StereoControllerEditor.cs
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// Copyright 2014 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Linq;
/// @ingroup EditorScripts
/// A custom editor for the StereoController script. It exists to add the _Update
/// Stereo Cameras_ button to the StereoController's Inspector window, and to the
/// corresponding main menu entry and Camera context menu command. The usage of the
/// these actions is described in StereoController.
[CustomEditor(typeof(StereoController))]
public class StereoControllerEditor : Editor {
/// Name of button, and part of "Undo ..." message.
public const string ACTION_NAME = "Update Stereo Cameras";
private GUIContent updateButton =
new GUIContent(ACTION_NAME, "Copy all Camera settings to the stereo cameras.");
/// @cond HIDDEN
public override void OnInspectorGUI() {
DrawDefaultInspector();
GUILayout.BeginHorizontal(GUILayout.ExpandHeight(false));
GUILayout.FlexibleSpace();
if (GUILayout.Button(updateButton, GUILayout.ExpandWidth(false))) {
var controller = (StereoController)target;
DoUpdateStereoCameras(controller.gameObject);
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
}
[MenuItem("Component/Cardboard/Update Stereo Cameras", true, 40)]
public static bool CanUpdateStereoCameras() {
// Make sure all selected items have valid cameras.
return Selection.gameObjects.Where(go => CanUpdateStereoCameras(go)).Count()
== Selection.gameObjects.Length;
}
[MenuItem("CONTEXT/Camera/Update Stereo Cameras", true, 41)]
public static bool CanUpdateStereoCamerasContext(MenuCommand command) {
var camera = (Camera)command.context;
return CanUpdateStereoCameras(camera.gameObject);
}
[MenuItem("Component/Cardboard/Update Stereo Cameras", false, 42)]
public static void UpdateStereoCameras() {
foreach (var go in Selection.gameObjects) {
DoUpdateStereoCameras(go);
}
}
[MenuItem("CONTEXT/Camera/Update Stereo Cameras", false, 43)]
public static void UpdateStereoCamerasContext(MenuCommand command) {
var camera = (Camera)command.context;
DoUpdateStereoCameras(camera.gameObject);
}
/// @endcond
private static bool CanUpdateStereoCameras(GameObject go) {
return go != null &&
go.hideFlags == HideFlags.None &&
go.GetComponent<Camera>() != null &&
go.GetComponent<CardboardEye>() == null;
}
private static void DoUpdateStereoCameras(GameObject go) {
// Make sure there is a StereoController.
var controller = go.GetComponent<StereoController>();
if (controller == null) {
controller = go.AddComponent<StereoController>();
Undo.RegisterCreatedObjectUndo(controller, ACTION_NAME);
}
// Remember current state of stereo rig.
#if !UNITY_5
bool hadSkybox = go.GetComponent<SkyboxMesh>() != null;
#endif
bool hadHead = controller.Head != null;
bool hadEyes = controller.Eyes.Length > 0;
controller.AddStereoRig();
// Support undo...
#if !UNITY_5
// Skybox mesh. Deletes it if camera is not Main.
var skybox = go.GetComponent<SkyboxMesh>();
if (skybox != null) {
if (!hadSkybox) {
Undo.RegisterCreatedObjectUndo(skybox, ACTION_NAME);
} else if (go.GetComponent<Camera>().tag != "MainCamera") {
Undo.DestroyObjectImmediate(skybox);
}
}
#endif
// Head.
var head = go.GetComponent<CardboardHead>();
if (head != null && !hadHead) {
Undo.RegisterCreatedObjectUndo(head, ACTION_NAME);
}
// Eyes. Synchronizes them with controller's camera too.
foreach (var eye in controller.Eyes) {
if (!hadEyes) {
Undo.RegisterCreatedObjectUndo(eye.gameObject, ACTION_NAME);
} else {
Undo.RecordObject(eye.GetComponent<Camera>(), ACTION_NAME);
eye.CopyCameraAndMakeSideBySide(controller);
}
}
}
}