2391f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/BackBoard.prefab b/Assets/Prefabs/BackBoard.prefab new file mode 100644 index 0000000..990d0e3 --- /dev/null +++ b/Assets/Prefabs/BackBoard.prefab @@ -0,0 +1,1398 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &153238370704779210 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Hands/1.3.0/HandVisualizer/README.md b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/README.md new file mode 100644 index 0000000..0ed5f6c --- /dev/null +++ b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/README.md @@ -0,0 +1,3 @@ +# Hand Visualizer Sample + +Demonstrates driving meshes and free-floating debug-draw objects on an XR Origin by using `XRHandSubsystem`. diff --git a/Assets/Samples/XR Hands/1.3.0/HandVisualizer/README.md.meta b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/README.md.meta new file mode 100644 index 0000000..0ea398a --- /dev/null +++ b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b0057a2d371351e41ae711f975c741e2 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts.meta b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts.meta new file mode 100644 index 0000000..4e30fa8 --- /dev/null +++ b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0c161b4c00c888c41a1bb8253e94492c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts/HandProcessor.cs b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts/HandProcessor.cs new file mode 100644 index 0000000..d22da74 --- /dev/null +++ b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts/HandProcessor.cs @@ -0,0 +1,171 @@ +using System.Collections.Generic; +using UnityEngine.XR.Hands.Processing; + +namespace UnityEngine.XR.Hands.Samples.VisualizerSample +{ + /// + /// Example hand processor that applies transformations on the root poses to + /// modify the hands skeleton. Note it is possible to modify the bones + /// directly for more advanced use cases that are not shown here. + /// + public class HandProcessor : MonoBehaviour, IXRHandProcessor + { + /// + public int callbackOrder => 0; + + /// + /// The mode to use for the sample processor. + /// + public enum ProcessorExampleMode + { + /// + /// No processing is applied. + /// + None, + + /// + /// Smooths the hand root pose of the left and right hands with interpolated positions + /// + Smoothing, + + /// + /// Inverts the left and right hands. + /// + Invert + } + + // Variables used for smoothing hand movements. + bool m_FirstFrame = false; + Vector3 m_LastLeftHandPosition; + Vector3 m_LastRightHandPosition; + Pose m_LeftHandPose = Pose.identity; + Pose m_RightHandPose = Pose.identity; + + [SerializeField] + [Tooltip("The mode to use for the sample processor.")] + ProcessorExampleMode m_ProcessorExampleMode = ProcessorExampleMode.Smoothing; + ProcessorExampleMode m_LastProcessorExampleMode = ProcessorExampleMode.None; + + /// + /// The to use for the sample processor. + /// + public ProcessorExampleMode processorExampleMode + { + get => m_ProcessorExampleMode; + set => m_ProcessorExampleMode = value; + } + + // Smoothing factors for the left and right hands. + [Header("Smoothing parameters")] + [SerializeField] + [Tooltip("The smoothing factor to use when smoothing the root of the left hand in the sample processor. Use 0 for no smoothing.")] + float m_LeftHandSmoothingFactor = 16f; + + [SerializeField] + [Tooltip("The smoothing factor to use when smoothing the root of the right hand in the sample processor. Use 0 for no smoothing.")] + float m_RightHandSmoothingFactor = 16f; + + /// + public void ProcessJoints(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType) + { + switch (m_ProcessorExampleMode) + { + case ProcessorExampleMode.Smoothing: + SmoothHandsExample(subsystem, successFlags, updateType, m_LastProcessorExampleMode != m_ProcessorExampleMode); + break; + + case ProcessorExampleMode.Invert: + InvertHandsExample(subsystem, successFlags, updateType); + break; + } + + m_LastProcessorExampleMode = m_ProcessorExampleMode; + } + + // Smooths the hand movements of an XRHandSubsystem by updating the root + // pose of the left and right hands with interpolated positions. + void SmoothHandsExample(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType, bool modeChanged) + { + var leftHand = subsystem.leftHand; + var rightHand = subsystem.rightHand; + + if (leftHand.isTracked && m_LeftHandSmoothingFactor > 0) + { + var leftPose = leftHand.rootPose; + var currentLeftHandPosition = leftPose.position; + if (!m_FirstFrame && !modeChanged) + { + float tweenAmt = Time.deltaTime * m_LeftHandSmoothingFactor; + currentLeftHandPosition = Vector3.Lerp(m_LastLeftHandPosition, currentLeftHandPosition, tweenAmt); + m_LeftHandPose.position = currentLeftHandPosition; + m_LeftHandPose.rotation = leftPose.rotation; + + leftHand.SetRootPose(m_LeftHandPose); + subsystem.SetCorrespondingHand(leftHand); + } + m_LastLeftHandPosition = currentLeftHandPosition; + } + + if (rightHand.isTracked && m_RightHandSmoothingFactor > 0) + { + var rightPose = rightHand.rootPose; + var currentRightHandPosition = rightPose.position; + if (!m_FirstFrame && !modeChanged) + { + float tweenAmt = Time.deltaTime * m_RightHandSmoothingFactor; + currentRightHandPosition = Vector3.Lerp(m_LastRightHandPosition, currentRightHandPosition, tweenAmt); + m_RightHandPose.position = currentRightHandPosition; + m_RightHandPose.rotation = rightPose.rotation; + + rightHand.SetRootPose(m_RightHandPose); + subsystem.SetCorrespondingHand(rightHand); + } + m_LastRightHandPosition = currentRightHandPosition; + } + } + + // Call this from process joints to try inverting the user's hands. + void InvertHandsExample(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType) + { + var leftHand = subsystem.leftHand; + var leftHandPose = leftHand.rootPose; + + var rightHand = subsystem.rightHand; + var rightHandPose = rightHand.rootPose; + + if (leftHand.isTracked) + { + leftHand.SetRootPose(rightHandPose); + subsystem.SetCorrespondingHand(leftHand); + + rightHand.SetRootPose(leftHandPose); + subsystem.SetCorrespondingHand(rightHand); + } + } + + void Update() + { + if (m_Subsystem != null) + return; + + SubsystemManager.GetSubsystems(s_SubsystemsReuse); + if (s_SubsystemsReuse.Count == 0) + return; + + m_Subsystem = s_SubsystemsReuse[0]; + m_Subsystem.RegisterProcessor(this); + } + + void OnDisable() + { + if (m_Subsystem != null) + { + m_Subsystem.UnregisterProcessor(this); + m_Subsystem = null; + } + } + + XRHandSubsystem m_Subsystem; + static List s_SubsystemsReuse = new List(); + } +} diff --git a/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts/HandProcessor.cs.meta b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts/HandProcessor.cs.meta new file mode 100644 index 0000000..748484b --- /dev/null +++ b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts/HandProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac5903b776721d74786a2e43f00b949a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts/HandVisualizer.cs b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts/HandVisualizer.cs new file mode 100644 index 0000000..5ecd3aa --- /dev/null +++ b/Assets/Samples/XR Hands/1.3.0/HandVisualizer/Scripts/HandVisualizer.cs @@ -0,0 +1,573 @@ +using System; +using System.Collections.Generic; + +namespace UnityEngine.XR.Hands.Samples.VisualizerSample +{ + /// + /// This component visualizes the hand joints and mesh for the left and right hands. + /// + public class HandVisualizer : MonoBehaviour + { + /// + /// The type of velocity to visualize. + /// + public enum VelocityType + { + /// + /// Visualize the linear velocity of the joint. + /// + Linear, + + /// + /// Visualize the angular velocity of the joint. + /// + Angular, + + /// + /// Do not visualize velocity. + /// + None, + } + + [SerializeField] + [Tooltip("If this is enabled, this component will enable the Input System internal feature flag 'USE_OPTIMIZED_CONTROLS'. You must have at least version 1.5.0 of the Input System and have its backend enabled for this to take effect.")] + bool m_UseOptimizedControls; + + [SerializeField] + [Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the left hand.")] + GameObject m_LeftHandMesh; + + [SerializeField] + [Tooltip("References either a prefab or a GameObject in the scene that will be used to visualize the right hand.")] + GameObject m_RightHandMesh; + + [SerializeField] + [Tooltip("(Optional) If this is set, the hand meshes will be assigned this material.")] + Material m_HandMeshMaterial; + + [SerializeField] + [Tooltip("Tells the Hand Visualizer to draw the meshes for the hands.")] + bool m_DrawMeshes; + bool m_PreviousDrawMeshes; + + /// + /// Tells the Hand Visualizer to draw the meshes for the hands. + /// + public bool drawMeshes + { + get => m_DrawMeshes; + set => m_DrawMeshes = value; + } + + [SerializeField] + [Tooltip("The prefab that will be used to visualize the joints for debugging.")] + GameObject m_DebugDrawPrefab; + + [SerializeField] + [Tooltip("Tells the Hand Visualizer to draw the debug joints for the hands.")] + bool m_DebugDrawJoints; + bool m_PreviousDebugDrawJoints; + + /// + /// Tells the Hand Visualizer to draw the debug joints for the hands. + /// + public bool debugDrawJoints + { + get => m_DebugDrawJoints; + set => m_DebugDrawJoints = value; + } + + [SerializeField] + [Tooltip("Prefab to use for visualizing the velocity.")] + GameObject m_VelocityPrefab; + + [SerializeField] + [Tooltip("The type of velocity to visualize.")] + VelocityType m_VelocityType; + VelocityType m_PreviousVelocityType; + + /// + /// The type of velocity to visualize. + /// + public VelocityType velocityType + { + get => m_VelocityType; + set => m_VelocityType = value; + } + + + XRHandSubsystem m_Subsystem; + HandGameObjects m_LeftHandGameObjects; + HandGameObjects m_RightHandGameObjects; + + static readonly List s_SubsystemsReuse = new List(); + + /// + /// See . + /// + protected void Awake() + { +#if ENABLE_INPUT_SYSTEM + if (m_UseOptimizedControls) + InputSystem.InputSystem.settings.SetInternalFeatureFlag("USE_OPTIMIZED_CONTROLS", true); +#endif // ENABLE_INPUT_SYSTEM + } + + /// + /// See . + /// + protected void OnEnable() + { + if (m_Subsystem == null) + return; + + UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked); + UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked); + } + + /// + /// See . + /// + protected void OnDisable() + { + if (m_Subsystem != null) + { + m_Subsystem.trackingAcquired -= OnTrackingAcquired; + m_Subsystem.trackingLost -= OnTrackingLost; + m_Subsystem.updatedHands -= OnUpdatedHands; + m_Subsystem = null; + } + + UpdateRenderingVisibility(m_LeftHandGameObjects, false); + UpdateRenderingVisibility(m_RightHandGameObjects, false); + } + + /// + /// See . + /// + protected void OnDestroy() + { + if (m_LeftHandGameObjects != null) + { + m_LeftHandGameObjects.OnDestroy(); + m_LeftHandGameObjects = null; + } + + if (m_RightHandGameObjects != null) + { + m_RightHandGameObjects.OnDestroy(); + m_RightHandGameObjects = null; + } + } + + /// + /// See . + /// + protected void Update() + { + if (m_Subsystem != null && m_Subsystem.running) + return; + + SubsystemManager.GetSubsystems(s_SubsystemsReuse); + var foundRunningHandSubsystem = false; + for (var i = 0; i < s_SubsystemsReuse.Count; ++i) + { + var handSubsystem = s_SubsystemsReuse[i]; + if (handSubsystem.running) + { + UnsubscribeHandSubsystem(); + m_Subsystem = handSubsystem; + foundRunningHandSubsystem = true; + break; + } + } + + if (!foundRunningHandSubsystem) + return; + + if (m_LeftHandGameObjects == null) + { + m_LeftHandGameObjects = new HandGameObjects( + Handedness.Left, + transform, + m_LeftHandMesh, + m_HandMeshMaterial, + m_DebugDrawPrefab, + m_VelocityPrefab); + } + + if (m_RightHandGameObjects == null) + { + m_RightHandGameObjects = new HandGameObjects( + Handedness.Right, + transform, + m_RightHandMesh, + m_HandMeshMaterial, + m_DebugDrawPrefab, + m_VelocityPrefab); + } + + UpdateRenderingVisibility(m_LeftHandGameObjects, m_Subsystem.leftHand.isTracked); + UpdateRenderingVisibility(m_RightHandGameObjects, m_Subsystem.rightHand.isTracked); + + m_PreviousDrawMeshes = m_DrawMeshes; + m_PreviousDebugDrawJoints = m_DebugDrawJoints; + m_PreviousVelocityType = m_VelocityType; + + SubscribeHandSubsystem(); + } + + void SubscribeHandSubsystem() + { + if (m_Subsystem == null) + return; + + m_Subsystem.trackingAcquired += OnTrackingAcquired; + m_Subsystem.trackingLost += OnTrackingLost; + m_Subsystem.updatedHands += OnUpdatedHands; + } + + void UnsubscribeHandSubsystem() + { + if (m_Subsystem == null) + return; + + m_Subsystem.trackingAcquired -= OnTrackingAcquired; + m_Subsystem.trackingLost -= OnTrackingLost; + m_Subsystem.updatedHands -= OnUpdatedHands; + } + + void UpdateRenderingVisibility(HandGameObjects handGameObjects, bool isTracked) + { + if (handGameObjects == null) + return; + + handGameObjects.ToggleDrawMesh(m_DrawMeshes); + handGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && isTracked); + handGameObjects.SetVelocityType(isTracked ? m_VelocityType : VelocityType.None); + } + + void OnTrackingAcquired(XRHand hand) + { + switch (hand.handedness) + { + case Handedness.Left: + UpdateRenderingVisibility(m_LeftHandGameObjects, true); + break; + + case Handedness.Right: + UpdateRenderingVisibility(m_RightHandGameObjects, true); + break; + } + } + + void OnTrackingLost(XRHand hand) + { + switch (hand.handedness) + { + case Handedness.Left: + UpdateRenderingVisibility(m_LeftHandGameObjects, false); + break; + + case Handedness.Right: + UpdateRenderingVisibility(m_RightHandGameObjects, false); + break; + } + } + + void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags updateSuccessFlags, XRHandSubsystem.UpdateType updateType) + { + // We have no game logic depending on the Transforms, so early out here + // (add game logic before this return here, directly querying from + // subsystem.leftHand and subsystem.rightHand using GetJoint on each hand) + if (updateType == XRHandSubsystem.UpdateType.Dynamic) + return; + + bool leftHandTracked = subsystem.leftHand.isTracked; + bool rightHandTracked = subsystem.rightHand.isTracked; + + if (m_PreviousDrawMeshes != m_DrawMeshes) + { + m_LeftHandGameObjects.ToggleDrawMesh(m_DrawMeshes); + m_RightHandGameObjects.ToggleDrawMesh(m_DrawMeshes); + m_PreviousDrawMeshes = m_DrawMeshes; + } + + if (m_PreviousDebugDrawJoints != m_DebugDrawJoints) + { + m_LeftHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && leftHandTracked); + m_RightHandGameObjects.ToggleDebugDrawJoints(m_DebugDrawJoints && rightHandTracked); + m_PreviousDebugDrawJoints = m_DebugDrawJoints; + } + + if (m_PreviousVelocityType != m_VelocityType) + { + m_LeftHandGameObjects.SetVelocityType(leftHandTracked ? m_VelocityType : VelocityType.None); + m_RightHandGameObjects.SetVelocityType(rightHandTracked ? m_VelocityType : VelocityType.None); + m_PreviousVelocityType = m_VelocityType; + } + + m_LeftHandGameObjects.UpdateJoints( + subsystem.leftHand, + (updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints) != 0, + m_DebugDrawJoints, + m_VelocityType); + + m_RightHandGameObjects.UpdateJoints( + subsystem.rightHand, + (updateSuccessFlags & XRHandSubsystem.UpdateSuccessFlags.RightHandJoints) != 0, + m_DebugDrawJoints, + m_VelocityType); + } + + class HandGameObjects + { + GameObject m_HandRoot; + GameObject m_DrawJointsParent; + + GameObject[] m_DrawJoints = new GameObject[XRHandJointID.EndMarker.ToIndex()]; + GameObject[] m_VelocityParents = new GameObject[XRHandJointID.EndMarker.ToIndex()]; + LineRenderer[] m_Lines = new LineRenderer[XRHandJointID.EndMarker.ToIndex()]; + + static Vector3[] s_LinePointsReuse = new Vector3[2]; + XRHandMeshController m_MeshController; + const float k_LineWidth = 0.005f; + + public HandGameObjects( + Handedness handedness, + Transform parent, + GameObject meshPrefab, + Material meshMaterial, + GameObject debugDrawPrefab, + GameObject velocityPrefab) + { + void AssignJoint( + XRHandJointID jointId, + Transform jointDrivenTransform, + Transform drawJointsParent) + { + var jointIndex = jointId.ToIndex(); + m_DrawJoints[jointIndex] = Instantiate(debugDrawPrefab); + m_DrawJoints[jointIndex].transform.parent = drawJointsParent; + m_DrawJoints[jointIndex].name = jointId.ToString(); + + m_VelocityParents[jointIndex] = Instantiate(velocityPrefab); + m_VelocityParents[jointIndex].transform.parent = jointDrivenTransform; + + m_Lines[jointIndex] = m_DrawJoints[jointIndex].GetComponent(); + m_Lines[jointIndex].startWidth = m_Lines[jointIndex].endWidth = k_LineWidth; + s_LinePointsReuse[0] = s_LinePointsReuse[1] = jointDrivenTransform.position; + m_Lines[jointIndex].SetPositions(s_LinePointsReuse); + } + + var isSceneObject = meshPrefab.scene.IsValid(); + m_HandRoot = isSceneObject ? meshPrefab : Instantiate(meshPrefab, parent); + m_HandRoot.SetActive(false); // Deactivate so that added components do not run OnEnable before they are finished being set up + + m_HandRoot.transform.localPosition = Vector3.zero; + m_HandRoot.transform.localRotation = Quaternion.identity; + + var handEvents = m_HandRoot.GetComponent(); + if (handEvents == null) + { + handEvents = m_HandRoot.AddComponent(); + handEvents.updateType = XRHandTrackingEvents.UpdateTypes.Dynamic; + handEvents.handedness = handedness; + } + + m_MeshController = m_HandRoot.GetComponent(); + if (m_MeshController == null) + { + m_MeshController = m_HandRoot.AddComponent(); + for (var childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex) + { + var childTransform = m_HandRoot.transform.GetChild(childIndex); + if (childTransform.TryGetComponent(out var renderer)) + m_MeshController.handMeshRenderer = renderer; + } + + m_MeshController.handTrackingEvents = handEvents; + } + + if (meshMaterial != null) + { + m_MeshController.handMeshRenderer.sharedMaterial = meshMaterial; + } + + var skeletonDriver = m_HandRoot.GetComponent(); + if (skeletonDriver == null) + { + skeletonDriver = m_HandRoot.AddComponent(); + skeletonDriver.jointTransformReferences = new List(); + Transform root = null; + for (var childIndex = 0; childIndex < m_HandRoot.transform.childCount; ++childIndex) + { + var child = m_HandRoot.transform.GetChild(childIndex); + if (child.gameObject.name.EndsWith(XRHandJointID.Wrist.ToString())) + root = child; + } + + skeletonDriver.rootTransform = root; + XRHandSkeletonDriverUtility.FindJointsFromRoot(skeletonDriver); + skeletonDriver.InitializeFromSerializedReferences(); + skeletonDriver.handTrackingEvents = handEvents; + } + + m_DrawJointsParent = new GameObject(); + m_DrawJointsParent.transform.parent = parent; + m_DrawJointsParent.transform.localPosition = Vector3.zero; + m_DrawJointsParent.transform.localRotation = Quaternion.identity; + m_DrawJointsParent.name = handedness + "HandDebugDrawJoints"; + + for (var i = 0; i < skeletonDriver.jointTransformReferences.Count; i++) + { + var jointTransformReference = skeletonDriver.jointTransformReferences[i]; + var jointTransform = jointTransformReference.jointTransform; + var jointID = jointTransformReference.xrHandJointID; + AssignJoint(jointID, jointTransform, m_DrawJointsParent.transform); + } + + m_HandRoot.SetActive(true); + } + + public void OnDestroy() + { + Destroy(m_HandRoot); + m_HandRoot = null; + + for (var jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex) + { + Destroy(m_DrawJoints[jointIndex]); + m_DrawJoints[jointIndex] = null; + } + + for (var jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex) + { + Destroy(m_VelocityParents[jointIndex]); + m_VelocityParents[jointIndex] = null; + } + + Destroy(m_DrawJointsParent); + m_DrawJointsParent = null; + } + + public void ToggleDrawMesh(bool drawMesh) + { + m_MeshController.enabled = drawMesh; + if (!drawMesh) + m_MeshController.handMeshRenderer.enabled = false; + } + + public void ToggleDebugDrawJoints(bool debugDrawJoints) + { + for (int jointIndex = 0; jointIndex < m_DrawJoints.Length; ++jointIndex) + { + ToggleRenderers(debugDrawJoints, m_DrawJoints[jointIndex].transform); + m_Lines[jointIndex].enabled = debugDrawJoints; + } + + m_Lines[0].enabled = false; + } + + public void SetVelocityType(VelocityType velocityType) + { + for (int jointIndex = 0; jointIndex < m_VelocityParents.Length; ++jointIndex) + ToggleRenderers(velocityType != VelocityType.None, m_VelocityParents[jointIndex].transform); + } + + public void UpdateJoints( + XRHand hand, + bool areJointsTracked, + bool debugDrawJoints, + VelocityType velocityType) + { + if (!areJointsTracked) + return; + + var wristPose = Pose.identity; + var parentIndex = XRHandJointID.Wrist.ToIndex(); + UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointID.Wrist), ref wristPose, ref parentIndex); + UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointID.Palm), ref wristPose, ref parentIndex, false); + + for (var fingerIndex = (int)XRHandFingerID.Thumb; + fingerIndex <= (int)XRHandFingerID.Little; + ++fingerIndex) + { + var parentPose = wristPose; + var fingerId = (XRHandFingerID)fingerIndex; + parentIndex = XRHandJointID.Wrist.ToIndex(); + + var jointIndexBack = fingerId.GetBackJointID().ToIndex(); + for (var jointIndex = fingerId.GetFrontJointID().ToIndex(); + jointIndex <= jointIndexBack; + ++jointIndex) + { + UpdateJoint(debugDrawJoints, velocityType, hand.GetJoint(XRHandJointIDUtility.FromIndex(jointIndex)), ref parentPose, ref parentIndex); + } + } + } + + void UpdateJoint( + bool debugDrawJoints, + VelocityType velocityType, + XRHandJoint joint, + ref Pose parentPose, + ref int parentIndex, + bool cacheParentPose = true) + { + if (joint.id == XRHandJointID.Invalid) + return; + + var jointIndex = joint.id.ToIndex(); + if (!joint.TryGetPose(out var pose)) + return; + + m_DrawJoints[jointIndex].transform.localPosition = pose.position; + m_DrawJoints[jointIndex].transform.localRotation = pose.rotation; + + if (debugDrawJoints && joint.id != XRHandJointID.Wrist) + { + s_LinePointsReuse[0] = m_DrawJoints[parentIndex].transform.position; + s_LinePointsReuse[1] = m_DrawJoints[jointIndex].transform.position; + m_Lines[jointIndex].SetPositions(s_LinePointsReuse); + } + + if (cacheParentPose) + { + parentPose = pose; + parentIndex = jointIndex; + } + + if (velocityType != VelocityType.None && m_VelocityParents[jointIndex].TryGetComponent(out var renderer)) + { + m_VelocityParents[jointIndex].transform.localPosition = Vector3.zero; + m_VelocityParents[jointIndex].transform.localRotation = Quaternion.identity; + + s_LinePointsReuse[0] = s_LinePointsReuse[1] = m_VelocityParents[jointIndex].transform.position; + if (velocityType == VelocityType.Linear) + { + if (joint.TryGetLinearVelocity(out var velocity)) + s_LinePointsReuse[1] += velocity; + } + 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System.Collections.Generic; +using System.Linq; +using Unity.XR.CoreUtils.Editor; +using UnityEditor.PackageManager; +using UnityEditor.PackageManager.Requests; +using UnityEditor.PackageManager.UI; +using UnityEngine; + +namespace UnityEditor.