using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Experimental.Rendering.Universal; namespace UnityEditor.Experimental.Rendering.Universal { internal class SortingLayerDropDown { private class LayerSelectionData { public SerializedObject serializedObject; public Object[] targets; public int layerID; public System.Action onSelectionChanged; public LayerSelectionData(SerializedObject so, int lid, Object[] tgts, System.Action selectionChangedCallback) { serializedObject = so; layerID = lid; targets = tgts; onSelectionChanged = selectionChangedCallback; } } private static class Styles { public static GUIContent sortingLayerAll = EditorGUIUtility.TrTextContent("All"); public static GUIContent sortingLayerNone = EditorGUIUtility.TrTextContent("None"); public static GUIContent sortingLayerMixed = EditorGUIUtility.TrTextContent("Mixed..."); } SortingLayer[] m_AllSortingLayers; GUIContent[] m_AllSortingLayerNames; List m_ApplyToSortingLayersList; SerializedProperty m_ApplyToSortingLayers; public void OnEnable(SerializedObject serializedObject, string propertyName) { m_ApplyToSortingLayers = serializedObject.FindProperty(propertyName); m_ApplyToSortingLayersList = new List(m_ApplyToSortingLayers.arraySize); m_AllSortingLayers = SortingLayer.layers; m_AllSortingLayerNames = m_AllSortingLayers.Select(x => new GUIContent(x.name)).ToArray(); } void UpdateApplyToSortingLayersArray(object layerSelectionDataObject) { LayerSelectionData layerSelectionData = (LayerSelectionData)layerSelectionDataObject; m_ApplyToSortingLayers.ClearArray(); for (int i = 0; i < m_ApplyToSortingLayersList.Count; ++i) { m_ApplyToSortingLayers.InsertArrayElementAtIndex(i); m_ApplyToSortingLayers.GetArrayElementAtIndex(i).intValue = m_ApplyToSortingLayersList[i]; } if (layerSelectionData.onSelectionChanged != null) layerSelectionData.onSelectionChanged(layerSelectionData.serializedObject); layerSelectionData.serializedObject.ApplyModifiedProperties(); if (layerSelectionData.targets is Light2D[]) { foreach (Light2D light in layerSelectionData.targets) { if (light != null && light.lightType == Light2D.LightType.Global) Light2DManager.ErrorIfDuplicateGlobalLight(light); } } } void OnNoSortingLayerSelected(object selectionData) { m_ApplyToSortingLayersList.Clear(); UpdateApplyToSortingLayersArray(selectionData); } void OnAllSortingLayersSelected(object selectionData) { m_ApplyToSortingLayersList.Clear(); m_ApplyToSortingLayersList.AddRange(m_AllSortingLayers.Select(x => x.id)); UpdateApplyToSortingLayersArray(selectionData); } void OnSortingLayerSelected(object layerSelectionDataObject) { LayerSelectionData layerSelectionData = (LayerSelectionData)layerSelectionDataObject; int layerID = (int)layerSelectionData.layerID; if (m_ApplyToSortingLayersList.Contains(layerID)) m_ApplyToSortingLayersList.RemoveAll(id => id == layerID); else m_ApplyToSortingLayersList.Add(layerID); UpdateApplyToSortingLayersArray(layerSelectionDataObject); } public void OnTargetSortingLayers(SerializedObject serializedObject, Object[] targets, GUIContent labelContent, System.Action selectionChangedCallback) { Rect totalPosition = EditorGUILayout.GetControlRect(); GUIContent actualLabel = EditorGUI.BeginProperty(totalPosition, labelContent, m_ApplyToSortingLayers); Rect position = EditorGUI.PrefixLabel(totalPosition, actualLabel); m_ApplyToSortingLayersList.Clear(); int applyToSortingLayersSize = m_ApplyToSortingLayers.arraySize; for (int i = 0; i < applyToSortingLayersSize; ++i) { int layerID = m_ApplyToSortingLayers.GetArrayElementAtIndex(i).intValue; if (SortingLayer.IsValid(layerID)) m_ApplyToSortingLayersList.Add(layerID); } GUIContent selectedLayers; if (m_ApplyToSortingLayersList.Count == 1) selectedLayers = new GUIContent(SortingLayer.IDToName(m_ApplyToSortingLayersList[0])); else if (m_ApplyToSortingLayersList.Count == m_AllSortingLayers.Length) selectedLayers = Styles.sortingLayerAll; else if (m_ApplyToSortingLayersList.Count == 0) selectedLayers = Styles.sortingLayerNone; else selectedLayers = Styles.sortingLayerMixed; if (EditorGUI.DropdownButton(position, selectedLayers, FocusType.Keyboard, EditorStyles.popup)) { GenericMenu menu = new GenericMenu(); menu.allowDuplicateNames = true; LayerSelectionData layerSelectionData = new LayerSelectionData(serializedObject, 0, targets, selectionChangedCallback); menu.AddItem(Styles.sortingLayerNone, m_ApplyToSortingLayersList.Count == 0, OnNoSortingLayerSelected, layerSelectionData); menu.AddItem(Styles.sortingLayerAll, m_ApplyToSortingLayersList.Count == m_AllSortingLayers.Length, OnAllSortingLayersSelected, layerSelectionData); menu.AddSeparator(""); for (int i = 0; i < m_AllSortingLayers.Length; ++i) { var sortingLayer = m_AllSortingLayers[i]; layerSelectionData = new LayerSelectionData(serializedObject, sortingLayer.id, targets, selectionChangedCallback); menu.AddItem(m_AllSortingLayerNames[i], m_ApplyToSortingLayersList.Contains(sortingLayer.id), OnSortingLayerSelected, layerSelectionData); } menu.DropDown(position); } EditorGUI.EndProperty(); } } }