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Unity Editor class which registers Project Validation rules for the Hands Interaction Demo sample, + /// checking that other required samples and packages are installed. + /// + static class HandsInteractionSampleProjectValidation + { + const string k_SampleDisplayName = "Hands Interaction Demo"; + const string k_Category = "XR Interaction Toolkit"; + const string k_StarterAssetsSampleName = "Starter Assets"; + const string k_HandVisualizerSampleName = "HandVisualizer"; + const string k_ProjectValidationSettingsPath = "Project/XR Plug-in Management/Project Validation"; + const string k_HandsPackageName = "com.unity.xr.hands"; + const string k_XRIPackageName = "com.unity.xr.interaction.toolkit"; + const string k_ShaderGraphPackageName = "com.unity.shadergraph"; + static readonly PackageVersion s_MinimumPackageVersion = new PackageVersion("1.2.1"); + static readonly PackageVersion s_RecommendedPackageVersion = new PackageVersion("1.3.0"); + + static readonly BuildTargetGroup[] s_BuildTargetGroups = + ((BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup))).Distinct().ToArray(); + + static readonly List s_BuildValidationRules = new List + { + new BuildValidationRule + { + IsRuleEnabled = () => s_HandsPackageAddRequest == null || s_HandsPackageAddRequest.IsCompleted, + Message = $"[{k_SampleDisplayName}] XR Hands ({k_HandsPackageName}) package must be installed or updated to use this sample.", + Category = k_Category, + CheckPredicate = () => PackageVersionUtility.GetPackageVersion(k_HandsPackageName) >= s_MinimumPackageVersion, + FixIt = () => + { + if (s_HandsPackageAddRequest == null || s_HandsPackageAddRequest.IsCompleted) + InstallOrUpdateHands(); + }, + FixItAutomatic = true, + Error = true, + }, + new BuildValidationRule + { + IsRuleEnabled = () => s_HandsPackageAddRequest == null || s_HandsPackageAddRequest.IsCompleted, + Message = $"[{k_SampleDisplayName}] XR Hands ({k_HandsPackageName}) package must be at version {s_RecommendedPackageVersion} or higher to use the latest sample features.", + Category = k_Category, + CheckPredicate = () => PackageVersionUtility.GetPackageVersion(k_HandsPackageName) >= s_RecommendedPackageVersion, + FixIt = () => + { + if (s_HandsPackageAddRequest == null || s_HandsPackageAddRequest.IsCompleted) + InstallOrUpdateHands(); + }, + FixItAutomatic = true, + Error = false, + }, + new BuildValidationRule + { + IsRuleEnabled = () => PackageVersionUtility.GetPackageVersion(k_HandsPackageName) >= s_MinimumPackageVersion, + Message = $"[{k_SampleDisplayName}] {k_HandVisualizerSampleName} sample from XR Hands ({k_HandsPackageName}) package must be imported or updated to use this sample.", + Category = k_Category, + CheckPredicate = () => TryFindSample(k_HandsPackageName, string.Empty, k_HandVisualizerSampleName, out var sample) && sample.isImported, + FixIt = () => + { + if (TryFindSample(k_HandsPackageName, string.Empty, k_HandVisualizerSampleName, out var sample)) + { + sample.Import(Sample.ImportOptions.OverridePreviousImports); + } + }, + FixItAutomatic = true, + Error = true, + }, + new BuildValidationRule + { + Message = $"[{k_SampleDisplayName}] {k_StarterAssetsSampleName} sample from XR Interaction Toolkit ({k_XRIPackageName}) package must be imported or updated to use this sample.", + Category = k_Category, + CheckPredicate = () => TryFindSample(k_XRIPackageName, string.Empty, k_StarterAssetsSampleName, out var sample) && sample.isImported, + FixIt = () => + { + if (TryFindSample(k_XRIPackageName, string.Empty, k_StarterAssetsSampleName, out var sample)) + { + sample.Import(Sample.ImportOptions.OverridePreviousImports); + } + }, + FixItAutomatic = true, + Error = true, + }, + new BuildValidationRule + { + IsRuleEnabled = () => s_ShaderGraphPackageAddRequest == null || s_ShaderGraphPackageAddRequest.IsCompleted, + Message = $"[{k_SampleDisplayName}] Shader Graph ({k_ShaderGraphPackageName}) package must be installed for materials used in this sample.", + Category = k_Category, + CheckPredicate = () => PackageVersionUtility.IsPackageInstalled(k_ShaderGraphPackageName), + FixIt = () => + { + s_ShaderGraphPackageAddRequest = Client.Add(k_ShaderGraphPackageName); + if (s_ShaderGraphPackageAddRequest.Error != null) + { + Debug.LogError($"Package installation error: {s_ShaderGraphPackageAddRequest.Error}: {s_ShaderGraphPackageAddRequest.Error.message}"); + } + }, + FixItAutomatic = true, + Error = false, + }, + }; + + static AddRequest s_HandsPackageAddRequest; + static AddRequest s_ShaderGraphPackageAddRequest; + + [InitializeOnLoadMethod] + static void RegisterProjectValidationRules() + { + foreach (var buildTargetGroup in s_BuildTargetGroups) + { + BuildValidator.AddRules(buildTargetGroup, s_BuildValidationRules); + } + + // Delay evaluating conditions for issues to give time for Package Manager and UPM cache to fully initialize. + EditorApplication.delayCall += ShowWindowIfIssuesExist; + } + + static void ShowWindowIfIssuesExist() + { + foreach (var validation in s_BuildValidationRules) + { + if (validation.CheckPredicate == null || !validation.CheckPredicate.Invoke()) + { + ShowWindow(); + return; + } + } + } + + internal static void ShowWindow() + { + // Delay opening the window since sometimes other settings in the player settings provider redirect to the + // project validation window causing serialized objects to be nullified. + EditorApplication.delayCall += () => + { + SettingsService.OpenProjectSettings(k_ProjectValidationSettingsPath); + }; + } + + static bool TryFindSample(string packageName, string packageVersion, string sampleDisplayName, out Sample sample) + { + sample = default; + + if (!PackageVersionUtility.IsPackageInstalled(packageName)) + return false; + + IEnumerable packageSamples; + try + { + packageSamples = Sample.FindByPackage(packageName, packageVersion); + } + catch (Exception e) + { + Debug.LogError($"Couldn't find samples of the {ToString(packageName, packageVersion)} package; aborting project validation rule. Exception: {e}"); + return false; + } + + if (packageSamples == null) + { + Debug.LogWarning($"Couldn't find samples of the {ToString(packageName, packageVersion)} package; aborting project validation rule."); + return false; + } + + foreach (var packageSample in packageSamples) + { + if (packageSample.displayName == sampleDisplayName) + { + sample = packageSample; + return true; + } + } + + Debug.LogWarning($"Couldn't find {sampleDisplayName} sample in the {ToString(packageName, packageVersion)} package; aborting project validation rule."); + return false; + } + + static string ToString(string packageName, string packageVersion) + { + return string.IsNullOrEmpty(packageVersion) ? packageName : $"{packageName}@{packageVersion}"; + } + + static void InstallOrUpdateHands() + { + // Set a 3-second timeout for request to avoid editor lockup + var currentTime = DateTime.Now; + var endTime = currentTime + TimeSpan.FromSeconds(3); + + var request = Client.Search(k_HandsPackageName); + if (request.Status == StatusCode.InProgress) + { + Debug.Log($"Searching for ({k_HandsPackageName}) in Unity Package Registry."); + while (request.Status == StatusCode.InProgress && currentTime < endTime) + currentTime = DateTime.Now; + } + + var addRequest = k_HandsPackageName; + if (request.Status == StatusCode.Success && request.Result.Length > 0) + { + var versions = request.Result[0].versions; + var verifiedVersion = new PackageVersion(versions.recommended); + var latestCompatible = new PackageVersion(versions.latestCompatible); + if (verifiedVersion < s_RecommendedPackageVersion && s_RecommendedPackageVersion <= latestCompatible) + addRequest = $"{k_HandsPackageName}@{s_RecommendedPackageVersion}"; + } + + s_HandsPackageAddRequest = Client.Add(addRequest); + if (s_HandsPackageAddRequest.Error != null) + { + Debug.LogError($"Package installation error: {s_HandsPackageAddRequest.Error}: {s_HandsPackageAddRequest.Error.message}"); + } + } + } +} diff --git a/Assets/Samples/XR 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Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts.meta new file mode 100644 index 0000000..b5bdd94 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7a569e7260117d1418a7faa6fd6fda2c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/GrabTransformerRotationAxisLock.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/GrabTransformerRotationAxisLock.cs new file mode 100644 index 0000000..11d699a --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/GrabTransformerRotationAxisLock.cs @@ -0,0 +1,44 @@ +using UnityEngine.XR.Interaction.Toolkit.Transformers; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// An XR grab transformer that allows for the locking of specific rotation axes. When an object is grabbed and manipulated, + /// this class ensures that rotations are only applied to the specified axes, preserving the initial rotation for the others. + /// + public class GrabTransformerRotationAxisLock : XRBaseGrabTransformer + { + [SerializeField] + [Tooltip("Defines which rotation axes are allowed when an object is grabbed. Axes not selected will maintain their initial rotation.")] + XRGeneralGrabTransformer.ManipulationAxes m_PermittedRotationAxis = XRGeneralGrabTransformer.ManipulationAxes.All; + + /// + protected override RegistrationMode registrationMode => RegistrationMode.SingleAndMultiple; + + Vector3 m_InitialEulerRotation; + + /// + public override void OnLink(XRGrabInteractable grabInteractable) + { + base.OnLink(grabInteractable); + m_InitialEulerRotation = grabInteractable.transform.rotation.eulerAngles; + } + + /// + public override void Process(XRGrabInteractable grabInteractable, XRInteractionUpdateOrder.UpdatePhase updatePhase, ref Pose targetPose, ref Vector3 localScale) + { + Vector3 newRotationEuler = targetPose.rotation.eulerAngles; + + if ((m_PermittedRotationAxis & XRGeneralGrabTransformer.ManipulationAxes.X) == 0) + newRotationEuler.x = m_InitialEulerRotation.x; + + if ((m_PermittedRotationAxis & XRGeneralGrabTransformer.ManipulationAxes.Y) == 0) + newRotationEuler.y = m_InitialEulerRotation.y; + + if ((m_PermittedRotationAxis & XRGeneralGrabTransformer.ManipulationAxes.Z) == 0) + newRotationEuler.z = m_InitialEulerRotation.z; + + targetPose.rotation = Quaternion.Euler(newRotationEuler); + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/GrabTransformerRotationAxisLock.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/GrabTransformerRotationAxisLock.cs.meta new file mode 100644 index 0000000..bbb7e60 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/GrabTransformerRotationAxisLock.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 24386a87b5e733943809081267792754 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ObjectResetPlane.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ObjectResetPlane.cs new file mode 100644 index 0000000..89ee3f3 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ObjectResetPlane.cs @@ -0,0 +1,88 @@ +using System.Collections.Generic; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Provides the ability to reset specified objects if they fall below a certain position - designated by this transform's height. + /// + public class ObjectResetPlane : MonoBehaviour + { + [SerializeField] + [Tooltip("Which objects to reset if falling out of range.")] + List m_ObjectsToReset = new List(); + + [SerializeField] + [Tooltip("How often to check if objects should be reset.")] + float m_CheckDuration = 2f; + + [SerializeField] + [Tooltip("The object root used to compute local positions relative to. Objects will respawn relative to their position in this transform's hierarchy.")] + Transform m_ObjectRoot = null; + + readonly List m_OriginalPositions = new List(); + + float m_CheckTimer; + + /// + /// See . + /// + protected void Start() + { + foreach (var currentTransform in m_ObjectsToReset) + { + if (currentTransform != null) + { + var position = currentTransform.position; + + if (m_ObjectRoot != null) + position = m_ObjectRoot.InverseTransformPoint(currentTransform.position); + + m_OriginalPositions.Add(new Pose(position, currentTransform.rotation)); + } + else + { + Debug.LogWarning("Objects To Reset contained a null element. Update the reference or delete the array element of the missing object.", this); + m_OriginalPositions.Add(new Pose()); + } + } + } + + /// + /// See . + /// + protected void Update() + { + m_CheckTimer -= Time.deltaTime; + + if (m_CheckTimer > 0) + return; + + m_CheckTimer = m_CheckDuration; + + var resetPlane = transform.position.y; + + for (var transformIndex = 0; transformIndex < m_ObjectsToReset.Count; transformIndex++) + { + var currentTransform = m_ObjectsToReset[transformIndex]; + if (currentTransform == null) + continue; + + if (currentTransform.position.y < resetPlane) + { + var originalWorldPosition = m_OriginalPositions[transformIndex].position; + if (m_ObjectRoot != null) + originalWorldPosition = m_ObjectRoot.TransformPoint(originalWorldPosition); + + currentTransform.SetPositionAndRotation(originalWorldPosition, m_OriginalPositions[transformIndex].rotation); + + var rigidBody = currentTransform.GetComponentInChildren(); + if (rigidBody != null) + { + rigidBody.velocity = Vector3.zero; + rigidBody.angularVelocity = Vector3.zero; + } + } + } + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ObjectResetPlane.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ObjectResetPlane.cs.meta new file mode 100644 index 0000000..cacb5e7 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ObjectResetPlane.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 54ce4268a4182384da360e6e2654d3a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/PokeBlendShapeAnimator.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/PokeBlendShapeAnimator.cs new file mode 100644 index 0000000..877775a --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/PokeBlendShapeAnimator.cs @@ -0,0 +1,104 @@ +using Unity.XR.CoreUtils.Bindings; +using UnityEngine.XR.Interaction.Toolkit.AffordanceSystem.State; +using UnityEngine.XR.Interaction.Toolkit.Filtering; +using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Animates a blend shape on a SkinnedMeshRenderer based on the interaction strength of a poke. + /// + public class PokeBlendShapeAnimator : MonoBehaviour + { + [SerializeField] + [Tooltip("The PokeFilter to use to determine the interaction strength.")] + XRPokeFilter m_PokeFilter; + + [SerializeField] + [Tooltip("The SkinnedMeshRenderer to animate.")] + SkinnedMeshRenderer m_SkinnedMeshRenderer; + + [SerializeField] + [Tooltip("The index of the blend shape to animate.")] + int m_BlendShapeIndex; + + [SerializeField] + [Tooltip("The minimum blend shape value.")] + float m_BlendShapeMin; + + [SerializeField] + [Tooltip("The maximum blend shape value.")] + float m_BlendShapeMax = 100f; + + readonly BindingsGroup m_BindingsGroup = new BindingsGroup(); + + IXRHoverInteractable m_HoverInteractable; + IXRInteractionStrengthInteractable m_InteractionStrengthInteractable; + readonly FloatTweenableVariable m_TweenableVariable = new FloatTweenableVariable(); + + float m_TweenTarget; + + /// + /// See . + /// + void OnEnable() + { + if (m_PokeFilter == null || m_SkinnedMeshRenderer == null) + { + enabled = false; + return; + } + + m_HoverInteractable = m_PokeFilter.GetComponent(); + m_InteractionStrengthInteractable = m_PokeFilter.GetComponent(); + + m_BindingsGroup.AddBinding(m_PokeFilter.pokeStateData.Subscribe(data => + { + var blendShapeValue = Mathf.Lerp(m_BlendShapeMin, m_BlendShapeMax, data.interactionStrength); + m_TweenTarget = blendShapeValue; + })); + + m_BindingsGroup.AddBinding(m_TweenableVariable.SubscribeAndUpdate(newValue => + { + m_SkinnedMeshRenderer.SetBlendShapeWeight(m_BlendShapeIndex, newValue); + })); + } + + /// + /// See . + /// + void OnDisable() + { + m_BindingsGroup.Clear(); + } + + /// + /// See . + /// + void Update() + { + m_TweenableVariable.HandleTween(Time.deltaTime * 16f); + if (m_HoverInteractable.interactorsHovering.Count == 0) + return; + + var pokeInteractorStrength = 0f; + var largestNonPokeInteractorStrength = 0f; + for (var index = 0; index < m_HoverInteractable.interactorsHovering.Count; ++index) + { + var interactor = m_HoverInteractable.interactorsHovering[index]; + var interactionStrength = m_InteractionStrengthInteractable.GetInteractionStrength(interactor); + var isPokeProvider = interactor is IPokeStateDataProvider; + if (isPokeProvider) + { + pokeInteractorStrength = interactionStrength; + } + else + { + largestNonPokeInteractorStrength = Mathf.Max(largestNonPokeInteractorStrength, interactionStrength); + } + } + + m_TweenableVariable.target = pokeInteractorStrength > largestNonPokeInteractorStrength ? m_TweenTarget : 0f; + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/PokeBlendShapeAnimator.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/PokeBlendShapeAnimator.cs.meta new file mode 100644 index 0000000..e160a29 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/PokeBlendShapeAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 78373ff495dc8234887e0cbdc7140022 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGameObject.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGameObject.cs new file mode 100644 index 0000000..25ec305 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGameObject.cs @@ -0,0 +1,47 @@ +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Toggles the active state of a GameObject. + /// + public class ToggleGameObject : MonoBehaviour + { + [SerializeField] + [Tooltip("The GameObject to toggle the active state for.")] + GameObject m_ActivationGameObject; + + /// + /// The GameObject to toggle the active state for. + /// + public GameObject activationGameObject + { + get => m_ActivationGameObject; + set => m_ActivationGameObject = value; + } + + [SerializeField] + [Tooltip("Whether the GameObject is currently active.")] + bool m_CurrentlyActive; + + /// + /// Whether the GameObject is currently active. + /// + public bool currentlyActive + { + get => m_CurrentlyActive; + set + { + m_CurrentlyActive = value; + activationGameObject.SetActive(m_CurrentlyActive); + } + } + + /// + /// Toggles the active state of the GameObject. + /// + public void ToggleActiveState() + { + m_CurrentlyActive = !m_CurrentlyActive; + activationGameObject.SetActive(m_CurrentlyActive); + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGameObject.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGameObject.cs.meta new file mode 100644 index 0000000..f1407b8 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGameObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 646ef16ad2fbd1944b40157feffe8574 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGraphicToggler.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGraphicToggler.cs new file mode 100644 index 0000000..7096bcf --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGraphicToggler.cs @@ -0,0 +1,55 @@ +using UnityEngine.UI; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Toggles between two graphic objects based on the state of a toggle. + /// + [RequireComponent(typeof(Toggle))] + public class ToggleGraphicToggler : MonoBehaviour + { + [SerializeField] + [Tooltip("Graphic object representing the toggle on position.")] + Graphic m_ToggleOnGraphic; + + [SerializeField] + [Tooltip("Graphic object representing the toggle off position.")] + Graphic m_ToggleOffGraphic; + + Toggle m_TargetToggle; + + /// + /// See . + /// + void Awake() + { + m_TargetToggle = GetComponent(); + } + + /// + /// See . + /// + void OnEnable() + { + m_TargetToggle.onValueChanged.AddListener(OnToggleValueChanged); + } + + /// + /// See . + /// + void OnDisable() + { + m_TargetToggle.onValueChanged.RemoveListener(OnToggleValueChanged); + } + + void OnToggleValueChanged(bool isOn) + { + if (isOn) + m_TargetToggle.targetGraphic = m_ToggleOnGraphic; + else + m_TargetToggle.targetGraphic = m_ToggleOffGraphic; + + m_ToggleOnGraphic.gameObject.SetActive(isOn); + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGraphicToggler.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGraphicToggler.cs.meta new file mode 100644 index 0000000..7eec9a8 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/ToggleGraphicToggler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d3cd1891521c8e143a04e7fd344a64d5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/TransformSync.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/TransformSync.cs new file mode 100644 index 0000000..2d647bc --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/TransformSync.cs @@ -0,0 +1,101 @@ +using System; +using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Class used to sync the transform of a target game object with this one. + /// + public class TransformSync : MonoBehaviour + { + [SerializeField] + [Tooltip("Transform to apply this transform's data to.")] + Transform m_TargetTransform; + + [SerializeField] + [Range(0f, 30f)] + [Tooltip("Set to 0 for no smoothing. Higher values indicate more smoothing.")] + float m_SmoothFollowSpeed = 8f; + + Rigidbody m_Rigidbody; + + bool m_HasTransform; + bool m_HasRigidbody; + + Transform m_ThisTransform; + + readonly Vector3TweenableVariable m_PositionTweenable = new Vector3TweenableVariable(); + readonly QuaternionTweenableVariable m_RotationTweenable = new QuaternionTweenableVariable(); + + /// + /// See . + /// + void OnValidate() + { + if (m_TargetTransform != null) + { + transform.localPosition = transform.parent == null + ? m_TargetTransform.position + : transform.parent.InverseTransformPoint(m_TargetTransform.position); + } + } + + /// + /// See . + /// + void Awake() + { + m_ThisTransform = transform; + } + + /// + /// See . + /// + void OnEnable() + { + if (m_TargetTransform == null) + { + enabled = false; + return; + } + m_HasTransform = true; + + if (m_TargetTransform.TryGetComponent(out Rigidbody rigidBodyComponent)) + { + m_Rigidbody = rigidBodyComponent; + m_HasRigidbody = true; + } + + m_PositionTweenable.Value = m_ThisTransform.position; + m_RotationTweenable.Value = m_ThisTransform.rotation; + } + + /// + /// See . + /// + void Update() + { + m_PositionTweenable.target = m_ThisTransform.position; + m_RotationTweenable.target = m_ThisTransform.rotation; + + var tweenTarget = m_SmoothFollowSpeed > 0f ? m_SmoothFollowSpeed * Time.deltaTime : 1f; + m_PositionTweenable.HandleTween(tweenTarget); + m_RotationTweenable.HandleTween(tweenTarget); + + if (!m_HasRigidbody && m_HasTransform) + m_TargetTransform.SetPositionAndRotation(m_PositionTweenable.Value, m_RotationTweenable.Value); + } + + /// + /// See . + /// + void FixedUpdate() + { + if (!m_HasRigidbody) + return; + + m_Rigidbody.MovePosition(m_PositionTweenable.Value); + m_Rigidbody.MoveRotation(m_RotationTweenable.Value); + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/TransformSync.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands 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+using Unity.Mathematics; +using UnityEngine.XR.Interaction.Toolkit.AffordanceSystem.Receiver.Primitives; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Affordance receiver applying a Vector3 (Float3) affordance theme to a Transform local scale. + /// Broadcasts new affordance value with Unity Event. + /// + public class Vector3ScaleAffordanceReceiver : Vector3AffordanceReceiver + { + [SerializeField] + [Tooltip("The transform to apply the scale value to.")] + Transform m_TargetTransform; + + /// + protected override void OnEnable() + { + base.OnEnable(); + if (m_TargetTransform == null) + m_TargetTransform = transform; + } + + /// + protected override void OnAffordanceValueUpdated(float3 newValue) + { + base.OnAffordanceValueUpdated(newValue); + m_TargetTransform.localScale = newValue; + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/HandsDemoSceneAssets/Scripts/Vector3ScaleAffordanceReceiver.cs.meta 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index 0000000..f46c2c6 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/HandsOneEuroFilterPostProcessor.cs @@ -0,0 +1,137 @@ +#if XR_HANDS_1_2_OR_NEWER +using System.Collections.Generic; +using UnityEngine.XR.Hands; +using UnityEngine.XR.Hands.Processing; +#endif + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// A post processor for XR hand tracking data, using the One Euro filter to smooth hand positions. + /// +#if XR_HANDS_1_2_OR_NEWER + public class HandsOneEuroFilterPostProcessor : MonoBehaviour, IXRHandProcessor +#else + public class HandsOneEuroFilterPostProcessor : MonoBehaviour +#endif + { + [SerializeField] + [Tooltip("Smoothing amount at low speeds.")] + float m_FilterMinCutoff = 0.1f; + + [SerializeField] + [Tooltip("Filter's responsiveness to speed changes.")] + float m_FilterBeta = 0.2f; + +#if XR_HANDS_1_2_OR_NEWER + /// + public int callbackOrder => 0; + + readonly OneEuroFilterVector3 m_LeftHandFilter = new OneEuroFilterVector3(Vector3.zero); + readonly OneEuroFilterVector3 m_RightHandFilter = new OneEuroFilterVector3(Vector3.zero); + + bool m_WasLeftHandTrackedLastFrame; + bool m_WasRightHandTrackedLastFrame; + + XRHandSubsystem m_Subsystem; + static readonly List s_SubsystemsReuse = new List(); +#endif + +#if XR_HANDS_1_2_OR_NEWER + /// + /// See . + /// + void OnDisable() + { + if (m_Subsystem != null) + { + m_Subsystem.UnregisterProcessor(this); + m_Subsystem = null; + } + } + + /// + /// See . + /// + void Update() + { + if (m_Subsystem != null && m_Subsystem.running) + return; + + SubsystemManager.GetSubsystems(s_SubsystemsReuse); + var foundRunningHandSubsystem = false; + for (var i = 0; i < s_SubsystemsReuse.Count; ++i) + { + var handSubsystem = s_SubsystemsReuse[i]; + if (handSubsystem.running) + { + m_Subsystem?.UnregisterProcessor(this); + m_Subsystem = handSubsystem; + foundRunningHandSubsystem = true; + break; + } + } + + if (!foundRunningHandSubsystem) + return; + + m_WasLeftHandTrackedLastFrame = false; + m_WasRightHandTrackedLastFrame = false; + m_Subsystem.RegisterProcessor(this); + } + + /// + public void ProcessJoints(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateType updateType) + { + var leftHand = subsystem.leftHand; + if (leftHand.isTracked) + { + var leftHandPose = leftHand.rootPose; + if (!m_WasLeftHandTrackedLastFrame) + { + m_LeftHandFilter.Initialize(leftHandPose.position); + } + else + { + var newLeftPosition = m_LeftHandFilter.Filter(leftHandPose.position, Time.deltaTime, m_FilterMinCutoff, m_FilterBeta); + var newLeftPose = new Pose(newLeftPosition, leftHandPose.rotation); + + leftHand.SetRootPose(newLeftPose); + subsystem.SetCorrespondingHand(leftHand); + } + } + + m_WasLeftHandTrackedLastFrame = leftHand.isTracked; + + var rightHand = subsystem.rightHand; + if (rightHand.isTracked) + { + var rightHandPose = rightHand.rootPose; + if (!m_WasRightHandTrackedLastFrame) + { + m_RightHandFilter.Initialize(rightHandPose.position); + } + else + { + var newRightPosition = m_RightHandFilter.Filter(rightHandPose.position, Time.deltaTime, m_FilterMinCutoff, m_FilterBeta); + var newRightPose = new Pose(newRightPosition, rightHandPose.rotation); + + rightHand.SetRootPose(newRightPose); + subsystem.SetCorrespondingHand(rightHand); + } + } + + m_WasRightHandTrackedLastFrame = rightHand.isTracked; + } +#else + /// + /// See . + /// + void Awake() + { + Debug.LogWarning("HandsOneEuroFilterPostProcessor requires XR Hands (com.unity.xr.hands) 1.2.0 or newer. Disabling component.", this); + enabled = false; + } +#endif + } +} \ No newline at end of file diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/HandsOneEuroFilterPostProcessor.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/HandsOneEuroFilterPostProcessor.cs.meta new file mode 100644 index 0000000..73b2b27 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/HandsOneEuroFilterPostProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc6980b6cb3b4f12b6b75074e4ef59f3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/HideObjectWhenRayInteractorBlocked.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/HideObjectWhenRayInteractorBlocked.cs new file mode 100644 index 0000000..c088408 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/HideObjectWhenRayInteractorBlocked.cs @@ -0,0 +1,33 @@ +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Hides the specified GameObject when the associated XRRayInteractor is blocked by an interaction within its group. + /// + public class HideObjectWhenRayInteractorBlocked : MonoBehaviour + { + [SerializeField] + [Tooltip("The XRRayInteractor that this component monitors for blockages.")] + XRRayInteractor m_Interactor; + + [SerializeField] + [Tooltip("The GameObject to hide when the XRRayInteractor is blocked.")] + GameObject m_ObjectToHide; + + /// + /// See . + /// + void OnEnable() + { + if (m_Interactor == null || m_ObjectToHide == null) + enabled = false; + } + + /// + /// See . + /// + void Update() + { + m_ObjectToHide.SetActive(m_Interactor.isActiveAndEnabled && !m_Interactor.IsBlockedByInteractionWithinGroup()); + } + } +} \ No newline at end of file diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/HideObjectWhenRayInteractorBlocked.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/HideObjectWhenRayInteractorBlocked.cs.meta new file mode 100644 index 0000000..7413c99 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/HideObjectWhenRayInteractorBlocked.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e989a75b2954bdab01ca618a30d5de6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/LocalPositionOffsetAffordanceReceiver.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/LocalPositionOffsetAffordanceReceiver.cs new file mode 100644 index 0000000..8eedbd6 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/LocalPositionOffsetAffordanceReceiver.cs @@ -0,0 +1,71 @@ +using Unity.Mathematics; +using UnityEngine.XR.Interaction.Toolkit.AffordanceSystem.Receiver.Primitives; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Affordance receiver applying a Vector3 (Float3) affordance theme to a Transform local position. + /// Broadcasts new affordance value with Unity Event. + /// + [AddComponentMenu("Affordance System/Receiver/Transformation/Local Position Offset Affordance Receiver", 12)] + public class LocalPositionOffsetAffordanceReceiver : Vector3AffordanceReceiver + { + [SerializeField] + [Tooltip("Transform on which to apply a local translation value.")] + Transform m_TransformToTranslate; + + /// + /// Transform on which to apply a local translation value. + /// + public Transform transformToTranslate + { + get => m_TransformToTranslate; + set + { + m_TransformToTranslate = value; + m_HasTransformToTranslate = m_TransformToTranslate != null; + } + } + + bool m_HasTransformToTranslate; + float3 m_InitialOffset = float3.zero; + + /// + protected override void OnEnable() + { + base.OnEnable(); + m_HasTransformToTranslate = m_TransformToTranslate != null; + } + + /// + protected override float3 GetCurrentValueForCapture() + { + if (m_HasTransformToTranslate) + { + m_InitialOffset = m_TransformToTranslate.localPosition; + } + + return float3.zero; + } + + /// + protected override void OnAffordanceValueUpdated(float3 newValue) + { + if (m_HasTransformToTranslate) + { + m_TransformToTranslate.localPosition = m_InitialOffset + newValue; + } + + base.OnAffordanceValueUpdated(newValue); + } + + /// + /// See . + /// + void OnValidate() + { + if (m_TransformToTranslate == null) + m_TransformToTranslate = transform; + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/LocalPositionOffsetAffordanceReceiver.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/LocalPositionOffsetAffordanceReceiver.cs.meta new file mode 100644 index 0000000..03d9955 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/LocalPositionOffsetAffordanceReceiver.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 865d01d2834c9cb4caa8f2c901104c2d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/MetaSystemGestureDetector.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/MetaSystemGestureDetector.cs new file mode 100644 index 0000000..fb42260 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/MetaSystemGestureDetector.cs @@ -0,0 +1,261 @@ +using System; +using Unity.XR.CoreUtils.Bindings.Variables; +using UnityEngine.Events; +using UnityEngine.InputSystem; +using UnityEngine.XR.Interaction.Toolkit.Inputs; +#if XR_HANDS_1_1_OR_NEWER +using UnityEngine.XR.Hands; +#endif + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Behavior that provides events for when the system gesture starts and ends and when the + /// menu palm pinch gesture occurs while hand tracking is in use. + /// + /// + /// See Meta Hand Tracking Aim. + /// + /// + public class MetaSystemGestureDetector : MonoBehaviour + { + /// + /// The state of the system gesture. + /// + /// + public enum SystemGestureState + { + /// + /// The system gesture has fully ended. + /// + Ended, + + /// + /// The system gesture has started or is ongoing. Typically, this means the user is looking at + /// their palm at eye level or has not yet released the palm pinch gesture or turned their hand around. + /// + Started, + } + + [SerializeField] + InputActionProperty m_AimFlagsAction = new InputActionProperty(new InputAction(expectedControlType: "Integer")); + + /// + /// The Input System action to read the Aim Flags. + /// + /// + /// Typically a Value action type with an Integer control type with a binding to either: + /// + /// + /// <MetaAimHand>{LeftHand}/aimFlags + /// + /// + /// <MetaAimHand>{RightHand}/aimFlags + /// + /// + /// + public InputActionProperty aimFlagsAction + { + get => m_AimFlagsAction; + set + { + if (Application.isPlaying) + UnbindAimFlags(); + + m_AimFlagsAction = value; + + if (Application.isPlaying && isActiveAndEnabled) + BindAimFlags(); + } + } + + [SerializeField] + UnityEvent m_SystemGestureStarted; + + /// + /// Calls the methods in its invocation list when the system gesture starts, which typically occurs when + /// the user looks at their palm at eye level. + /// + /// + /// + public UnityEvent systemGestureStarted + { + get => m_SystemGestureStarted; + set => m_SystemGestureStarted = value; + } + + [SerializeField] + UnityEvent m_SystemGestureEnded; + + /// + /// Calls the methods in its invocation list when the system gesture ends. + /// + /// + /// This behavior postpones ending the system gesture until the user has turned their hand around. + /// In other words, it isn't purely based on the + /// being cleared from the aim flags in order to better replicate the native visual feedback in the Meta Home menu. + /// + /// + /// + public UnityEvent systemGestureEnded + { + get => m_SystemGestureEnded; + set => m_SystemGestureEnded = value; + } + + [SerializeField] + UnityEvent m_MenuPressed; + + /// + /// Calls the methods in its invocation list when the menu button is triggered by a palm pinch gesture. + /// + /// + /// This is triggered by the non-dominant hand, which is the one with the menu icon (☰). + /// The universal menu (Oculus icon) on the dominant hand does not trigger this event. + /// + /// + public UnityEvent menuPressed + { + get => m_MenuPressed; + set => m_MenuPressed = value; + } + + /// + /// The state of the system gesture. + /// + /// + /// + /// + public IReadOnlyBindableVariable systemGestureState => m_SystemGestureState; + + readonly BindableEnum m_SystemGestureState = new BindableEnum(checkEquality: false); + +#if XR_HANDS_1_1_OR_NEWER + [NonSerialized] // NonSerialized is required to avoid an "Unsupported enum base type" error about the Flags enum being ulong + MetaAimFlags m_AimFlags; +#endif + + bool m_AimFlagsBound; + + /// + /// See . + /// + protected void OnEnable() + { + BindAimFlags(); + +#if XR_HANDS_1_1_OR_NEWER + var action = m_AimFlagsAction.action; + if (action != null) + // Force invoking the events upon initialization to simplify making sure the callback's desired results are synced + UpdateAimFlags((MetaAimFlags)action.ReadValue(), true); +#else + Debug.LogWarning("Script requires XR Hands (com.unity.xr.hands) package to monitor Meta Aim Flags. Install using Window > Package Manager or click Fix on the related issue in Edit > Project Settings > XR Plug-in Management > Project Validation.", this); + SetGestureState(SystemGestureState.Ended, true); +#endif + } + + /// + /// See . + /// + protected void OnDisable() + { + UnbindAimFlags(); + } + + void BindAimFlags() + { + if (m_AimFlagsBound) + return; + + var action = m_AimFlagsAction.action; + if (action == null) + return; + + action.performed += OnAimFlagsActionPerformedOrCanceled; + action.canceled += OnAimFlagsActionPerformedOrCanceled; + m_AimFlagsBound = true; + + m_AimFlagsAction.EnableDirectAction(); + } + + void UnbindAimFlags() + { + if (!m_AimFlagsBound) + return; + + var action = m_AimFlagsAction.action; + if (action == null) + return; + + m_AimFlagsAction.DisableDirectAction(); + + action.performed -= OnAimFlagsActionPerformedOrCanceled; + action.canceled -= OnAimFlagsActionPerformedOrCanceled; + m_AimFlagsBound = false; + } + + void SetGestureState(SystemGestureState state, bool forceInvoke) + { + if (!forceInvoke && m_SystemGestureState.Value == state) + return; + + m_SystemGestureState.Value = state; + switch (state) + { + case SystemGestureState.Ended: + m_SystemGestureEnded?.Invoke(); + break; + case SystemGestureState.Started: + m_SystemGestureStarted?.Invoke(); + break; + } + } + +#if XR_HANDS_1_1_OR_NEWER + void UpdateAimFlags(MetaAimFlags value, bool forceInvoke = false) + { + var hadMenuPressed = (m_AimFlags & MetaAimFlags.MenuPressed) != 0; + m_AimFlags = value; + var hasSystemGesture = (m_AimFlags & MetaAimFlags.SystemGesture) != 0; + var hasMenuPressed = (m_AimFlags & MetaAimFlags.MenuPressed) != 0; + var hasValid = (m_AimFlags & MetaAimFlags.Valid) != 0; + var hasIndexPinching = (m_AimFlags & MetaAimFlags.IndexPinching) != 0; + + if (!hadMenuPressed && hasMenuPressed) + { + m_MenuPressed?.Invoke(); + } + + if (hasSystemGesture || hasMenuPressed) + { + SetGestureState(SystemGestureState.Started, forceInvoke); + return; + } + + if (hasValid) + { + SetGestureState(SystemGestureState.Ended, forceInvoke); + return; + } + + // We want to keep the system gesture going when the user is still index pinching + // even though the SystemGesture flag is no longer set. + if (hasIndexPinching && m_SystemGestureState.Value != SystemGestureState.Ended) + { + SetGestureState(SystemGestureState.Started, forceInvoke); + return; + } + + SetGestureState(SystemGestureState.Ended, forceInvoke); + } +#endif + + void OnAimFlagsActionPerformedOrCanceled(InputAction.CallbackContext context) + { +#if XR_HANDS_1_1_OR_NEWER + UpdateAimFlags((MetaAimFlags)context.ReadValue()); +#endif + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/MetaSystemGestureDetector.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/MetaSystemGestureDetector.cs.meta new file mode 100644 index 0000000..6a3e37b --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/MetaSystemGestureDetector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a83bc4aa48d0da648b49d0fd56690b25 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/OneEuroFilterVector3.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/OneEuroFilterVector3.cs new file mode 100644 index 0000000..2e0643c --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/OneEuroFilterVector3.cs @@ -0,0 +1,126 @@ +using UnityEngine.XR.Interaction.Toolkit.Utilities; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Provides a means to smooth jittery signals. + /// This filter is particularly effective for small and rapid movements, + /// making it useful for applications like motion tracking or gesture recognition. + /// + /// + /// The filtering process relies on two main parameters: minCutoff and beta. + /// + /// + /// minCutoff + /// primarily influences the smoothing at low speeds. + /// + /// + /// beta + /// determines the filter's responsiveness to speed changes. + /// + /// + /// + public class OneEuroFilterVector3 + { + Vector3 m_LastRawValue; + Vector3 m_LastFilteredValue; + readonly float m_MinCutoff; + readonly float m_Beta; + + /// + /// Initializes a new instance of the with specified cutoff and beta values. + /// + /// The initial raw value for the filter. + /// The minimum cutoff value for the filter. Default is 0.1f. + /// The beta value for the filter. Default is 0.02f. + /// + /// Filter parameters: + /// + /// + /// + /// + /// Controls the amount of smoothing at low speeds. A smaller value will introduce + /// more smoothing and potential lag, helping to reduce low-frequency jitter. A larger value + /// may feel more responsive but can let through more jitter. It's advised to start with a + /// value around 0.1 for masking jitter in movements of about 1 cm. + /// + /// + /// + /// + /// + /// Determines the filter's adjustment to speed changes. A smaller value provides consistent + /// smoothing, while a larger one introduces more aggressive adjustments for speed changes, offering + /// responsive filtering at high speeds. A starting value of 0.02 is recommended, but fine-tuning + /// might be necessary based on specific use cases. + /// + /// + /// + /// + /// + public OneEuroFilterVector3(Vector3 initialRawValue, float minCutoff = 0.1f, float beta = 0.02f) + { + m_LastRawValue = initialRawValue; + m_LastFilteredValue = initialRawValue; + m_MinCutoff = minCutoff; + m_Beta = beta; + } + + /// + /// Resets the initial raw value. Useful to recover from tracking loss. + /// + /// Raw value to reset filtering basis to. + public void Initialize(Vector3 initialRawValue) + { + m_LastRawValue = initialRawValue; + m_LastFilteredValue = initialRawValue; + } + + /// + /// Filters the given rawValue using the internal minCutoff and beta parameters. + /// + /// The raw value to be filtered. + /// The time since the last filter update. + /// The filtered value. + public Vector3 Filter(Vector3 rawValue, float deltaTime) + { + return Filter(rawValue, deltaTime, m_MinCutoff, m_Beta); + } + + /// + /// Filters the given rawValue using provided minCutoff and beta parameters. + /// This method computes the speed of change in the signal and dynamically adjusts the amount of smoothing + /// based on the speed and the provided minCutoff and beta values. + /// + /// The raw value to be filtered. + /// The time since the last filter update. + /// The minimum cutoff value for the filter. Influences the amount of smoothing at low speeds. + /// Determines the filter's adjustment to speed changes, influencing its responsiveness. + /// The filtered value. + public Vector3 Filter(Vector3 rawValue, float deltaTime, float minCutoff, float beta) + { + // Calculate speed as a Vector3 + Vector3 speed = (rawValue - m_LastRawValue) / deltaTime; + + // Compute cutoffs for x, y, and z + Vector3 cutoffs = new Vector3(minCutoff, minCutoff, minCutoff); + Vector3 betaValues = new Vector3(beta, beta, beta); + + // Incorporate speed into the cutoffs + Vector3 combinedCutoffs = cutoffs + Vector3.Scale(betaValues, speed); + + // Compute alpha for x, y, and z + BurstMathUtility.FastSafeDivide(Vector3.one, Vector3.one + combinedCutoffs, out Vector3 alpha); + + Vector3 rawFiltered = Vector3.Scale(alpha, rawValue); + Vector3 lastFiltered = Vector3.Scale(Vector3.one - alpha, m_LastFilteredValue); + + // Calculate the final filtered value + Vector3 filteredValue = rawFiltered + lastFiltered; + + m_LastRawValue = rawValue; + m_LastFilteredValue = filteredValue; + + return filteredValue; + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/OneEuroFilterVector3.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/OneEuroFilterVector3.cs.meta new file mode 100644 index 0000000..c5cfc42 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/OneEuroFilterVector3.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8cf24614c456bc04c9adb820d19e35c5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/PinchPointFollow.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/PinchPointFollow.cs new file mode 100644 index 0000000..6cf7b37 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/PinchPointFollow.cs @@ -0,0 +1,112 @@ +#if XR_HANDS_1_2_OR_NEWER +using Unity.XR.CoreUtils; +using Unity.XR.CoreUtils.Bindings; +using UnityEngine.XR.Hands; +using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives; +#endif + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// A class that follows the pinch point between the thumb and index finger using XR Hand Tracking. + /// It updates its position to the midpoint between the thumb and index tip while optionally adjusting its rotation + /// to look at a specified target. The rotation towards the target can also be smoothly interpolated over time. + /// + public class PinchPointFollow : MonoBehaviour + { + [SerializeField] + [Tooltip("The XR Hand Tracking Events component that will be used to subscribe to hand tracking events.")] +#if XR_HANDS_1_2_OR_NEWER + XRHandTrackingEvents m_XRHandTrackingEvents; +#else + Object m_XRHandTrackingEvents; +#endif + + [SerializeField] + [Tooltip("The transform to match the rotation of.")] + Transform m_TargetRotation; + + [SerializeField] + [Tooltip("The transform will use the XRRayInteractor endpoint position to calculate the transform rotation.")] + XRRayInteractor m_RayInteractor; + + [SerializeField] + [Tooltip("How fast to match rotation (0 means no rotation smoothing.)")] + [Range(0f, 32f)] + float m_RotationSmoothingSpeed = 12f; + +#if XR_HANDS_1_2_OR_NEWER + bool m_HasRayInteractor; + bool m_HasTargetRotationTransform; + + OneEuroFilterVector3 m_OneEuroFilterVector3; + readonly QuaternionTweenableVariable m_QuaternionTweenableVariable = new QuaternionTweenableVariable(); + readonly BindingsGroup m_BindingsGroup = new BindingsGroup(); +#endif + + /// + /// See . + /// + void OnEnable() + { +#if XR_HANDS_1_2_OR_NEWER + if (m_XRHandTrackingEvents != null) + m_XRHandTrackingEvents.jointsUpdated.AddListener(OnJointsUpdated); + + m_OneEuroFilterVector3 = new OneEuroFilterVector3(transform.localPosition); + m_HasRayInteractor = m_RayInteractor != null; + m_HasTargetRotationTransform = m_TargetRotation != null; + m_BindingsGroup.AddBinding(m_QuaternionTweenableVariable.Subscribe(newValue => transform.rotation = newValue)); +#else + Debug.LogWarning("PinchPointFollow requires XR Hands (com.unity.xr.hands) 1.2.0 or newer. Disabling component.", this); + enabled = false; +#endif + } + + /// + /// See . + /// + void OnDisable() + { +#if XR_HANDS_1_2_OR_NEWER + m_BindingsGroup.Clear(); + if (m_XRHandTrackingEvents != null) + m_XRHandTrackingEvents.jointsUpdated.RemoveListener(OnJointsUpdated); +#endif + } + +#if XR_HANDS_1_2_OR_NEWER + void OnJointsUpdated(XRHandJointsUpdatedEventArgs args) + { + var thumbTip = args.hand.GetJoint(XRHandJointID.ThumbTip); + if (!thumbTip.TryGetPose(out var thumbTipPose)) + return; + + var indexTip = args.hand.GetJoint(XRHandJointID.IndexTip); + if (!indexTip.TryGetPose(out var indexTipPose)) + return; + + var targetPos = Vector3.Lerp(thumbTipPose.position, indexTipPose.position, 0.5f); + var filteredTargetPos = m_OneEuroFilterVector3.Filter(targetPos, Time.deltaTime); + + // Hand pose data is in local space relative to the xr origin. + transform.localPosition = filteredTargetPos; + + if (m_HasTargetRotationTransform && m_HasRayInteractor) + { + // Given that the ray endpoint is in worldspace, we need to use the worldspace transform of this point to determine the target rotation. + // This allows us to keep orientation consistent when moving the xr origin for locomotion. + var targetDir = (m_RayInteractor.rayEndPoint - transform.position).normalized; + var targetRot = Quaternion.LookRotation(targetDir); + + // If there aren't any major swings in rotation, follow the target rotation. + if (Vector3.Dot(m_TargetRotation.forward, targetDir) > 0.5f) + m_QuaternionTweenableVariable.target = targetRot; + } + + var tweenTarget = m_RotationSmoothingSpeed > 0f ? m_RotationSmoothingSpeed * Time.deltaTime : 1f; + m_QuaternionTweenableVariable.HandleTween(tweenTarget); + } +#endif + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/PinchPointFollow.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/PinchPointFollow.cs.meta new file mode 100644 index 0000000..3e39de3 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/PinchPointFollow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8693657abb5062a40a80ba3cb86ef181 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/PokeGestureDetector.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/PokeGestureDetector.cs new file mode 100644 index 0000000..29e0c72 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Hands Interaction Demo/Scripts/PokeGestureDetector.cs @@ -0,0 +1,200 @@ +using System.Collections.Generic; +using UnityEngine.Events; +#if XR_HANDS_1_1_OR_NEWER +using UnityEngine.XR.Hands; +#endif + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands +{ + /// + /// Behavior that provides events for when an starts and ends a poke gesture. The gesture is + /// detected if the index finger is extended and the middle, ring, and little fingers are curled in. + /// + public class PokeGestureDetector : MonoBehaviour + { + [SerializeField] + [Tooltip("Which hand to check for the poke gesture.")] +#if XR_HANDS_1_1_OR_NEWER + Handedness m_Handedness; +#else + int m_Handedness; +#endif + + [SerializeField] + [Tooltip("Called when the hand has started a poke gesture.")] + UnityEvent m_PokeGestureStarted; + + [SerializeField] + [Tooltip("Called when the hand has ended a poke gesture.")] + UnityEvent m_PokeGestureEnded; + +#if XR_HANDS_1_1_OR_NEWER + XRHandSubsystem m_Subsystem; + bool m_IsPoking; + + static readonly List s_Subsystems = new List(); +#endif + + /// + /// See . + /// + protected void OnEnable() + { +#if XR_HANDS_1_1_OR_NEWER + SubsystemManager.GetSubsystems(s_Subsystems); + if (s_Subsystems.Count == 0) + return; + + m_Subsystem = s_Subsystems[0]; + m_Subsystem.updatedHands += OnUpdatedHands; +#else + Debug.LogError("Script requires XR Hands (com.unity.xr.hands) package. Install using Window > Package Manager or click Fix on the related issue in Edit > Project Settings > XR Plug-in Management > Project Validation.", this); +#endif + } + + /// + /// See . + /// + protected void OnDisable() + { +#if XR_HANDS_1_1_OR_NEWER + if (m_Subsystem == null) + return; + + m_Subsystem.updatedHands -= OnUpdatedHands; + m_Subsystem = null; +#endif + } + +#if XR_HANDS_1_1_OR_NEWER + void OnUpdatedHands(XRHandSubsystem subsystem, XRHandSubsystem.UpdateSuccessFlags updateSuccessFlags, XRHandSubsystem.UpdateType updateType) + { + var wasPoking = m_IsPoking; + switch (m_Handedness) + { + case Handedness.Left: + if (!HasUpdateSuccessFlag(updateSuccessFlags, XRHandSubsystem.UpdateSuccessFlags.LeftHandJoints)) + return; + + var leftHand = subsystem.leftHand; + m_IsPoking = IsIndexExtended(leftHand) && IsMiddleGrabbing(leftHand) && IsRingGrabbing(leftHand) && + IsLittleGrabbing(leftHand); + break; + case Handedness.Right: + if (!HasUpdateSuccessFlag(updateSuccessFlags, XRHandSubsystem.UpdateSuccessFlags.RightHandJoints)) + return; + + var rightHand = subsystem.rightHand; + m_IsPoking = IsIndexExtended(rightHand) && IsMiddleGrabbing(rightHand) && IsRingGrabbing(rightHand) && + IsLittleGrabbing(rightHand); + break; + } + + if (m_IsPoking && !wasPoking) + StartPokeGesture(); + else if (!m_IsPoking && wasPoking) + EndPokeGesture(); + } + + /// + /// Determines whether one or more bit fields are set in the flags. + /// Non-boxing version of HasFlag for . + /// + /// The flags enum instance. + /// The flag to check if set. + /// Returns if the bit field or bit fields are set, otherwise returns . + static bool HasUpdateSuccessFlag(XRHandSubsystem.UpdateSuccessFlags successFlags, XRHandSubsystem.UpdateSuccessFlags successFlag) + { + return (successFlags & successFlag) == successFlag; + } + + /// + /// Returns true if the given hand's index finger tip is farther from the wrist than the index intermediate joint. + /// + /// Hand to check for the required pose. + /// True if the given hand's index finger tip is farther from the wrist than the index intermediate joint, false otherwise. + static bool IsIndexExtended(XRHand hand) + { + if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) && + hand.GetJoint(XRHandJointID.IndexTip).TryGetPose(out var tipPose) && + hand.GetJoint(XRHandJointID.IndexIntermediate).TryGetPose(out var intermediatePose))) + { + return false; + } + + var wristToTip = tipPose.position - wristPose.position; + var wristToIntermediate = intermediatePose.position - wristPose.position; + return wristToTip.sqrMagnitude > wristToIntermediate.sqrMagnitude; + } + + /// + /// Returns true if the given hand's middle finger tip is closer to the wrist than the middle proximal joint. + /// + /// Hand to check for the required pose. + /// True if the given hand's middle finger tip is closer to the wrist than the middle proximal joint, false otherwise. + static bool IsMiddleGrabbing(XRHand hand) + { + if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) && + hand.GetJoint(XRHandJointID.MiddleTip).TryGetPose(out var tipPose) && + hand.GetJoint(XRHandJointID.MiddleProximal).TryGetPose(out var proximalPose))) + { + return false; + } + + var wristToTip = tipPose.position - wristPose.position; + var wristToProximal = proximalPose.position - wristPose.position; + return wristToProximal.sqrMagnitude >= wristToTip.sqrMagnitude; + } + + /// + /// Returns true if the given hand's ring finger tip is closer to the wrist than the ring proximal joint. + /// + /// Hand to check for the required pose. + /// True if the given hand's ring finger tip is closer to the wrist than the ring proximal joint, false otherwise. + static bool IsRingGrabbing(XRHand hand) + { + if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) && + hand.GetJoint(XRHandJointID.RingTip).TryGetPose(out var tipPose) && + hand.GetJoint(XRHandJointID.RingProximal).TryGetPose(out var proximalPose))) + { + return false; + } + + var wristToTip = tipPose.position - wristPose.position; + var wristToProximal = proximalPose.position - wristPose.position; + return wristToProximal.sqrMagnitude >= wristToTip.sqrMagnitude; + } + + /// + /// Returns true if the given hand's little finger tip is closer to the wrist than the little proximal joint. + /// + /// Hand to check for the required pose. + /// True if the given hand's little finger tip is closer to the wrist than the little proximal joint, false otherwise. + static bool IsLittleGrabbing(XRHand hand) + { + if (!(hand.GetJoint(XRHandJointID.Wrist).TryGetPose(out var wristPose) && + hand.GetJoint(XRHandJointID.LittleTip).TryGetPose(out var tipPose) && + hand.GetJoint(XRHandJointID.LittleProximal).TryGetPose(out var proximalPose))) + { + return false; + } + + var wristToTip = tipPose.position - wristPose.position; + var wristToProximal = proximalPose.position - wristPose.position; + return wristToProximal.sqrMagnitude >= 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/// in response to a Unity Event to update a text display to count up with each event. + /// + public class IncrementUIText : MonoBehaviour + { + [SerializeField] + [Tooltip("The Text component this behavior uses to display the incremented value.")] + Text m_Text; + + /// + /// The Text component this behavior uses to display the incremented value. + /// + public Text text + { + get => m_Text; + set => m_Text = value; + } + + int m_Count; + + /// + /// See . + /// + protected void Awake() + { + if (m_Text == null) + Debug.LogWarning("Missing required Text component reference. 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Set Interaction Layer {k_TeleportLayerIndex} to '{k_TeleportLayerName}' to prevent conflicts.", + HelpText = "Please note Interaction Layers are unique to the XR Interaction Toolkit and can be found in Edit > Project Settings > XR Plug-in Management > XR Interaction Toolkit", + FixItAutomatic = InteractionLayerSettings.Instance.IsLayerEmpty(k_TeleportLayerIndex) || IsInteractionLayerTeleport(), + Error = false, + CheckPredicate = IsInteractionLayerTeleport, + FixIt = () => + { + if (InteractionLayerSettings.Instance.IsLayerEmpty(k_TeleportLayerIndex) || DisplayTeleportDialog()) + InteractionLayerSettings.Instance.SetLayerNameAt(k_TeleportLayerIndex, k_TeleportLayerName); + else + SettingsService.OpenProjectSettings(XRInteractionToolkitSettingsProvider.k_SettingsPath); + }, + }); + } + + foreach (var buildTargetGroup in s_BuildTargetGroups) + { + BuildValidator.AddRules(buildTargetGroup, s_BuildValidationRules); + } + } + + static bool IsInteractionLayerTeleport() + { + return string.Equals(InteractionLayerSettings.Instance.GetLayerNameAt(k_TeleportLayerIndex), k_TeleportLayerName, StringComparison.OrdinalIgnoreCase); + } + + static bool DisplayTeleportDialog() + { + return EditorUtility.DisplayDialog( + "Fixing Teleport Interaction Layer", + $"Interaction Layer {k_TeleportLayerIndex} for teleportation locomotion is currently set to '{InteractionLayerSettings.Instance.GetLayerNameAt(k_TeleportLayerIndex)}' instead of '{k_TeleportLayerName}'", + "Automatically Replace", + "Cancel"); + } + } +} \ No newline at end of file diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Editor/Scripts/StarterAssetsSampleProjectValidation.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Editor/Scripts/StarterAssetsSampleProjectValidation.cs.meta new file mode 100644 index 0000000..7b623ff --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Editor/Scripts/StarterAssetsSampleProjectValidation.cs.meta @@ -0,0 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+fileFormatVersion: 2 +guid: 31bb803a87bc16a4f8153da2e9086604 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ActionBasedControllerManager.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ActionBasedControllerManager.cs new file mode 100644 index 0000000..5565c68 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ActionBasedControllerManager.cs @@ -0,0 +1,464 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine.Events; +using UnityEngine.InputSystem; +using UnityEngine.XR.Interaction.Toolkit.UI; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets +{ + /// + /// Use this class to mediate the controllers and their associated interactors and input actions under different interaction states. + /// + [AddComponentMenu("XR/Action Based Controller Manager")] + [DefaultExecutionOrder(k_UpdateOrder)] + public class ActionBasedControllerManager : MonoBehaviour + { + /// + /// Order when instances of type are updated. + /// + /// + /// Executes before controller components to ensure input processors can be attached + /// to input actions and/or bindings before the controller component reads the current + /// values of the input actions. + /// + public const int k_UpdateOrder = XRInteractionUpdateOrder.k_Controllers - 1; + + [Space] + [Header("Interactors")] + + [SerializeField] + [Tooltip("The GameObject containing the interaction group used for direct and distant manipulation.")] + XRInteractionGroup m_ManipulationInteractionGroup; + + [SerializeField] + [Tooltip("The GameObject containing the interactor used for direct manipulation.")] + XRDirectInteractor m_DirectInteractor; + + [SerializeField] + [Tooltip("The GameObject containing the interactor used for distant/ray manipulation.")] + XRRayInteractor m_RayInteractor; + + [SerializeField] + [Tooltip("The GameObject containing the interactor used for teleportation.")] + XRRayInteractor m_TeleportInteractor; + + [Space] + [Header("Controller Actions")] + + [SerializeField] + [Tooltip("The reference to the action to start the teleport aiming mode for this controller.")] + InputActionReference m_TeleportModeActivate; + + [SerializeField] + [Tooltip("The reference to the action to cancel the teleport aiming mode for this controller.")] + InputActionReference m_TeleportModeCancel; + + [SerializeField] + [Tooltip("The reference to the action of continuous turning the XR Origin with this controller.")] + InputActionReference m_Turn; + + [SerializeField] + [Tooltip("The reference to the action of snap turning the XR Origin with this controller.")] + InputActionReference m_SnapTurn; + + [SerializeField] + [Tooltip("The reference to the action of moving the XR Origin with this controller.")] + InputActionReference m_Move; + + [SerializeField] + [Tooltip("The reference to the action of scrolling UI with this controller.")] + InputActionReference m_UIScroll; + + [Space] + [Header("Locomotion Settings")] + + [SerializeField] + [Tooltip("If true, continuous movement will be enabled. If false, teleport will enabled.")] + bool m_SmoothMotionEnabled; + + [SerializeField] + [Tooltip("If true, continuous turn will be enabled. If false, snap turn will be enabled. Note: If smooth motion is enabled and enable strafe is enabled on the continuous move provider, turn will be overriden in favor of strafe.")] + bool m_SmoothTurnEnabled; + + [Space] + [Header("UI Settings")] + + [SerializeField] + [Tooltip("If true, UI scrolling will be enabled.")] + bool m_UIScrollingEnabled; + + [Space] + [Header("Mediation Events")] + [SerializeField] + [Tooltip("Event fired when the active ray interactor changes between interaction and teleport.")] + UnityEvent m_RayInteractorChanged; + + public bool smoothMotionEnabled + { + get => m_SmoothMotionEnabled; + set + { + m_SmoothMotionEnabled = value; + UpdateLocomotionActions(); + } + } + + public bool smoothTurnEnabled + { + get => m_SmoothTurnEnabled; + set + { + m_SmoothTurnEnabled = value; + UpdateLocomotionActions(); + } + } + + public bool uiScrollingEnabled + { + get => m_UIScrollingEnabled; + set + { + m_UIScrollingEnabled = value; + UpdateUIActions(); + } + } + + bool m_PostponedDeactivateTeleport; + bool m_UIScrollModeActive = false; + + const int k_InteractorNotInGroup = -1; + + IEnumerator m_AfterInteractionEventsRoutine; + HashSet m_LocomotionUsers = new HashSet(); + + /// + /// Temporary scratch list to populate with the group members of the interaction group. + /// + static readonly List s_GroupMembers = new List(); + + // For our input mediation, we are enforcing a few rules between direct, ray, and teleportation interaction: + // 1. If the Teleportation Ray is engaged, the Ray interactor is disabled + // 2. The interaction group ensures that the Direct and Ray interactors cannot interact at the same time, with the Direct interactor taking priority + // 3. If the Ray interactor is selecting, all locomotion controls are disabled (teleport ray, move, and turn controls) to prevent input collision + void SetupInteractorEvents() + { + if (m_RayInteractor != null) + { + m_RayInteractor.selectEntered.AddListener(OnRaySelectEntered); + m_RayInteractor.selectExited.AddListener(OnRaySelectExited); + m_RayInteractor.uiHoverEntered.AddListener(OnUIHoverEntered); + m_RayInteractor.uiHoverExited.AddListener(OnUIHoverExited); + } + + var teleportModeActivateAction = GetInputAction(m_TeleportModeActivate); + if (teleportModeActivateAction != null) + { + teleportModeActivateAction.performed += OnStartTeleport; + teleportModeActivateAction.performed += OnStartLocomotion; + teleportModeActivateAction.canceled += OnCancelTeleport; + teleportModeActivateAction.canceled += OnStopLocomotion; + } + + var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel); + if (teleportModeCancelAction != null) + { + teleportModeCancelAction.performed += OnCancelTeleport; + teleportModeActivateAction.canceled += OnStopLocomotion; + } + + var moveAction = GetInputAction(m_Move); + if (moveAction != null) + { + moveAction.performed += OnStartLocomotion; + moveAction.canceled += OnStopLocomotion; + } + + var turnAction = GetInputAction(m_Turn); + if (turnAction != null) + { + turnAction.performed += OnStartLocomotion; + turnAction.canceled += OnStopLocomotion; + } + } + + void TeardownInteractorEvents() + { + if (m_RayInteractor != null) + { + m_RayInteractor.selectEntered.RemoveListener(OnRaySelectEntered); + m_RayInteractor.selectExited.RemoveListener(OnRaySelectExited); + } + + var teleportModeActivateAction = GetInputAction(m_TeleportModeActivate); + if (teleportModeActivateAction != null) + { + teleportModeActivateAction.performed -= OnStartTeleport; + teleportModeActivateAction.performed -= OnStartLocomotion; + teleportModeActivateAction.canceled -= OnCancelTeleport; + teleportModeActivateAction.canceled -= OnStopLocomotion; + } + + var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel); + if (teleportModeCancelAction != null) + { + teleportModeCancelAction.performed -= OnCancelTeleport; + teleportModeCancelAction.performed -= OnStopLocomotion; + } + + var moveAction = GetInputAction(m_Move); + if (moveAction != null) + { + moveAction.performed -= OnStartLocomotion; + moveAction.canceled -= OnStopLocomotion; + } + + var turnAction = GetInputAction(m_Turn); + if (turnAction != null) + { + turnAction.performed -= OnStartLocomotion; + turnAction.canceled -= OnStopLocomotion; + } + } + + void OnStartTeleport(InputAction.CallbackContext context) + { + m_PostponedDeactivateTeleport = false; + + if (m_TeleportInteractor != null) + m_TeleportInteractor.gameObject.SetActive(true); + + if (m_RayInteractor != null) + m_RayInteractor.gameObject.SetActive(false); + + m_RayInteractorChanged?.Invoke(m_TeleportInteractor); + } + + void OnCancelTeleport(InputAction.CallbackContext context) + { + // Do not deactivate the teleport interactor in this callback. + // We delay turning off the teleport interactor in this callback so that + // the teleport interactor has a chance to complete the teleport if needed. + // OnAfterInteractionEvents will handle deactivating its GameObject. + m_PostponedDeactivateTeleport = true; + + if (m_RayInteractor != null) + m_RayInteractor.gameObject.SetActive(true); + + m_RayInteractorChanged?.Invoke(m_RayInteractor); + + } + + void OnStartLocomotion(InputAction.CallbackContext context) + { + if (!context.started) + return; + + m_LocomotionUsers.Add(context.action); + } + + void OnStopLocomotion(InputAction.CallbackContext context) + { + m_LocomotionUsers.Remove(context.action); + + if (m_LocomotionUsers.Count == 0 && m_UIScrollModeActive) + { + DisableLocomotionActions(); + } + } + + void OnRaySelectEntered(SelectEnterEventArgs args) + { + // Disable locomotion and turn actions + DisableLocomotionActions(); + } + + void OnRaySelectExited(SelectExitEventArgs args) + { + // Re-enable the locomotion and turn actions + UpdateLocomotionActions(); + } + + void OnUIHoverEntered(UIHoverEventArgs args) + { + m_UIScrollModeActive = args.deviceModel.isScrollable && m_UIScrollingEnabled; + if (!m_UIScrollModeActive) + return; + + // If locomotion is occurring, wait + if (m_LocomotionUsers.Count == 0) + { + // Disable locomotion and turn actions + DisableLocomotionActions(); + } + } + + void OnUIHoverExited(UIHoverEventArgs args) + { + m_UIScrollModeActive = false; + + // Re-enable the locomotion and turn actions + UpdateLocomotionActions(); + } + + protected void Awake() + { + m_AfterInteractionEventsRoutine = OnAfterInteractionEvents(); + } + + protected void OnEnable() + { + if (m_TeleportInteractor != null) + m_TeleportInteractor.gameObject.SetActive(false); + + SetupInteractorEvents(); + + // Start the coroutine that executes code after the Update phase (during yield null). + // Since this behavior has an execution order that runs before the XRInteractionManager, + // we use the coroutine to run after the selection events + StartCoroutine(m_AfterInteractionEventsRoutine); + } + + protected void OnDisable() + { + TeardownInteractorEvents(); + + StopCoroutine(m_AfterInteractionEventsRoutine); + } + + protected void Start() + { + // Ensure the enabled state of locomotion and turn actions are properly set up. + // Called in Start so it is done after the InputActionManager enables all input actions earlier in OnEnable. + UpdateLocomotionActions(); + UpdateUIActions(); + + if (m_ManipulationInteractionGroup == null) + { + Debug.LogError("Missing required Manipulation Interaction Group reference. Use the Inspector window to assign the XR Interaction Group component reference.", this); + return; + } + + // Ensure interactors are properly set up in the interaction group by adding + // them if necessary and ordering Direct before Ray interactor. + var directInteractorIndex = k_InteractorNotInGroup; + var rayInteractorIndex = k_InteractorNotInGroup; + m_ManipulationInteractionGroup.GetGroupMembers(s_GroupMembers); + for (var i = 0; i < s_GroupMembers.Count; ++i) + { + var groupMember = s_GroupMembers[i]; + if (ReferenceEquals(groupMember, m_DirectInteractor)) + directInteractorIndex = i; + else if (ReferenceEquals(groupMember, m_RayInteractor)) + rayInteractorIndex = i; + } + + if (directInteractorIndex == k_InteractorNotInGroup) + { + // Must add Direct interactor to group, and make sure it is ordered before the Ray interactor + if (rayInteractorIndex == k_InteractorNotInGroup) + { + // Must add Ray interactor to group + if (m_DirectInteractor != null) + m_ManipulationInteractionGroup.AddGroupMember(m_DirectInteractor); + + if (m_RayInteractor != null) + m_ManipulationInteractionGroup.AddGroupMember(m_RayInteractor); + } + else if (m_DirectInteractor != null) + { + m_ManipulationInteractionGroup.MoveGroupMemberTo(m_DirectInteractor, rayInteractorIndex); + } + } + else + { + if (rayInteractorIndex == k_InteractorNotInGroup) + { + // Must add Ray interactor to group + if (m_RayInteractor != null) + m_ManipulationInteractionGroup.AddGroupMember(m_RayInteractor); + } + else + { + // Must make sure Direct interactor is ordered before the Ray interactor + if (rayInteractorIndex < directInteractorIndex) + { + m_ManipulationInteractionGroup.MoveGroupMemberTo(m_DirectInteractor, rayInteractorIndex); + } + } + } + } + + IEnumerator OnAfterInteractionEvents() + { + while (true) + { + // Yield so this coroutine is resumed after the teleport interactor + // has a chance to process its select interaction event during Update. + yield return null; + + if (m_PostponedDeactivateTeleport) + { + if (m_TeleportInteractor != null) + m_TeleportInteractor.gameObject.SetActive(false); + + m_PostponedDeactivateTeleport = false; + } + } + } + + void UpdateLocomotionActions() + { + // Disable/enable Teleport and Turn when Move is enabled/disabled. + SetEnabled(m_Move, m_SmoothMotionEnabled); + SetEnabled(m_TeleportModeActivate, !m_SmoothMotionEnabled); + SetEnabled(m_TeleportModeCancel, !m_SmoothMotionEnabled); + + // Disable ability to turn when using continuous movement + SetEnabled(m_Turn, !m_SmoothMotionEnabled && m_SmoothTurnEnabled); + SetEnabled(m_SnapTurn, !m_SmoothMotionEnabled && !m_SmoothTurnEnabled); + } + + void DisableLocomotionActions() + { + DisableAction(m_Move); + DisableAction(m_TeleportModeActivate); + DisableAction(m_TeleportModeCancel); + DisableAction(m_Turn); + DisableAction(m_SnapTurn); + } + + void UpdateUIActions() + { + SetEnabled(m_UIScroll, m_UIScrollingEnabled); + } + + static void SetEnabled(InputActionReference actionReference, bool enabled) + { + if (enabled) + EnableAction(actionReference); + else + DisableAction(actionReference); + } + + static void EnableAction(InputActionReference actionReference) + { + var action = GetInputAction(actionReference); + if (action != null && !action.enabled) + action.Enable(); + } + + static void DisableAction(InputActionReference actionReference) + { + var action = GetInputAction(actionReference); + if (action != null && action.enabled) + action.Disable(); + } + + static InputAction GetInputAction(InputActionReference actionReference) + { +#pragma warning disable IDE0031 // Use null propagation -- Do not use for UnityEngine.Object types + return actionReference != null ? actionReference.action : null; +#pragma warning restore IDE0031 + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ActionBasedControllerManager.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ActionBasedControllerManager.cs.meta new file mode 100644 index 0000000..5962c5e --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ActionBasedControllerManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f9ac216f0eb04754b1d938aac6380b31 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DestroySelf.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DestroySelf.cs new file mode 100644 index 0000000..93e5393 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DestroySelf.cs @@ -0,0 +1,29 @@ +namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets +{ + /// + /// Destroys the GameObject it is attached to after a specified amount of time. + /// + public class DestroySelf : MonoBehaviour + { + [SerializeField] + [Tooltip("The amount of time, in seconds, to wait after Start before destroying the GameObject.")] + float m_Lifetime = 0.25f; + + /// + /// The amount of time, in seconds, to wait after Start before destroying the GameObject. + /// + public float lifetime + { + get => m_Lifetime; + set => m_Lifetime = value; + } + + /// + /// See . + /// + void Start() + { + Destroy(gameObject, m_Lifetime); + } + } +} \ No newline at end of file diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DestroySelf.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DestroySelf.cs.meta new file mode 100644 index 0000000..bf7bf1f --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DestroySelf.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 717c12e2a4cfe764ab2580b1135e10fd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DynamicMoveProvider.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DynamicMoveProvider.cs new file mode 100644 index 0000000..e5ec63e --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DynamicMoveProvider.cs @@ -0,0 +1,189 @@ +using Unity.XR.CoreUtils; +using UnityEngine.Assertions; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets +{ + /// + /// A version of action-based continuous movement that automatically controls the frame of reference that + /// determines the forward direction of movement based on user preference for each hand. + /// For example, can configure to use head relative movement for the left hand and controller relative movement for the right hand. + /// + public class DynamicMoveProvider : ActionBasedContinuousMoveProvider + { + /// + /// Defines which transform the XR Origin's movement direction is relative to. + /// + /// + /// + public enum MovementDirection + { + /// + /// Use the forward direction of the head (camera) as the forward direction of the XR Origin's movement. + /// + HeadRelative, + + /// + /// Use the forward direction of the hand (controller) as the forward direction of the XR Origin's movement. + /// + HandRelative, + } + + [Space, Header("Movement Direction")] + [SerializeField] + [Tooltip("Directs the XR Origin's movement when using the head-relative mode. If not set, will automatically find and use the XR Origin Camera.")] + Transform m_HeadTransform; + + /// + /// Directs the XR Origin's movement when using the head-relative mode. If not set, will automatically find and use the XR Origin Camera. + /// + public Transform headTransform + { + get => m_HeadTransform; + set => m_HeadTransform = value; + } + + [SerializeField] + [Tooltip("Directs the XR Origin's movement when using the hand-relative mode with the left hand.")] + Transform m_LeftControllerTransform; + + /// + /// Directs the XR Origin's movement when using the hand-relative mode with the left hand. + /// + public Transform leftControllerTransform + { + get => m_LeftControllerTransform; + set => m_LeftControllerTransform = value; + } + + [SerializeField] + [Tooltip("Directs the XR Origin's movement when using the hand-relative mode with the right hand.")] + Transform m_RightControllerTransform; + + public Transform rightControllerTransform + { + get => m_RightControllerTransform; + set => m_RightControllerTransform = value; + } + + [SerializeField] + [Tooltip("Whether to use the specified head transform or left controller transform to direct the XR Origin's movement for the left hand.")] + MovementDirection m_LeftHandMovementDirection; + + /// + /// Whether to use the specified head transform or controller transform to direct the XR Origin's movement for the left hand. + /// + /// + public MovementDirection leftHandMovementDirection + { + get => m_LeftHandMovementDirection; + set => m_LeftHandMovementDirection = value; + } + + [SerializeField] + [Tooltip("Whether to use the specified head transform or right controller transform to direct the XR Origin's movement for the right hand.")] + MovementDirection m_RightHandMovementDirection; + + /// + /// Whether to use the specified head transform or controller transform to direct the XR Origin's movement for the right hand. + /// + /// + public MovementDirection rightHandMovementDirection + { + get => m_RightHandMovementDirection; + set => m_RightHandMovementDirection = value; + } + + Transform m_CombinedTransform; + Pose m_LeftMovementPose = Pose.identity; + Pose m_RightMovementPose = Pose.identity; + + /// + protected override void Awake() + { + base.Awake(); + + m_CombinedTransform = new GameObject("[Dynamic Move Provider] Combined Forward Source").transform; + m_CombinedTransform.SetParent(transform, false); + m_CombinedTransform.localPosition = Vector3.zero; + m_CombinedTransform.localRotation = Quaternion.identity; + + forwardSource = m_CombinedTransform; + } + + /// + protected override Vector3 ComputeDesiredMove(Vector2 input) + { + // Don't need to do anything if the total input is zero. + // This is the same check as the base method. + if (input == Vector2.zero) + return Vector3.zero; + + // Initialize the Head Transform if necessary, getting the Camera from XR Origin + if (m_HeadTransform == null) + { + var xrOrigin = system.xrOrigin; + if (xrOrigin != null) + { + var xrCamera = xrOrigin.Camera; + if (xrCamera != null) + m_HeadTransform = xrCamera.transform; + } + } + + // Get the forward source for the left hand input + switch (m_LeftHandMovementDirection) + { + case MovementDirection.HeadRelative: + if (m_HeadTransform != null) + m_LeftMovementPose = m_HeadTransform.GetWorldPose(); + + break; + + case MovementDirection.HandRelative: + if (m_LeftControllerTransform != null) + m_LeftMovementPose = m_LeftControllerTransform.GetWorldPose(); + + break; + + default: + Assert.IsTrue(false, $"Unhandled {nameof(MovementDirection)}={m_LeftHandMovementDirection}"); + break; + } + + // Get the forward source for the right hand input + switch (m_RightHandMovementDirection) + { + case MovementDirection.HeadRelative: + if (m_HeadTransform != null) + m_RightMovementPose = m_HeadTransform.GetWorldPose(); + + break; + + case MovementDirection.HandRelative: + if (m_RightControllerTransform != null) + m_RightMovementPose = m_RightControllerTransform.GetWorldPose(); + + break; + + default: + Assert.IsTrue(false, $"Unhandled {nameof(MovementDirection)}={m_RightHandMovementDirection}"); + break; + } + + // Combine the two poses into the forward source based on the magnitude of input + var leftHandValue = leftHandMoveAction.action?.ReadValue() ?? Vector2.zero; + var rightHandValue = rightHandMoveAction.action?.ReadValue() ?? Vector2.zero; + + var totalSqrMagnitude = leftHandValue.sqrMagnitude + rightHandValue.sqrMagnitude; + var leftHandBlend = 0.5f; + if (totalSqrMagnitude > Mathf.Epsilon) + leftHandBlend = leftHandValue.sqrMagnitude / totalSqrMagnitude; + + var combinedPosition = Vector3.Lerp(m_RightMovementPose.position, m_LeftMovementPose.position, leftHandBlend); + var combinedRotation = Quaternion.Slerp(m_RightMovementPose.rotation, m_LeftMovementPose.rotation, leftHandBlend); + m_CombinedTransform.SetPositionAndRotation(combinedPosition, combinedRotation); + + return base.ComputeDesiredMove(input); + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DynamicMoveProvider.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DynamicMoveProvider.cs.meta new file mode 100644 index 0000000..561fce4 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/DynamicMoveProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b1e8c997df241c1a67045eeac79b41b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/GazeInputManager.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/GazeInputManager.cs new file mode 100644 index 0000000..43195de --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/GazeInputManager.cs @@ -0,0 +1,95 @@ +using System.Collections.Generic; +using UnityEngine.InputSystem; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets +{ + /// + /// Manages input fallback for when eye tracking is not available. + /// + public class GazeInputManager : MonoBehaviour + { + // This is the name of the layout that is registered by EyeGazeInteraction in the OpenXR Plugin package + const string k_EyeGazeLayoutName = "EyeGaze"; + + [SerializeField] + [Tooltip("Enable fallback to head tracking if eye tracking is unavailable.")] + bool m_FallbackIfEyeTrackingUnavailable = true; + + /// + /// Enable fallback to head tracking if eye tracking is unavailable. + /// + public bool fallbackIfEyeTrackingUnavailable + { + get => m_FallbackIfEyeTrackingUnavailable; + set => m_FallbackIfEyeTrackingUnavailable = value; + } + + + bool m_EyeTrackingDeviceFound; + + /// + /// See . + /// + protected void Awake() + { + // Check if we have eye tracking support + var inputDeviceList = new List(); + InputDevices.GetDevicesWithCharacteristics(InputDeviceCharacteristics.EyeTracking, inputDeviceList); + if (inputDeviceList.Count > 0) + { + Debug.Log("Eye tracking device found!", this); + m_EyeTrackingDeviceFound = true; + return; + } + + foreach (var device in InputSystem.InputSystem.devices) + { + if (device.layout == k_EyeGazeLayoutName) + { + Debug.Log("Eye gaze device found!", this); + m_EyeTrackingDeviceFound = true; + return; + } + } + + Debug.LogWarning($"Could not find a device that supports eye tracking on Awake. {this} has subscribed to device connected events and will activate the GameObject when an eye tracking device is connected.", this); + + InputDevices.deviceConnected += OnDeviceConnected; + InputSystem.InputSystem.onDeviceChange += OnDeviceChange; + + gameObject.SetActive(m_FallbackIfEyeTrackingUnavailable); + } + + /// + /// See . + /// + protected void OnDestroy() + { + InputDevices.deviceConnected -= OnDeviceConnected; + InputSystem.InputSystem.onDeviceChange -= OnDeviceChange; + } + + void OnDeviceConnected(InputDevice inputDevice) + { + if (m_EyeTrackingDeviceFound || !inputDevice.characteristics.HasFlag(InputDeviceCharacteristics.EyeTracking)) + return; + + Debug.Log("Eye tracking device found!", this); + m_EyeTrackingDeviceFound = true; + gameObject.SetActive(true); + } + + void OnDeviceChange(InputSystem.InputDevice device, InputDeviceChange change) + { + if (m_EyeTrackingDeviceFound || change != InputDeviceChange.Added) + return; + + if (device.layout == k_EyeGazeLayoutName) + { + Debug.Log("Eye gaze device found!", this); + m_EyeTrackingDeviceFound = true; + gameObject.SetActive(true); + } + } + } +} diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/GazeInputManager.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/GazeInputManager.cs.meta new file mode 100644 index 0000000..f971bb7 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/GazeInputManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6ef0e4723b64c884699a375196c13ac0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ObjectSpawner.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ObjectSpawner.cs new file mode 100644 index 0000000..485e34a --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ObjectSpawner.cs @@ -0,0 +1,237 @@ +using System; +using System.Collections.Generic; +using UnityEngine.XR.Interaction.Toolkit.Utilities; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets +{ + /// + /// Behavior with an API for spawning objects from a given set of prefabs. + /// + public class ObjectSpawner : MonoBehaviour + { + [SerializeField] + [Tooltip("The camera that objects will face when spawned. If not set, defaults to the main camera.")] + Camera m_CameraToFace; + + /// + /// The camera that objects will face when spawned. If not set, defaults to the camera. + /// + public Camera cameraToFace + { + get + { + EnsureFacingCamera(); + return m_CameraToFace; + } + set => m_CameraToFace = value; + } + + [SerializeField] + [Tooltip("The list of prefabs available to spawn.")] + List m_ObjectPrefabs = new List(); + + /// + /// The list of prefabs available to spawn. + /// + public List objectPrefabs + { + get => m_ObjectPrefabs; + set => m_ObjectPrefabs = value; + } + + [SerializeField] + [Tooltip("Optional prefab to spawn for each spawned object. Use a prefab with the Destroy Self component to make " + + "sure the visualization only lives temporarily.")] + GameObject m_SpawnVisualizationPrefab; + + /// + /// Optional prefab to spawn for each spawned object. + /// + /// Use a prefab with to make sure the visualization only lives temporarily. + public GameObject spawnVisualizationPrefab + { + get => m_SpawnVisualizationPrefab; + set => m_SpawnVisualizationPrefab = value; + } + + [SerializeField] + [Tooltip("The index of the prefab to spawn. If outside the range of the list, this behavior will select " + + "a random object each time it spawns.")] + int m_SpawnOptionIndex = -1; + + /// + /// The index of the prefab to spawn. If outside the range of , this behavior will + /// select a random object each time it spawns. + /// + /// + public int spawnOptionIndex + { + get => m_SpawnOptionIndex; + set => m_SpawnOptionIndex = value; + } + + /// + /// Whether this behavior will select a random object from each time it spawns. + /// + /// + /// + public bool isSpawnOptionRandomized => m_SpawnOptionIndex < 0 || m_SpawnOptionIndex >= m_ObjectPrefabs.Count; + + [SerializeField] + [Tooltip("Whether to only spawn an object if the spawn point is within view of the camera.")] + bool m_OnlySpawnInView = true; + + /// + /// Whether to only spawn an object if the spawn point is within view of the . + /// + public bool onlySpawnInView + { + get => m_OnlySpawnInView; + set => m_OnlySpawnInView = value; + } + + [SerializeField] + [Tooltip("The size, in viewport units, of the periphery inside the viewport that will not be considered in view.")] + float m_ViewportPeriphery = 0.15f; + + /// + /// The size, in viewport units, of the periphery inside the viewport that will not be considered in view. + /// + public float viewportPeriphery + { + get => m_ViewportPeriphery; + set => m_ViewportPeriphery = value; + } + + [SerializeField] + [Tooltip("When enabled, the object will be rotated about the y-axis when spawned by Spawn Angle Range, " + + "in relation to the direction of the spawn point to the camera.")] + bool m_ApplyRandomAngleAtSpawn = true; + + /// + /// When enabled, the object will be rotated about the y-axis when spawned by + /// in relation to the direction of the spawn point to the camera. + /// + public bool applyRandomAngleAtSpawn + { + get => m_ApplyRandomAngleAtSpawn; + set => m_ApplyRandomAngleAtSpawn = value; + } + + [SerializeField] + [Tooltip("The range in degrees that the object will randomly be rotated about the y axis when spawned, " + + "in relation to the direction of the spawn point to the camera.")] + float m_SpawnAngleRange = 45f; + + /// + /// The range in degrees that the object will randomly be rotated about the y axis when spawned, in relation + /// to the direction of the spawn point to the camera. + /// + public float spawnAngleRange + { + get => m_SpawnAngleRange; + set => m_SpawnAngleRange = value; + } + + [SerializeField] + [Tooltip("Whether to spawn each object as a child of this object.")] + bool m_SpawnAsChildren; + + /// + /// Whether to spawn each object as a child of this object. + /// + public bool spawnAsChildren + { + get => m_SpawnAsChildren; + set => m_SpawnAsChildren = value; + } + + /// + /// Event invoked after an object is spawned. + /// + /// + public event Action objectSpawned; + + /// + /// See . + /// + void Awake() + { + EnsureFacingCamera(); + } + + void EnsureFacingCamera() + { + if (m_CameraToFace == null) + m_CameraToFace = Camera.main; + } + + /// + /// Sets this behavior to select a random object from each time it spawns. + /// + /// + /// + public void RandomizeSpawnOption() + { + m_SpawnOptionIndex = -1; + } + + /// + /// Attempts to spawn an object from at the given position. The object will have a + /// yaw rotation that faces , plus or minus a random angle within . + /// + /// The world space position at which to spawn the object. + /// The world space normal of the spawn surface. + /// Returns if the spawner successfully spawned an object. Otherwise returns + /// , for instance if the spawn point is out of view of the camera. + /// + /// The object selected to spawn is based on . If the index is outside + /// the range of , this method will select a random prefab from the list to spawn. + /// Otherwise, it will spawn the prefab at the index. + /// + /// + public bool TrySpawnObject(Vector3 spawnPoint, Vector3 spawnNormal) + { + if (m_OnlySpawnInView) + { + var inViewMin = m_ViewportPeriphery; + var inViewMax = 1f - m_ViewportPeriphery; + var pointInViewportSpace = cameraToFace.WorldToViewportPoint(spawnPoint); + if (pointInViewportSpace.z < 0f || pointInViewportSpace.x > inViewMax || pointInViewportSpace.x < inViewMin || + pointInViewportSpace.y > inViewMax || pointInViewportSpace.y < inViewMin) + { + return false; + } + } + + var objectIndex = isSpawnOptionRandomized ? Random.Range(0, m_ObjectPrefabs.Count) : m_SpawnOptionIndex; + var newObject = Instantiate(m_ObjectPrefabs[objectIndex]); + if (m_SpawnAsChildren) + newObject.transform.parent = transform; + + newObject.transform.position = spawnPoint; + EnsureFacingCamera(); + + var facePosition = m_CameraToFace.transform.position; + var forward = facePosition - spawnPoint; + BurstMathUtility.ProjectOnPlane(forward, spawnNormal, out var projectedForward); + newObject.transform.rotation = Quaternion.LookRotation(projectedForward, spawnNormal); + + if (m_ApplyRandomAngleAtSpawn) + { + var randomRotation = Random.Range(-m_SpawnAngleRange, m_SpawnAngleRange); + newObject.transform.Rotate(Vector3.up, randomRotation); + } + + if (m_SpawnVisualizationPrefab != null) + { + var visualizationTrans = Instantiate(m_SpawnVisualizationPrefab).transform; + visualizationTrans.position = spawnPoint; + visualizationTrans.rotation = newObject.transform.rotation; + } + + objectSpawned?.Invoke(newObject); + return true; + } + } +} \ No newline at end of file diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ObjectSpawner.cs.meta b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ObjectSpawner.cs.meta new file mode 100644 index 0000000..70f0008 --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/ObjectSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 956dd6cf70eaca449a45b6a95b96c8c1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/XRPokeFollowAffordance.cs b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/XRPokeFollowAffordance.cs new file mode 100644 index 0000000..eb735ac --- /dev/null +++ b/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/Scripts/XRPokeFollowAffordance.cs @@ -0,0 +1,206 @@ +using Unity.Mathematics; +using Unity.XR.CoreUtils.Bindings; +using UnityEngine.XR.Interaction.Toolkit.AffordanceSystem.State; +using UnityEngine.XR.Interaction.Toolkit.Filtering; +using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets +{ + /// + /// Follow animation affordance for , such as . + /// Used to animate a pressed transform, such as a button to follow the poke position. + /// + [AddComponentMenu("XR/XR Poke Follow Affordance", 22)] + public class XRPokeFollowAffordance : MonoBehaviour + { + [SerializeField] + [Tooltip("Transform that will move in the poke direction when this or a parent GameObject is poked." + + "\nNote: Should be a direct child GameObject.")] + Transform m_PokeFollowTransform; + + /// + /// Transform that will animate along the axis of interaction when this interactable is poked. + /// Note: Must be a direct child GameObject as it moves in local space relative to the poke target's transform. + /// + public Transform pokeFollowTransform + { + get => m_PokeFollowTransform; + set => m_PokeFollowTransform = value; + } + + [SerializeField] + [Range(0f, 20f)] + [Tooltip("Multiplies transform position interpolation as a factor of Time.deltaTime. If 0, no smoothing will be applied.")] + float m_SmoothingSpeed = 16f; + + /// + /// Multiplies transform position interpolation as a factor of . If 0, no smoothing will be applied. + /// + public float smoothingSpeed + { + get => m_SmoothingSpeed; + set => m_SmoothingSpeed = value; + } + + [SerializeField] + [Tooltip("When this component is no longer the target of the poke, the Poke Follow Transform returns to the original position.")] + bool m_ReturnToInitialPosition = true; + + /// + /// When this component is no longer the target of the poke, the returns to the original position. + /// + public bool returnToInitialPosition + { + get => m_ReturnToInitialPosition; + set => m_ReturnToInitialPosition = value; + } + + [SerializeField] + [Tooltip("Whether to apply the follow animation if the target of the poke is a child of this transform. " + + "This is useful for UI objects that may have child graphics.")] + bool m_ApplyIfChildIsTarget = true; + + /// + /// Whether to apply the follow animation if the target of the poke is a child of this transform. + /// This is useful for UI objects that may have child graphics. + /// + public bool applyIfChildIsTarget + { + get => m_ApplyIfChildIsTarget; + set => m_ApplyIfChildIsTarget = value; + } + + [SerializeField] + [Tooltip("Whether to keep the Poke Follow Transform from moving past a maximum distance from the poke target.")] + bool m_ClampToMaxDistance; + + /// + /// Whether to keep the from moving past from the poke target. + /// + public bool clampToMaxDistance + { + get => m_ClampToMaxDistance; + set => m_ClampToMaxDistance = value; + } + + [SerializeField] + [Tooltip("The maximum distance from this transform that the Poke Follow Transform can move.")] + float m_MaxDistance; + + /// + /// The maximum distance from this transform that the can move when + /// is . + /// + public float maxDistance + { + get => m_MaxDistance; + set => m_MaxDistance = value; + } + + /// + /// The original position of this interactable before any pushes have been applied. + /// + public Vector3 initialPosition + { + get => m_InitialPosition; + set => m_InitialPosition = value; + } + + IPokeStateDataProvider m_PokeDataProvider; + IMultiPokeStateDataProvider m_MultiPokeStateDataProvider; + + readonly Vector3TweenableVariable m_TransformTweenableVariable = new Vector3TweenableVariable(); + readonly BindingsGroup m_BindingsGroup = new BindingsGroup(); + Vector3 m_InitialPosition; + bool m_IsFirstFrame; + + /// + /// See . + /// + protected void Awake() + { + m_MultiPokeStateDataProvider = GetComponentInParent(); + if(m_MultiPokeStateDataProvider == null) + m_PokeDataProvider = GetComponentInParent(); + } + + /// + /// See . + /// + protected void Start() + { + if (m_PokeFollowTransform != null) + { + m_InitialPosition = m_PokeFollowTransform.localPosition; + m_BindingsGroup.AddBinding(m_TransformTweenableVariable.Subscribe(OnTransformTweenableVariableUpdated)); + + if(m_MultiPokeStateDataProvider != null) + m_BindingsGroup.AddBinding(m_MultiPokeStateDataProvider.GetPokeStateDataForTarget(transform).Subscribe(OnPokeStateDataUpdated)); + else if(m_PokeDataProvider != null) + m_BindingsGroup.AddBinding(m_PokeDataProvider.pokeStateData.SubscribeAndUpdate(OnPokeStateDataUpdated)); + } + else + { + enabled = false; + Debug.LogWarning($"Missing Poke Follow Transform assignment on {this}. Disabling component.", this); + } + } + + /// + /// See . + /// + protected void OnDestroy() + { + m_BindingsGroup.Clear(); + m_TransformTweenableVariable?.Dispose(); + } + + /// + /// See . + /// + protected void LateUpdate() + { + if (m_IsFirstFrame) + { + m_TransformTweenableVariable.HandleTween(1f); + m_IsFirstFrame = false; + return; + } + m_TransformTweenableVariable.HandleTween(m_SmoothingSpeed > 0f ? 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b/Assets/Scripts/FollowTransform.cs @@ -0,0 +1,54 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[ExecuteAlways] +public class FollowTransform : MonoBehaviour +{ + [SerializeField] private Transform target; + + [SerializeField] private bool updatePosition = true; + [SerializeField] private bool updateRotation = true; + [SerializeField] private bool updateEveryFrame = false; + + [SerializeField] private Vector3 positionOffset; + + private void Awake() + { + if (target == null) + { + this.enabled = false; + } + } + + private void OnEnable() + { + UpdatePosition(); + UpdateRotation(); + } + + private void Update() + { + if (!updateEveryFrame) return; + + UpdatePosition(); + UpdateRotation(); + } + + private void UpdatePosition() + { + if (!updatePosition) return; + if (target == null) return; + + transform.position = target.position + positionOffset; + } + + private void UpdateRotation() + { + if (!updateRotation) return; + if (target == null) return; + + transform.rotation = target.rotation; + } +} diff --git a/Assets/Scripts/FollowTransform.cs.meta b/Assets/Scripts/FollowTransform.cs.meta new file mode 100644 index 0000000..db1a3a0 --- /dev/null +++ b/Assets/Scripts/FollowTransform.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ad0e0a86d1c53614b9afe22df0f036f3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GameObjectToggler.cs b/Assets/Scripts/GameObjectToggler.cs new file mode 100755 index 0000000..b9245c3 --- /dev/null +++ b/Assets/Scripts/GameObjectToggler.cs @@ -0,0 +1,23 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Sirenix.OdinInspector; +using UnityEngine; + +public class GameObjectToggler : MonoBehaviour +{ + [SerializeField] private GameObject goToToggle; + + [SerializeField] private bool defaultActiveState = true; + + private void OnEnable() + { + goToToggle.SetActive(defaultActiveState); + } + + [Button] + public void Toggle() + { + goToToggle.SetActive(!goToToggle.activeSelf); + } +} diff --git a/Assets/Scripts/GameObjectToggler.cs.meta b/Assets/Scripts/GameObjectToggler.cs.meta new file mode 100755 index 0000000..2f00433 --- /dev/null +++ b/Assets/Scripts/GameObjectToggler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 63362e0b7f144314ca929436638f32b1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interactions.meta b/Assets/Scripts/Interactions.meta new file mode 100644 index 0000000..eed89b0 --- /dev/null +++ b/Assets/Scripts/Interactions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 51ab88024968a6c40958b269217cc665 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interactions/Filters.meta b/Assets/Scripts/Interactions/Filters.meta new file mode 100644 index 0000000..6bb78c1 --- /dev/null +++ b/Assets/Scripts/Interactions/Filters.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a25fbf4948e15af418ab70ce0fcfcaba +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interactions/Filters/XRInteractableFilter.cs b/Assets/Scripts/Interactions/Filters/XRInteractableFilter.cs new file mode 100644 index 0000000..d1ab95e --- /dev/null +++ b/Assets/Scripts/Interactions/Filters/XRInteractableFilter.cs @@ -0,0 +1,89 @@ +/// Traken from https://forum.unity.com/threads/how-to-prevent-interactable-from-being-selected-while-in-socket.1317246/#post-9101254 + +using UnityEngine.Assertions; + +namespace UnityEngine.XR.Interaction.Toolkit.Filtering +{ + [DisallowMultipleComponent] + public class XRInteractableFilter : MonoBehaviour, IXRHoverFilter, IXRSelectFilter + { + #region Fields + + [Tooltip("The interactor that this filter is associated with. If none, will attempt to find on self.")] + [SerializeField] + private XRBaseInteractable interactable; + + [SerializeField] + private bool m_locked = false; + + #endregion + + #region Properties + + public bool locked { get => m_locked; set => m_locked = value; } + + public bool canProcess => true; + + #endregion + + #region Methods + + private void Awake() + { + interactable = interactable ? interactable : GetComponent(); + Assert.IsNotNull(interactable); + } + + private void OnEnable() + { + interactable.selectEntered.AddListener(Socket_SelectEntered); + interactable.selectExited.AddListener(Socket_SelectExited); + } + + private void OnDisable() + { + interactable.selectEntered.RemoveListener(Socket_SelectEntered); + interactable.selectExited.RemoveListener(Socket_SelectExited); + } + + private void Socket_SelectEntered(SelectEnterEventArgs e) + { + if (interactable == null) + return; + + // Add filter to interactable + interactable.hoverFilters.Add(this); + interactable.selectFilters.Add(this); + } + + private void Socket_SelectExited(SelectExitEventArgs e) + { + if (interactable == null) + return; + + // Remove filter from interactable + interactable.hoverFilters.Remove(this); + interactable.selectFilters.Remove(this); + } + + public bool Process(IXRHoverInteractor interactor, IXRHoverInteractable interactable) + { + return Process(); + } + + public bool Process(IXRSelectInteractor interactor, IXRSelectInteractable interactable) + { + return Process(); + } + + private bool Process() + { + if (interactable == null) + return false; + + return !m_locked; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/Filters/XRInteractableFilter.cs.meta b/Assets/Scripts/Interactions/Filters/XRInteractableFilter.cs.meta new file mode 100644 index 0000000..0581f7d --- /dev/null +++ b/Assets/Scripts/Interactions/Filters/XRInteractableFilter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 09d904c9a3326044c90622d5ef2ec522 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interactions/Filters/XRSocketFilter.cs b/Assets/Scripts/Interactions/Filters/XRSocketFilter.cs new file mode 100644 index 0000000..92631e1 --- /dev/null +++ b/Assets/Scripts/Interactions/Filters/XRSocketFilter.cs @@ -0,0 +1,91 @@ +/// Traken from https://forum.unity.com/threads/how-to-prevent-interactable-from-being-selected-while-in-socket.1317246/#post-9101254 + +using UnityEngine.Assertions; + +namespace UnityEngine.XR.Interaction.Toolkit.Filtering +{ + [DisallowMultipleComponent] + public class XRSocketInteractorFilter : MonoBehaviour, IXRHoverFilter, IXRSelectFilter + { + #region Fields + + [Tooltip("The interactor that this filter is associated with. If none, will attempt to find on self.")] + [SerializeField] + private XRSocketInteractor m_interactor; + + [SerializeField] + private bool m_locked = false; + + #endregion + + #region Properties + + public bool locked { get => m_locked; set => m_locked = value; } + + public bool canProcess => true; + + #endregion + + #region Methods + + private void Awake() + { + m_interactor = m_interactor ? m_interactor : GetComponent(); + Assert.IsNotNull(m_interactor); + } + + private void OnEnable() + { + m_interactor.selectEntered.AddListener(Socket_SelectEntered); + m_interactor.selectExited.AddListener(Socket_SelectExited); + } + + private void OnDisable() + { + m_interactor.selectEntered.RemoveListener(Socket_SelectEntered); + m_interactor.selectExited.RemoveListener(Socket_SelectExited); + } + + private void Socket_SelectEntered(SelectEnterEventArgs e) + { + var interactable = e.interactableObject.transform.GetComponent(); + if (interactable == null) + return; + + // Add filter to interactable + interactable.hoverFilters.Add(this); + interactable.selectFilters.Add(this); + } + + private void Socket_SelectExited(SelectExitEventArgs e) + { + var interactable = e.interactableObject.transform.GetComponent(); + if (interactable == null) + return; + + // Remove filter from interactable + interactable.hoverFilters.Remove(this); + interactable.selectFilters.Remove(this); + } + + public bool Process(IXRHoverInteractor interactor, IXRHoverInteractable interactable) + { + return Process(); + } + + public bool Process(IXRSelectInteractor interactor, IXRSelectInteractable interactable) + { + return Process(); + } + + private bool Process() + { + if (m_interactor == null) + return false; + + return !m_locked; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/Filters/XRSocketFilter.cs.meta b/Assets/Scripts/Interactions/Filters/XRSocketFilter.cs.meta new file mode 100644 index 0000000..cdcd575 --- /dev/null +++ b/Assets/Scripts/Interactions/Filters/XRSocketFilter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 00595e96a5ebe674fa2da9cf41a3c0f7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interactions/LockingInteractable.cs b/Assets/Scripts/Interactions/LockingInteractable.cs new file mode 100644 index 0000000..d0ab848 --- /dev/null +++ b/Assets/Scripts/Interactions/LockingInteractable.cs @@ -0,0 +1,44 @@ +using System; +using UnityEngine; +using UnityEngine.XR.Interaction.Toolkit; + +namespace Interactions +{ + [DisallowMultipleComponent] + [RequireComponent(typeof(XRGrabInteractable))] + public class LockingInteractable : MonoBehaviour + { + [SerializeField] private InteractionLayerMask unlockedLayer; + [SerializeField] private bool isLocked = false; + + private XRGrabInteractable grabInteractable; + + public bool IsLocked => isLocked; + + private void OnEnable() + { + TryGetComponent(out grabInteractable); + + if (isLocked) + { + Lock(); + return; + } + Unlock(); + } + + public void Unlock() + { + // Add the unlocked layer to the interaction layer mask + grabInteractable.interactionLayerMask |= unlockedLayer; + isLocked = false; + } + + public void Lock() + { + // Remove the unlocked layer from the interaction layer mask + grabInteractable.interactionLayerMask &= ~unlockedLayer; + isLocked = true; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/LockingInteractable.cs.meta b/Assets/Scripts/Interactions/LockingInteractable.cs.meta new file mode 100644 index 0000000..8589285 --- /dev/null +++ b/Assets/Scripts/Interactions/LockingInteractable.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 79c13d866a814d78bf9e6570a81d3f46 +timeCreated: 1699314667 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/ManualInteractionEvents.cs b/Assets/Scripts/Interactions/ManualInteractionEvents.cs new file mode 100644 index 0000000..00febb3 --- /dev/null +++ b/Assets/Scripts/Interactions/ManualInteractionEvents.cs @@ -0,0 +1,70 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.XR.Interaction.Toolkit; + +public class ManualInteractionEvents : MonoBehaviour +{ + [SerializeField] private XRSocketInteractor interactor; + + [SerializeField] private HoverEnterEvent onHoverEnter; + [SerializeField] private HoverExitEvent onHoverExit; + [SerializeField] private SelectEnterEvent onSelectEnter; + [SerializeField] private SelectExitEvent onSelectExit; + + public void AddListeners() + { + if (interactor == null) return; + + Debug.Log($"Adding listeners to {interactor.name}"); + + if (onHoverEnter.GetPersistentEventCount() > 0) + { + interactor.hoverEntered.AddListener(onHoverEnter.Invoke); + } + + if (onHoverExit.GetPersistentEventCount() > 0) + { + interactor.hoverExited.AddListener(onHoverExit.Invoke); + } + + if (onSelectEnter.GetPersistentEventCount() > 0) + { + interactor.selectEntered.AddListener(onSelectEnter.Invoke); + } + + if (onSelectExit.GetPersistentEventCount() > 0) + { + interactor.selectExited.AddListener(onSelectExit.Invoke); + } + } + + public void RemoveListeners() + { + if (interactor == null) return; + + Debug.Log($"Removing listeners from {interactor.name}"); + + if (onHoverEnter != null && onHoverEnter.GetPersistentEventCount() > 0) + { + interactor.hoverEntered.RemoveListener(onHoverEnter.Invoke); + } + + if (onHoverExit != null && onHoverExit.GetPersistentEventCount() > 0) + { + interactor.hoverExited.RemoveListener(onHoverExit.Invoke); + } + + if (onSelectEnter != null && onSelectEnter.GetPersistentEventCount() > 0) + { + interactor.selectEntered.RemoveListener(onSelectEnter.Invoke); + } + + if (onSelectExit != null && onSelectExit.GetPersistentEventCount() > 0) + { + interactor.selectExited.RemoveListener(onSelectExit.Invoke); + } + } +} diff --git a/Assets/Scripts/Interactions/ManualInteractionEvents.cs.meta b/Assets/Scripts/Interactions/ManualInteractionEvents.cs.meta new file mode 100644 index 0000000..d3945ff --- /dev/null +++ b/Assets/Scripts/Interactions/ManualInteractionEvents.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 426bd03eda44ac347a42a48fdf9a1341 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interactions/XRSlider.cs b/Assets/Scripts/Interactions/XRSlider.cs new file mode 100644 index 0000000..b9853e0 --- /dev/null +++ b/Assets/Scripts/Interactions/XRSlider.cs @@ -0,0 +1,139 @@ +using System; +using UnityEngine.Events; +using UnityEngine.XR.Interaction.Toolkit; + +namespace UnityEngine.XR.Content.Interaction +{ + /// + /// An interactable that follows the position of the interactor on a single axis + /// + public class XRSlider : XRBaseInteractable + { + [Serializable] + public class ValueChangeEvent : UnityEvent { } + + [SerializeField] + [Tooltip("The object that is visually grabbed and manipulated")] + Transform m_Handle = null; + + [SerializeField] + [Tooltip("The value of the slider")] + [Range(0.0f, 1.0f)] + float m_Value = 0.5f; + + [SerializeField] + [Tooltip("The offset of the slider at value '1'")] + float m_MaxPosition = 0.5f; + + [SerializeField] + [Tooltip("The offset of the slider at value '0'")] + float m_MinPosition = -0.5f; + + [SerializeField] + [Tooltip("Events to trigger when the slider is moved")] + ValueChangeEvent m_OnValueChange = new ValueChangeEvent(); + + IXRSelectInteractor m_Interactor; + + /// + /// The value of the slider + /// + public float value + { + get => m_Value; + set + { + SetValue(value); + SetSliderPosition(value); + } + } + + /// + /// Events to trigger when the slider is moved + /// + public ValueChangeEvent onValueChange => m_OnValueChange; + + void Start() + { + SetValue(m_Value); + SetSliderPosition(m_Value); + } + + protected override void OnEnable() + { + base.OnEnable(); + selectEntered.AddListener(StartGrab); + selectExited.AddListener(EndGrab); + } + + protected override void OnDisable() + { + selectEntered.RemoveListener(StartGrab); + selectExited.RemoveListener(EndGrab); + base.OnDisable(); + } + + void StartGrab(SelectEnterEventArgs args) + { + m_Interactor = args.interactorObject; + UpdateSliderPosition(); + } + + void EndGrab(SelectExitEventArgs args) + { + m_Interactor = null; + } + + public override void ProcessInteractable(XRInteractionUpdateOrder.UpdatePhase updatePhase) + { + base.ProcessInteractable(updatePhase); + + if (updatePhase == XRInteractionUpdateOrder.UpdatePhase.Dynamic) + { + if (isSelected) + { + UpdateSliderPosition(); + } + } + } + + void UpdateSliderPosition() + { + // Put anchor position into slider space + var localPosition = transform.InverseTransformPoint(m_Interactor.GetAttachTransform(this).position); + var sliderValue = Mathf.Clamp01((localPosition.z - m_MinPosition) / (m_MaxPosition - m_MinPosition)); + SetValue(sliderValue); + SetSliderPosition(sliderValue); + } + + void SetSliderPosition(float value) + { + if (m_Handle == null) + return; + + var handlePos = m_Handle.localPosition; + handlePos.z = Mathf.Lerp(m_MinPosition, m_MaxPosition, value); + m_Handle.localPosition = handlePos; + } + + void SetValue(float value) + { + m_Value = value; + m_OnValueChange.Invoke(m_Value); + } + + void OnDrawGizmosSelected() + { + var sliderMinPoint = transform.TransformPoint(new Vector3(0.0f, 0.0f, m_MinPosition)); + var sliderMaxPoint = transform.TransformPoint(new Vector3(0.0f, 0.0f, m_MaxPosition)); + + Gizmos.color = Color.green; + Gizmos.DrawLine(sliderMinPoint, sliderMaxPoint); + } + + void OnValidate() + { + SetSliderPosition(m_Value); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/XRSlider.cs.meta b/Assets/Scripts/Interactions/XRSlider.cs.meta new file mode 100644 index 0000000..1ad58c3 --- /dev/null +++ b/Assets/Scripts/Interactions/XRSlider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ebba29281b52eea4cbcfddce0a57f091 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Listeners.meta b/Assets/Scripts/Listeners.meta new file mode 100644 index 0000000..8918166 --- /dev/null +++ b/Assets/Scripts/Listeners.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: de08aabdbce9b4be7abdfa81a23cd065 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Listeners/SimpleChannelListener.cs b/Assets/Scripts/Listeners/SimpleChannelListener.cs new file mode 100755 index 0000000..00bb0d4 --- /dev/null +++ b/Assets/Scripts/Listeners/SimpleChannelListener.cs @@ -0,0 +1,28 @@ +using System; +using SO.Channels; +using UnityEngine; +using UnityEngine.Events; + +namespace Listeners +{ + public class SimpleChannelListener : MonoBehaviour + { + [SerializeField] private SimpleChannelSO channel; + [SerializeField] private UnityEvent response; + + private void OnEnable() + { + channel.OnEventRaised += Invoke; + } + + private void OnDisable() + { + channel.OnEventRaised -= Invoke; + } + + private void Invoke() + { + response?.Invoke(); + } + } +} diff --git a/Assets/Scripts/Listeners/SimpleChannelListener.cs.meta b/Assets/Scripts/Listeners/SimpleChannelListener.cs.meta new file mode 100755 index 0000000..3272a61 --- /dev/null +++ b/Assets/Scripts/Listeners/SimpleChannelListener.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 331c1f2a2622ced4683798f893b60691 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Listeners/StepChannelListener.cs b/Assets/Scripts/Listeners/StepChannelListener.cs new file mode 100644 index 0000000..f2245d3 --- /dev/null +++ b/Assets/Scripts/Listeners/StepChannelListener.cs @@ -0,0 +1,45 @@ +using System.Collections; +using System.Collections.Generic; +using SO; +using SO.Channels; +using UnityEngine; +using UnityEngine.Events; + +public class StepChannelListener : MonoBehaviour +{ + [SerializeField, TextArea] private string description; + + [SerializeField] private StepChangeChannelSO channel; + [SerializeField] private StepSO focusStep; + + [SerializeField] private UnityEvent focusResponse; + + private void OnEnable() + { + if (channel == null) + { + Debug.LogError("No channel found for CurrentStepChannelListener"); + return; + } + + channel.OnStepChanged += Invoke; + } + + private void OnDisable() + { + if (channel == null) + { + Debug.LogError("No channel found for CurrentStepChannelListener"); + return; + } + + channel.OnStepChanged -= Invoke; + } + + private void Invoke(StepSO step) + { + if (step == null || !step.Equals(focusStep)) return; + + focusResponse?.Invoke(step); + } +} diff --git a/Assets/Scripts/Listeners/StepChannelListener.cs.meta b/Assets/Scripts/Listeners/StepChannelListener.cs.meta new file mode 100644 index 0000000..1a57322 --- /dev/null +++ b/Assets/Scripts/Listeners/StepChannelListener.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 9b475c9cc9b3efa4a8b68f22256096d6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - channel: {fileID: 11400000, guid: d1c3fee5a7e29bf49b295b270071caac, type: 2} + - focusStep: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainScreenController.cs b/Assets/Scripts/MainScreenController.cs new file mode 100755 index 0000000..01c15b6 --- /dev/null +++ b/Assets/Scripts/MainScreenController.cs @@ -0,0 +1,144 @@ +using SO; +using SO.Channels; +using TMPro; +using UnityEngine; +using UnityEngine.Serialization; + +public class MainScreenController : MonoBehaviour +{ + [SerializeField] private StepChangeChannelSO stepChangeChannel; + [SerializeField] private MachineChangeChannelSO machineChangeChannel; + + [SerializeField] private TextMeshProUGUI machineNameText; + [SerializeField] private TextMeshProUGUI processNameText; + [SerializeField] private TextMeshProUGUI stepNameText; + [SerializeField] private TextMeshProUGUI stepDescriptionText; + + [SerializeField] private SimpleChannelSO documentChannel, videoChannel; + [SerializeField] private GameObject documentPanel; + [SerializeField] private GameObject videoPanel; + + [SerializeField] private GameObject documentButton; + [SerializeField] private GameObject videoButton; + + [SerializeField] private bool focusPanel = true; + [SerializeField] private bool disablePanelsOnStepChange = true; + + private void OnEnable() + { + stepChangeChannel.OnStepChanged += OnStepChanged; + machineChangeChannel.OnMachineChange += OnMachineChanged; + + documentChannel.OnEventRaised += OnDocumentButtonClicked; + videoChannel.OnEventRaised += OnVideoButtonClicked; + } + + private void OnDisable() + { + stepChangeChannel.OnStepChanged -= OnStepChanged; + machineChangeChannel.OnMachineChange -= OnMachineChanged; + + documentChannel.OnEventRaised -= OnDocumentButtonClicked; + videoChannel.OnEventRaised -= OnVideoButtonClicked; + } + + private void OnMachineChanged(MachineSO machine) + { + SetMachineName(machine); + SetProcessName(machine); + OnStepChanged(machine.Process.Steps[0]); + } + + private void OnStepChanged(StepSO currentStep) + { + SetStepName(currentStep); + SetStepDescription(currentStep); + + if (disablePanelsOnStepChange) + { + SetActive(videoPanel, false); + SetActive(videoButton, true); + SetActive(documentPanel, false); + SetActive(documentButton, true); + } + } + + private void SetMachineName(MachineSO machine) + { + if (machineNameText == null) + { + Debug.LogError($"{nameof(machineNameText)} is null...", this.gameObject); + return; + } + + machineNameText.text = machine.MachineName; + } + + private void SetProcessName(MachineSO machine) + { + if (processNameText == null) + { + Debug.LogError($"{nameof(processNameText)} is null...", this.gameObject); + return; + } + + processNameText.text = machine.Process.ProcessName; + } + + private void SetStepName(StepSO currentStep) + { + if (stepNameText == null) + { + Debug.LogError($"{nameof(stepNameText)} is null...", this.gameObject); + return; + } + + stepNameText.text = currentStep.StepName; + } + + private void SetStepDescription(StepSO currentStep) + { + if (stepDescriptionText == null) + { + Debug.LogError($"{nameof(stepDescriptionText)} is null...", this.gameObject); + return; + } + + stepDescriptionText.text = currentStep.Description; + } + + private void SetActive(GameObject go, bool activeState) + { + if (go is null) + { + Debug.LogError($"{nameof(go)} is null...", this.gameObject); + return; + } + + go.SetActive(activeState); + } + + public void OnVideoButtonClicked() + { + if (focusPanel) + { + SetActive(documentPanel, false); + SetActive(documentButton, true); + } + + SetActive(videoPanel, !videoPanel.activeSelf); + SetActive(videoButton, !videoPanel.activeSelf); + } + + public void OnDocumentButtonClicked() + { + if (focusPanel) + { + SetActive(videoPanel, false); + SetActive(videoButton, true); + } + + SetActive(documentPanel, !documentPanel.activeSelf); + SetActive(documentButton, !documentPanel.activeSelf); + } +} diff --git a/Assets/Scripts/MainScreenController.cs.meta b/Assets/Scripts/MainScreenController.cs.meta new file mode 100755 index 0000000..18412bc --- /dev/null +++ b/Assets/Scripts/MainScreenController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 05804d767d51e11459dd4cf05a106f6b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers.meta b/Assets/Scripts/Managers.meta new file mode 100644 index 0000000..100c548 --- /dev/null +++ b/Assets/Scripts/Managers.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8f8365f64c2fc4b6eb01717ae214e518 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/AnimationManager.cs b/Assets/Scripts/Managers/AnimationManager.cs new file mode 100755 index 0000000..17b3271 --- /dev/null +++ b/Assets/Scripts/Managers/AnimationManager.cs @@ -0,0 +1,72 @@ +using SO; +using SO.Channels; +using UnityEngine; + +namespace Managers +{ + public class AnimationManager : MonoBehaviour + { + [SerializeField] protected Animation animationPlayer; + [SerializeField] private StepChangeChannelSO stepChangeChannel; + [SerializeField] private SimpleChannelSO animationChannel; + [SerializeField] private SimpleChannelSO nextStepChannel; + [SerializeField] private SimpleChannelSO previousStepChannel; + [SerializeField] private bool IsGuideModel; + [SerializeField] private AnimationClip clearClip; + private bool hasPlayed = false; + + private string currentAnimationName = ""; + + private void OnEnable() + { + stepChangeChannel.OnStepChanged += OnStepChanged; + animationChannel.OnEventRaised += PlayAnimation; + nextStepChannel.OnEventRaised += NextStepAnimation; + previousStepChannel.OnEventRaised += ResetAnimation; + } + + private void OnDisable() + { + stepChangeChannel.OnStepChanged -= OnStepChanged; + animationChannel.OnEventRaised -= PlayAnimation; + nextStepChannel.OnEventRaised -= NextStepAnimation; + previousStepChannel.OnEventRaised -= ResetAnimation; + } + + private void ResetAnimation() + { + + currentAnimationName = animationPlayer.clip.name; + animationPlayer.Rewind(currentAnimationName); + animationPlayer.Play(currentAnimationName); + animationPlayer.Sample(); + animationPlayer.Stop(); + } + + private void OnStepChanged(StepSO step) + { + animationPlayer.clip = IsGuideModel?step.GuideClip:step.Animation; + if (!IsGuideModel) + { + animationPlayer.Play(); + } + } + + protected virtual void PlayAnimation() + { + ResetAnimation(); + animationPlayer.Play(); + hasPlayed = true; + } + + private void NextStepAnimation() + { + if (!hasPlayed) + { + currentAnimationName = animationPlayer.clip.name; + animationPlayer.Play(); + } + hasPlayed = false; + } + } +} diff --git a/Assets/Scripts/Managers/AnimationManager.cs.meta b/Assets/Scripts/Managers/AnimationManager.cs.meta new file mode 100755 index 0000000..eeec74d --- /dev/null +++ b/Assets/Scripts/Managers/AnimationManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ef60afb717f059e4b8097fed560bd1cb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/CurrentStepManager.cs b/Assets/Scripts/Managers/CurrentStepManager.cs new file mode 100755 index 0000000..4d79e36 --- /dev/null +++ b/Assets/Scripts/Managers/CurrentStepManager.cs @@ -0,0 +1,84 @@ +using SO; +using SO.Channels; +using UnityEngine; + +namespace Managers +{ + public class CurrentStepManager : MonoBehaviour + { + [SerializeField] private int currentStepIndex = 0; + [SerializeField] private MachineSO machine; + [SerializeField] private StepChangeChannelSO stepChangeChannel; + [SerializeField] private MachineChangeChannelSO machineChangeChannel; + [SerializeField] private SimpleChannelSO nextStepChannel; + [SerializeField] private SimpleChannelSO previousStepChannel; + [SerializeField] private SimpleChannelSO resetStepChannel; + + private void OnEnable() + { + nextStepChannel.OnEventRaised += NextStep; + previousStepChannel.OnEventRaised += PreviousStep; + machineChangeChannel.OnMachineChange += OnMachineChanged; + resetStepChannel.OnEventRaised += ResetCurrentStepIndex; + } + + private void OnDisable() + { + nextStepChannel.OnEventRaised -= NextStep; + previousStepChannel.OnEventRaised -= PreviousStep; + machineChangeChannel.OnMachineChange -= OnMachineChanged; + resetStepChannel.OnEventRaised -= ResetCurrentStepIndex; + } + + private void OnMachineChanged(MachineSO machine) + { + currentMachine = machine; + + ResetCurrentStepIndex(); + } + + public MachineSO currentMachine + { + get => machine; + set => machine = value; + } + + private StepSO currentStep + { + get => machine.Process.Steps[currentStepIndex]; + } + + private int CurrentStepIndex + { + get => currentStepIndex; + set + { + currentStepIndex = value; + OnCurrentStepChanged(); + } + } + + private void ResetCurrentStepIndex() + { + CurrentStepIndex = 0; + OnCurrentStepChanged(); + } + + private void OnCurrentStepChanged() + { + stepChangeChannel.RaiseEvent(currentStep); + } + + public void NextStep() + { + if (CurrentStepIndex >= machine.Process.Steps.Count - 1)return; + CurrentStepIndex++; + } + + public void PreviousStep() + { + if (CurrentStepIndex - 1 < 0)return; + CurrentStepIndex--; + } + } +} diff --git a/Assets/Scripts/Managers/CurrentStepManager.cs.meta b/Assets/Scripts/Managers/CurrentStepManager.cs.meta new file mode 100755 index 0000000..d30077a --- /dev/null +++ b/Assets/Scripts/Managers/CurrentStepManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c6b30788fbf121543baac68af6fdde3f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/DocumentManager.cs b/Assets/Scripts/Managers/DocumentManager.cs new file mode 100755 index 0000000..8b34971 --- /dev/null +++ b/Assets/Scripts/Managers/DocumentManager.cs @@ -0,0 +1,32 @@ +using SO; +using SO.Channels; +using UnityEngine; +using UnityEngine.UI; + +namespace Managers +{ + public class DocumentManager : MonoBehaviour + { + [SerializeField] private StepChangeChannelSO stepChangeChannel; + [SerializeField] private SimpleChannelSO documentLoadedChannel; + [SerializeField] private Material currentImage; + private const string MainText = "_MainTex"; + private static readonly int MainTex = Shader.PropertyToID(MainText); + + private void OnEnable() + { + stepChangeChannel.OnStepChanged += OnStepChanged; + } + + private void OnDisable() + { + stepChangeChannel.OnStepChanged -= OnStepChanged; + } + + private void OnStepChanged(StepSO step) + { + currentImage.SetTexture(MainTex, step.Document); + documentLoadedChannel.RaiseEvent(); + } + } +} diff --git a/Assets/Scripts/Managers/DocumentManager.cs.meta b/Assets/Scripts/Managers/DocumentManager.cs.meta new file mode 100755 index 0000000..91c6c8e --- /dev/null +++ b/Assets/Scripts/Managers/DocumentManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 80f0c7388d126454b8c5a8832e34c6b9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/DocumentUpdater.cs b/Assets/Scripts/Managers/DocumentUpdater.cs new file mode 100644 index 0000000..f62a278 --- /dev/null +++ b/Assets/Scripts/Managers/DocumentUpdater.cs @@ -0,0 +1,29 @@ +using System.Collections; +using System.Collections.Generic; +using SO; +using SO.Channels; +using UnityEngine; +using UnityEngine.UIElements; + +public class DocumentUpdater : MonoBehaviour +{ + [SerializeField] private StepChangeChannelSO stepChangeChannel; + [SerializeField] private SimpleChannelSO documentLoadedChannel; + [SerializeField] private UnityEngine.UI.Image currentImage; + + private void OnEnable() + { + stepChangeChannel.OnStepChanged += OnStepChanged; + } + + private void OnDisable() + { + stepChangeChannel.OnStepChanged -= OnStepChanged; + } + + private void OnStepChanged(StepSO step) + { + currentImage.sprite = (Sprite.Create((Texture2D)step.Document, new Rect(0, 0, step.Document.width, step.Document.height), new Vector2(0.5f, 0.5f))); + documentLoadedChannel.RaiseEvent(); + } +} diff --git a/Assets/Scripts/Managers/DocumentUpdater.cs.meta b/Assets/Scripts/Managers/DocumentUpdater.cs.meta new file mode 100644 index 0000000..cab6500 --- /dev/null +++ b/Assets/Scripts/Managers/DocumentUpdater.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: baa7c4050be314982b569d0969484199 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/GuideAnimationManager.cs b/Assets/Scripts/Managers/GuideAnimationManager.cs new file mode 100755 index 0000000..ae64189 --- /dev/null +++ b/Assets/Scripts/Managers/GuideAnimationManager.cs @@ -0,0 +1,25 @@ +using System.Collections.Generic; +using SO; +using UnityEngine; + +namespace Managers +{ + public class GuideAnimationManager : AnimationManager + { + [SerializeField] private List guideObjects; + [SerializeField] private AnimationClip turnOffAnimation; + + protected override void PlayAnimation() + { + foreach (var item in guideObjects) + { + if (item.animationClip == animationPlayer.clip) + { + item.guideObjects.SetActive(true); + } + } + base.PlayAnimation(); + animationPlayer.PlayQueued(turnOffAnimation.name); + } + } +} diff --git a/Assets/Scripts/Managers/GuideAnimationManager.cs.meta b/Assets/Scripts/Managers/GuideAnimationManager.cs.meta new file mode 100755 index 0000000..e130673 --- /dev/null +++ b/Assets/Scripts/Managers/GuideAnimationManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c4e583c2a1b247c4eb0d41c06d78220b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/ShowAndHideRefenceModelManager.cs b/Assets/Scripts/Managers/ShowAndHideRefenceModelManager.cs new file mode 100644 index 0000000..8a61c11 --- /dev/null +++ b/Assets/Scripts/Managers/ShowAndHideRefenceModelManager.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using SO.Channels; +using UnityEngine; + +namespace Managers +{ + public class ShowAndHideRefenceModelManager : MonoBehaviour + { + + [SerializeField] private SimpleChannelSO showAndHideReferenceModelChannel; + [SerializeField] private GameObject referenceModel; + + private void OnEnable() + { + showAndHideReferenceModelChannel.OnEventRaised += OnShowAndHideReferenceModel; + } + + private void OnDisable() + { + showAndHideReferenceModelChannel.OnEventRaised -= OnShowAndHideReferenceModel; + } + + private void OnShowAndHideReferenceModel() + { + referenceModel.SetActive(!referenceModel.activeSelf); + } + } +} + diff --git a/Assets/Scripts/Managers/ShowAndHideRefenceModelManager.cs.meta b/Assets/Scripts/Managers/ShowAndHideRefenceModelManager.cs.meta new file mode 100644 index 0000000..f2d4904 --- /dev/null +++ b/Assets/Scripts/Managers/ShowAndHideRefenceModelManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e221560fe484f45e6aa1db5b84abaaff +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/VideoManager.cs b/Assets/Scripts/Managers/VideoManager.cs new file mode 100755 index 0000000..cbf2e74 --- /dev/null +++ b/Assets/Scripts/Managers/VideoManager.cs @@ -0,0 +1,55 @@ +using SO; +using SO.Channels; +using UnityEngine; +using UnityEngine.Video; + +namespace Managers +{ + public class VideoManager : MonoBehaviour + { + [SerializeField] private VideoPlayer videoPlayer; + [SerializeField] private StepChangeChannelSO stepChangeChannel; + [SerializeField] private SimpleChannelSO playChannel; + [SerializeField] private SimpleChannelSO stopChannel; + [SerializeField] private SimpleChannelSO videoChannel; + + private void OnEnable() + { + stepChangeChannel.OnStepChanged += OnStepChanged; + playChannel.OnEventRaised += Play; + stopChannel.OnEventRaised += Stop; + videoChannel.OnEventRaised += VideoPanelEnabled; + } + + private void OnDisable() + { + stepChangeChannel.OnStepChanged -= OnStepChanged; + playChannel.OnEventRaised -= Play; + stopChannel.OnEventRaised -= Stop; + videoChannel.OnEventRaised -= VideoPanelEnabled; + } + + private void OnStepChanged(StepSO step) + { + videoPlayer.clip = step.Video; + videoPlayer.Play(); + } + + private void VideoPanelEnabled() + { + Play(); + } + + private void Play() + { + Stop(); + videoPlayer.Play(); + } + + private void Stop() + { + videoPlayer.Stop(); + videoPlayer.frame = 0; + } + } +} diff --git a/Assets/Scripts/Managers/VideoManager.cs.meta b/Assets/Scripts/Managers/VideoManager.cs.meta new file mode 100755 index 0000000..d2f8082 --- /dev/null +++ b/Assets/Scripts/Managers/VideoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d42e5f473144c2b4f9500453eefd0812 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Part Labels.meta b/Assets/Scripts/Part Labels.meta new file mode 100644 index 0000000..76e96d1 --- /dev/null +++ b/Assets/Scripts/Part Labels.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 35aa891bf0afd324999b0a8bedc22b2c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Part Labels/PartExplosionController.cs b/Assets/Scripts/Part Labels/PartExplosionController.cs new file mode 100644 index 0000000..39c4ca8 --- /dev/null +++ b/Assets/Scripts/Part Labels/PartExplosionController.cs @@ -0,0 +1,25 @@ +using UnityEngine; + +namespace Part_Labels +{ + public class PartExplosionController : MonoBehaviour + { + [SerializeField] private Animation animation; + [SerializeField] private AnimationClip exploisionClip,resetClip; + + [ContextMenu("Explode")] + public void ExplodeAnimation() + { + animation.clip = exploisionClip; + animation.Play(); + } + + [ContextMenu("Reset")] + public void Reset() + { + animation.clip = resetClip; + animation.Play(); + } + + } +} diff --git a/Assets/Scripts/Part Labels/PartExplosionController.cs.meta b/Assets/Scripts/Part Labels/PartExplosionController.cs.meta new file mode 100644 index 0000000..fdbe635 --- /dev/null +++ b/Assets/Scripts/Part Labels/PartExplosionController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 070cc65dbc5447a46b5a1516048064e6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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b/Assets/Scripts/SO/Channels.meta new file mode 100644 index 0000000..5c73afc --- /dev/null +++ b/Assets/Scripts/SO/Channels.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 77d771a5112a74e4ba5463a1a1a50722 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SO/Channels/MachineChangeChannelSO.cs b/Assets/Scripts/SO/Channels/MachineChangeChannelSO.cs new file mode 100755 index 0000000..ca318f9 --- /dev/null +++ b/Assets/Scripts/SO/Channels/MachineChangeChannelSO.cs @@ -0,0 +1,16 @@ +using UnityEngine; +using UnityEngine.Events; + +namespace SO.Channels +{ + [CreateAssetMenu(menuName = "Channel/MachineChangeChannelSO")] + public class MachineChangeChannelSO : ScriptableObject + { + public UnityAction OnMachineChange; + + public void RaiseEvent(MachineSO machine) + { + OnMachineChange?.Invoke(machine); + } + } +} diff --git a/Assets/Scripts/SO/Channels/MachineChangeChannelSO.cs.meta b/Assets/Scripts/SO/Channels/MachineChangeChannelSO.cs.meta new file mode 100755 index 0000000..e53bd0e --- /dev/null +++ b/Assets/Scripts/SO/Channels/MachineChangeChannelSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 90c57088106827f47a1a747db87925de +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SO/Channels/SimpleChannelSO.cs b/Assets/Scripts/SO/Channels/SimpleChannelSO.cs new file mode 100755 index 0000000..9406e9c --- /dev/null +++ b/Assets/Scripts/SO/Channels/SimpleChannelSO.cs @@ -0,0 +1,18 @@ +using Sirenix.OdinInspector; +using UnityEngine; +using UnityEngine.Events; + +namespace SO.Channels +{ + [CreateAssetMenu(menuName = "Channel/SimpleChannelSO")] + public class SimpleChannelSO : ScriptableObject + { + public UnityAction OnEventRaised; + + [DisableInEditorMode, Button] + public void RaiseEvent() + { + OnEventRaised?.Invoke(); + } + } +} diff --git a/Assets/Scripts/SO/Channels/SimpleChannelSO.cs.meta b/Assets/Scripts/SO/Channels/SimpleChannelSO.cs.meta new file mode 100755 index 0000000..78a0aef --- /dev/null +++ b/Assets/Scripts/SO/Channels/SimpleChannelSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f0cacf97afa8ecd4b9be403677b76e4e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SO/Channels/StepChangeChannelSO.cs b/Assets/Scripts/SO/Channels/StepChangeChannelSO.cs new file mode 100755 index 0000000..9e310ec --- /dev/null +++ b/Assets/Scripts/SO/Channels/StepChangeChannelSO.cs @@ -0,0 +1,19 @@ +using Sirenix.OdinInspector; +using UnityEngine; +using UnityEngine.Events; + +namespace SO.Channels +{ + [CreateAssetMenu(menuName = "Channel/StepChangeChannelSO")] + public class StepChangeChannelSO : ScriptableObject + { + [SerializeField, ReadOnly] private StepSO currentStep; + + public UnityAction OnStepChanged; + + public void RaiseEvent(StepSO step) + { + OnStepChanged?.Invoke(currentStep = step); + } + } +} diff --git a/Assets/Scripts/SO/Channels/StepChangeChannelSO.cs.meta b/Assets/Scripts/SO/Channels/StepChangeChannelSO.cs.meta new file mode 100755 index 0000000..09ac8e4 --- /dev/null +++ b/Assets/Scripts/SO/Channels/StepChangeChannelSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e559cd29a4bf81e46b5ee298fd5ea7a4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SO/GuideObjectsSO.cs b/Assets/Scripts/SO/GuideObjectsSO.cs new file mode 100755 index 0000000..38bcbd2 --- /dev/null +++ b/Assets/Scripts/SO/GuideObjectsSO.cs @@ -0,0 +1,12 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace SO +{ + [CreateAssetMenu(menuName = "Definitions/GuideObjectsSO")] + public class GuideObjectsSO : ScriptableObject + { + [SerializeField] public AnimationClip animationClip; + [SerializeField] public GameObject guideObjects; + } +} diff --git a/Assets/Scripts/SO/GuideObjectsSO.cs.meta b/Assets/Scripts/SO/GuideObjectsSO.cs.meta new file mode 100755 index 0000000..78079ec --- /dev/null +++ b/Assets/Scripts/SO/GuideObjectsSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e6361b8ad0c3eea469a47389af3d6f88 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SO/MachineSO.cs b/Assets/Scripts/SO/MachineSO.cs new file mode 100755 index 0000000..a4c0566 --- /dev/null +++ b/Assets/Scripts/SO/MachineSO.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +namespace SO +{ + [CreateAssetMenu(menuName = "Definitions/MachineSO")] + public class MachineSO : ScriptableObject + { + [SerializeField] private string machineName; + [SerializeField] private ProcessSO process; + + public string MachineName => machineName; + public ProcessSO Process => process; + } +} + diff --git a/Assets/Scripts/SO/MachineSO.cs.meta b/Assets/Scripts/SO/MachineSO.cs.meta new file mode 100755 index 0000000..ceaf604 --- /dev/null +++ b/Assets/Scripts/SO/MachineSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0a6eab1a74e70d74b8b6b831f1c26877 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SO/ProcessSO.cs b/Assets/Scripts/SO/ProcessSO.cs new file mode 100755 index 0000000..f895eaa --- /dev/null +++ b/Assets/Scripts/SO/ProcessSO.cs @@ -0,0 +1,15 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace SO +{ + [CreateAssetMenu(menuName = "Definitions/ProcessSO")] + public class ProcessSO : ScriptableObject + { + [SerializeField] private string processName; + [SerializeField] private List steps; + + public string ProcessName => processName; + public List Steps => steps; + } +} diff --git a/Assets/Scripts/SO/ProcessSO.cs.meta b/Assets/Scripts/SO/ProcessSO.cs.meta new file mode 100755 index 0000000..0158721 --- /dev/null +++ b/Assets/Scripts/SO/ProcessSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9ff232ae799f3094fa03be18184e387a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SO/StepSO.cs b/Assets/Scripts/SO/StepSO.cs new file mode 100755 index 0000000..075bc2b --- /dev/null +++ b/Assets/Scripts/SO/StepSO.cs @@ -0,0 +1,33 @@ +using System; +using Sirenix.OdinInspector; +using UnityEngine; +using UnityEngine.Video; + +namespace SO +{ + [CreateAssetMenu(menuName = "Definitions/StepSO")] + public class StepSO : ScriptableObject + { + [SerializeField, ReadOnly] private string guid = System.Guid.NewGuid().ToString(); + [SerializeField] private string stepName; + [SerializeField] private string description; + [SerializeField] private Texture document; + [SerializeField] private AnimationClip animationClip; + [SerializeField] private AnimationClip guideClip; + [SerializeField] private VideoClip video; + + public string StepName => stepName; + public string Description => description; + public Texture Document => document; + public AnimationClip Animation => animationClip; + public AnimationClip GuideClip => guideClip; + public VideoClip Video => video; + + public override bool Equals(object other) + { + if (other == null) return false; + if (other.GetType() != typeof(StepSO)) return false; + return ((StepSO)other).guid.Equals(guid, StringComparison.InvariantCultureIgnoreCase); + } + } +} diff --git a/Assets/Scripts/SO/StepSO.cs.meta b/Assets/Scripts/SO/StepSO.cs.meta new file mode 100755 index 0000000..abbaaf0 --- /dev/null +++ b/Assets/Scripts/SO/StepSO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ff61322d9e11b5845997fc7fa976bb58 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ScaleTarget.cs b/Assets/Scripts/ScaleTarget.cs new file mode 100644 index 0000000..774aee8 --- /dev/null +++ b/Assets/Scripts/ScaleTarget.cs @@ -0,0 +1,46 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Sirenix.OdinInspector; +using UnityEngine; + +public class ScaleTarget : MonoBehaviour +{ + [SerializeField] private Transform target; + + [SerializeField] private float minScale = 1f; + [SerializeField] private float maxScale = 2f; + + [SerializeField] private Vector3 scaleAxis = Vector3.right; + + [SerializeField] private float speed = 1f; + [Range(0f, 1f)] + [SerializeField] private float inputValue = 0f; + [Range(-1f, 1f)] + [SerializeField, ReadOnly] private float direction = 0f; + [SerializeField] private bool invertDirection = false; + + private void Update() + { + if (target == null) return; + + RemapDirection(); + + target.localScale += scaleAxis * (speed * direction * Time.deltaTime); + + // Clamp the scale but only on the scale axis + var clampedScale = target.localScale; + clampedScale.x = Mathf.Clamp(clampedScale.x, minScale, maxScale); + clampedScale.y = Mathf.Clamp(clampedScale.y, minScale, maxScale); + clampedScale.z = Mathf.Clamp(clampedScale.z, minScale, maxScale); + target.localScale = clampedScale; + } + + private void RemapDirection(float min = -1f, float max = 1f) + { + direction = Mathf.Lerp(min, max, inputValue); + direction *= invertDirection ? -1f : 1f; + } + + public void SetDirectionValue(float value) => inputValue = value; +} diff --git a/Assets/Scripts/ScaleTarget.cs.meta b/Assets/Scripts/ScaleTarget.cs.meta new file mode 100644 index 0000000..4e8c4e5 --- /dev/null +++ b/Assets/Scripts/ScaleTarget.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b0e89717735cc941bfc99a9d14be0d3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SceneReload.cs b/Assets/Scripts/SceneReload.cs new file mode 100644 index 0000000..2541f0d --- /dev/null +++ b/Assets/Scripts/SceneReload.cs @@ -0,0 +1,11 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SceneReload : MonoBehaviour +{ + public void ReloadScene() + { + UnityEngine.SceneManagement.SceneManager.LoadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().name); + } +} diff --git a/Assets/Scripts/SceneReload.cs.meta b/Assets/Scripts/SceneReload.cs.meta new file mode 100644 index 0000000..68035ae --- /dev/null +++ b/Assets/Scripts/SceneReload.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 51a2c8b6b6fd3a145a7c17b55874cd88 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SimpleBillboard.cs b/Assets/Scripts/SimpleBillboard.cs new file mode 100644 index 0000000..6457fc5 --- /dev/null +++ b/Assets/Scripts/SimpleBillboard.cs @@ -0,0 +1,23 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SimpleBillboard : MonoBehaviour +{ + private void Start() + { + StartCoroutine(LookAtCamera()); + + IEnumerator LookAtCamera() + { + if (Camera.main == null) yield break; + Transform targ = Camera.main.transform; + while (true) + { + transform.LookAt(targ); + yield return null; + } + } + } +} diff --git a/Assets/Scripts/SimpleBillboard.cs.meta b/Assets/Scripts/SimpleBillboard.cs.meta new file mode 100644 index 0000000..f11f7c4 --- /dev/null +++ b/Assets/Scripts/SimpleBillboard.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 747c556029cadb6429f39c71fea6da4b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SimpleBroadCaster.cs b/Assets/Scripts/SimpleBroadCaster.cs new file mode 100755 index 0000000..5cb3f71 --- /dev/null +++ b/Assets/Scripts/SimpleBroadCaster.cs @@ -0,0 +1,16 @@ +using SO; +using SO.Channels; +using UnityEngine; + +namespace SO +{ + public class SimpleBroadCaster : MonoBehaviour + { + [SerializeField]private SimpleChannelSO channel; + + public void RaiseEvent() + { + channel.RaiseEvent(); + } + } +} diff --git a/Assets/Scripts/SimpleBroadCaster.cs.meta b/Assets/Scripts/SimpleBroadCaster.cs.meta new file mode 100755 index 0000000..6b85b8f --- /dev/null +++ b/Assets/Scripts/SimpleBroadCaster.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8e8ecee0da81cc94fa2487058e9a4edb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Startup.cs b/Assets/Scripts/Startup.cs new file mode 100755 index 0000000..b1c2955 --- /dev/null +++ b/Assets/Scripts/Startup.cs @@ -0,0 +1,16 @@ +using System.Collections; +using System.Collections.Generic; +using SO; +using SO.Channels; +using UnityEngine; + +public class Startup : MonoBehaviour +{ + [SerializeField] private MachineSO machine; + [SerializeField] private MachineChangeChannelSO machineChangeChannel; + + private void Start() + { + machineChangeChannel.RaiseEvent(machine); + } +} diff --git a/Assets/Scripts/Startup.cs.meta b/Assets/Scripts/Startup.cs.meta new file mode 100755 index 0000000..d03bf3a --- /dev/null +++ b/Assets/Scripts/Startup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 163672e7a74f797458f938b4a0ce1556 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StepDescription.cs b/Assets/Scripts/StepDescription.cs new file mode 100755 index 0000000..9c9a407 --- /dev/null +++ b/Assets/Scripts/StepDescription.cs @@ -0,0 +1,34 @@ +using SO; +using SO.Channels; +using TMPro; +using UnityEngine; + +public class StepDescription : MonoBehaviour +{ + [SerializeField] private StepChangeChannelSO stepChangeChannel; + [SerializeField] private SimpleChannelSO stepDescriptionLoaded; + + [SerializeField] private TMP_Text label; + + private void OnEnable() + { + stepChangeChannel.OnStepChanged += OnStepChanged; + } + + private void OnDisable() + { + stepChangeChannel.OnStepChanged -= OnStepChanged; + } + + private void OnStepChanged(StepSO arg0) + { + if (label is null) + { + Debug.LogError($"{nameof(label)} is null...", this.gameObject); + return; + } + + label.SetText(arg0.Description); + stepDescriptionLoaded.RaiseEvent(); + } +} diff --git a/Assets/Scripts/StepDescription.cs.meta b/Assets/Scripts/StepDescription.cs.meta new file mode 100755 index 0000000..c32b745 --- /dev/null +++ b/Assets/Scripts/StepDescription.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d6359b12ffa0fba4c83bf5eec63b2bc1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/TextUIUpdate.cs b/Assets/Scripts/TextUIUpdate.cs new file mode 100644 index 0000000..c858b32 --- /dev/null +++ b/Assets/Scripts/TextUIUpdate.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using SO; +using SO.Channels; +using TMPro; +using UnityEngine; + +public class TextUIUpdate : MonoBehaviour +{ + [SerializeField] private TextMeshProUGUI text; + [SerializeField] private StepChangeChannelSO stepChangeChannel; + + private void OnEnable() + { + stepChangeChannel.OnStepChanged += OnStepChanged; + } + + private void OnDisable() + { + stepChangeChannel.OnStepChanged -= OnStepChanged; + } + + private void OnStepChanged(StepSO step) + { + text.text = step.Description; + } +} diff --git a/Assets/Scripts/TextUIUpdate.cs.meta b/Assets/Scripts/TextUIUpdate.cs.meta new file mode 100644 index 0000000..fa1ab0b --- /dev/null +++ b/Assets/Scripts/TextUIUpdate.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b347f9618aec4f0ab2866d94200c76f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ToggleObjectOff.cs b/Assets/Scripts/ToggleObjectOff.cs new file mode 100644 index 0000000..dcf2919 --- /dev/null +++ b/Assets/Scripts/ToggleObjectOff.cs @@ -0,0 +1,40 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using SO; +using SO.Channels; +using UnityEngine; + +public class ToggleObjectOff : MonoBehaviour +{ + [SerializeField] private StepChangeChannelSO stepChangeChannel; + [SerializeField] private SimpleChannelSO previousStepChannel; + [SerializeField] private List objectToDisable; + private void OnEnable() + { + stepChangeChannel.OnStepChanged += OnStepChanged; + previousStepChannel.OnEventRaised += ResetObjects; + } + + private void OnDisable() + { + stepChangeChannel.OnStepChanged -= OnStepChanged; + previousStepChannel.OnEventRaised -= ResetObjects; + } + + private void OnStepChanged(StepSO step) + { + foreach (GameObject item in objectToDisable) + { + item.SetActive(false); + } + } + + private void ResetObjects() + { + foreach (GameObject item in objectToDisable) + { + item.SetActive(false); + } + } +} diff --git a/Assets/Scripts/ToggleObjectOff.cs.meta b/Assets/Scripts/ToggleObjectOff.cs.meta new file mode 100644 index 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others. + +The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the copyright statement(s). + +"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. + +"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. + +5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. \ No newline at end of file diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta new file mode 100644 index 0000000..fa60cea --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6e59c59b81ab47f9b6ec5781fa725d2c +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans.ttf b/Assets/TextMesh Pro/Fonts/LiberationSans.ttf new file mode 100644 index 0000000..0d896af --- /dev/null +++ b/Assets/TextMesh 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--git a/Assets/TextMesh Pro/Shaders.meta b/Assets/TextMesh Pro/Shaders.meta new file mode 100644 index 0000000..29a90a6 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e9f693669af91aa45ad615fc681ed29f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100644 index 0000000..bab2b2c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,143 @@ +Shader "TextMeshPro/Bitmap Custom Atlas" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta new file mode 100644 index 0000000..0a416c8 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 48bb5f55d8670e349b6e614913f9d910 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 0000000..006a271 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + [HDR]_Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + + _VertexOffsetX("Vertex OffsetX", float) = 0 + _VertexOffsetY("Vertex OffsetY", float) = 0 + _MaskSoftnessX("Mask SoftnessX", float) = 0 + _MaskSoftnessY("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float4 mask : TEXCOORD2; + }; + + sampler2D _MainTex; + fixed4 _Color; + float _DiffusePower; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + v2f vert (appdata_t v) + { + v2f OUT; + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + OUT.color = v.color; + OUT.color *= _Color; + OUT.color.rgb *= _DiffusePower; + OUT.texcoord0 = v.texcoord0; + + float2 pixelSize = OUT.vertex.w; + //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : COLOR + { + fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + +SubShader { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord0 + } + Pass { + SetTexture [_MainTex] { + constantColor [_Color] combine constant * primary, constant * texture + } + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100644 index 0000000..d5fb125 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader new file mode 100644 index 0000000..8ce4937 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,143 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0); + color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta new file mode 100644 index 0000000..7eb1870 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 0000000..c50c593 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field Overlay" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta new file mode 100644 index 0000000..56284e9 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader new file mode 100644 index 0000000..ed48574 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,310 @@ +Shader "TextMeshPro/Distance Field SSD" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Transparent" + } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + Cull[_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest[unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + #pragma shader_feature __ FORCE_LINEAR + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 color : COLOR; + float2 atlas : TEXCOORD0; + float weight : TEXCOORD1; + float2 mask : TEXCOORD2; // Position in object space(xy) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float2 texcoord2 : TEXCOORD4; + float4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); + } + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + output.position = vPosition; + output.color = color; + output.atlas = input.texcoord0; + output.weight = weight; + output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = input.texcoord0 + bOffset; + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); + + float weight = input.weight; + float bias = (.5 - weight) + (.5 / scale); + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n - bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col * faceColor.a; + faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta new file mode 100644 index 0000000..08cd8ae --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 14eb328de4b8eb245bb7cea29e4ac00b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 0000000..7019aaf --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,247 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - Masking" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _MaskWipeControl; + float _MaskEdgeSoftness; + fixed4 _MaskEdgeColor; + bool _MaskInverse; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Structure for pixel shader + pixel_t output = { + vPosition, + faceColor, + outlineColor, + float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), + half4(scale, bias - outline, bias + outline, bias), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4(input.texcoord0 + layerOffset, input.color.a, 0), + half2(layerScale, layerBias), + #endif + }; + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + //#if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + //#endif + + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100644 index 0000000..3cbdbbb --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 0000000..ce82bed --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field Overlay" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100644 index 0000000..e6b149e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader new file mode 100644 index 0000000..df4d5b0 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -0,0 +1,106 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field SSD" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + #include "TMPro_Mobile.cginc" + + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta new file mode 100644 index 0000000..9b84c13 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8d12adcee749c344b8117cf7c7eb912 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 0000000..d3f5866 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100644 index 0000000..2ac6e76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 0000000..be764ae --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,138 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100644 index 0000000..bff8b7a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 0000000..bcb2bb2 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,158 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta new file mode 100644 index 0000000..26e814c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader new file mode 100644 index 0000000..011ee19 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta new file mode 100644 index 0000000..e1cf3f3 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader new file mode 100644 index 0000000..e8283a7 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,116 @@ +Shader "TextMeshPro/Sprite" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + OUT.worldPosition = v.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #ifdef UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta new file mode 100644 index 0000000..50ba195 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc new file mode 100644 index 0000000..5898130 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc @@ -0,0 +1,84 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; +} + +fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + faceColor.rgb *= faceColor.a; + outlineColor.rgb *= outlineColor.a; + + faceColor = lerp(faceColor, outlineColor, outlineAlpha); + + faceColor *= faceAlpha; + + return faceColor; +} + +float3 GetSurfaceNormal(float4 h, float bias) +{ + bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); + + h += bias+_BevelOffset; + + float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h+.5); + + if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); + h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); + h = min(h, 1.0-_BevelClamp); + h *= _Bevel * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); + + return cross(va, vb); +} + +float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) +{ + // Read "height field" + float4 h = {tex2D(_MainTex, uv - delta.xz).a, + tex2D(_MainTex, uv + delta.xz).a, + tex2D(_MainTex, uv - delta.zy).a, + tex2D(_MainTex, uv + delta.zy).a}; + + return GetSurfaceNormal(h, bias); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +float4 GetGlowColor(float d, float scale) +{ + float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; + float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; + glow = saturate(abs(glow/(1.0 + t))); + glow = 1.0-pow(glow, _GlowPower); + glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel + return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); + float alpha = underlying.a + (1-underlying.a)*overlying.a; + return float4(blended, alpha); +} + diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta new file mode 100644 index 0000000..0d6eb56 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc new file mode 100644 index 0000000..5969fec --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,157 @@ +struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; +}; + +struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 faceColor : COLOR; + float4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; + float4 param : TEXCOORD1; // weight, scaleRatio + float2 mask : TEXCOORD2; + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD3; + float4 underlayColor : COLOR2; + #endif +}; + +float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); +} + +pixel_t VertShader(vertex_t input) +{ + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + float opacity = color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + float4 faceColor = float4(color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + float4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + + output.position = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); + output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); + + float2 mask = float2(0, 0); + #if UNITY_UI_CLIP_RECT + mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; + #endif + output.mask = mask; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + + output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); + output.underlayColor = underlayColor; + #endif + + return output; +} + +float4 PixShader(pixel_t input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + + float d = tex2D(_MainTex, input.texcoord0.xy).a; + + float2 UV = input.texcoord0.xy; + float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float layerScale = scale; + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + #endif + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + + float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); + + #ifdef OUTLINE_ON + float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); + faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); + faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float bias = input.param.x * scale - 0.5; + float sd = saturate(d * scale - bias - input.param.z); + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); + #endif + + #ifdef MASKING + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); + faceColor *= a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + faceColor *= input.texcoord2.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta new file mode 100644 index 0000000..4415e50 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c334973cef89a9840b0b0c507e0377ab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc new file mode 100644 index 0000000..2e96258 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,85 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +uniform float _MaskID; +uniform sampler2D _MaskTex; +uniform float4 _MaskCoord; +uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +//uniform float _MaskWipeControl; +//uniform float _MaskEdgeSoftness; +//uniform fixed4 _MaskEdgeColor; +//uniform bool _MaskInverse; + +uniform float _MaskSoftnessX; +uniform float _MaskSoftnessY; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; +uniform float _Sharpness; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta new file mode 100644 index 0000000..7b37f2f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3997e2241185407d80309a82f9148466 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc new file mode 100644 index 0000000..622ae87 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,101 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord1.y, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + + v.texcoord1.xy = UnpackUV(v.texcoord1.x); + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE + float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = _OutlineColor; + faceColor *= input.color; + outlineColor.a *= input.color.a; + faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); + outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + faceColor.rgb /= max(faceColor.a, 0.0001); + +#if BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; + + // Face Normal + float3 n = GetSurfaceNormal(smp4x, input.param.x); + + // Bumpmap + float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + bump = lerp(float3(0, 0, 1), bump, faceColor.a); + n = normalize(n - bump); + + // Cubemap reflection + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); + float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#else + float3 n = float3(0, 0, -1); + float3 emission = float3(0, 0, 0); +#endif + +#if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + glowColor.a *= input.color.a; + emission += glowColor.rgb*glowColor.a; + faceColor = BlendARGB(glowColor, faceColor); + faceColor.rgb /= max(faceColor.a, 0.0001); +#endif + + // Set Standard output structure + o.Albedo = faceColor.rgb; + o.Normal = -n; + o.Emission = emission; + o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); + o.Gloss = 1; + o.Alpha = faceColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta new file mode 100644 index 0000000..41ef4b1 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d930090c0cd643c7b55f19a38538c162 +ShaderImporter: + externalObjects: {} + defaultTextures: [] 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+using UnityEngine; +using UnityEngine.UIElements; +using Button = UnityEngine.UIElements.Button; + +namespace UI +{ + public class MainMenuLayout : MonoBehaviour + { + [SerializeField] private SimpleChannelSO nextButtonChannel; + [SerializeField] private SimpleChannelSO previousButtonChannel; + [SerializeField] private SimpleChannelSO videoButtonChannel; + [SerializeField] private SimpleChannelSO documentButtonChannel; + [SerializeField] private SimpleChannelSO animationButtonChannel; + [SerializeField] private StepChangeChannelSO stepChangeChannel; + [SerializeField] private MachineChangeChannelSO machineChannel; + [SerializeField] private SimpleChannelSO playButtonChannel; + [SerializeField] private SimpleChannelSO stopButtonChannel; + + [SerializeField] private VisualTreeAsset documentPanelAsset; + [SerializeField] private VisualTreeAsset videoPanelAsset; + + private VisualElement switchingArea; + private Button nextButton; + private Button previousButton; + private Button videoButton; + private Button documentButton; + private Button animationButton; + + private Label machineName; + private Label processName; + private Label stepName; + + private Label stepNameText; + private Label stepDescriptionText; + + private VisualElement videoScreen; + private VisualElement documentScreen; + private VisualElement documentPanel; + private Texture currentDocument; + + private Button playButton; + private Button stopButton; + + private void OnEnable() + { + var root = GetComponent().rootVisualElement; + machineName = root.Q