//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using BansheeEngine;
namespace BansheeEditor
{
/** @addtogroup Inspectors
* @{
*/
///
/// Renders an inspector for the component.
///
[CustomInspector(typeof(CharacterController))]
internal class CharacterControllerInspector : Inspector
{
private GUIFloatField radiusField = new GUIFloatField(new LocEdString("Radius"));
private GUIFloatField heightField = new GUIFloatField(new LocEdString("Height"));
private GUIVector3Field orientationField = new GUIVector3Field(new LocEdString("Orientation"));
private GUIFloatField contactOffsetField = new GUIFloatField(new LocEdString("Contact offset"));
private GUIFloatField minMoveDistanceField = new GUIFloatField(new LocEdString("Min. move distance"));
private GUIEnumField climbingModeField = new GUIEnumField(typeof (CharacterClimbingMode),
new LocEdString("Climbing mode"));
private GUIFloatField stepOffsetField = new GUIFloatField(new LocEdString("Step offset"));
private GUIEnumField nonWalkableModeField = new GUIEnumField(typeof (CharacterNonWalkableMode),
new LocEdString("Non-walkable mode"));
private GUISliderField slopeLimitField = new GUISliderField(0, 180, new LocEdString("Slope limit"));
private GUIListBoxField layerField = new GUIListBoxField(Layers.Names, false, new LocEdString("Layer"));
private ulong layersValue = 0;
private InspectableState modifyState;
private Vector3 orientation;
///
protected internal override void Initialize()
{
BuildGUI();
}
///
protected internal override InspectableState Refresh()
{
CharacterController controller = InspectedObject as CharacterController;
if (controller == null)
return InspectableState.NotModified;
radiusField.Value = controller.Radius;
heightField.Value = controller.Height;
orientationField.Value = orientation;
contactOffsetField.Value = controller.ContactOffset;
minMoveDistanceField.Value = controller.MinMoveDistance;
climbingModeField.Value = (ulong)controller.ClimbingMode;
stepOffsetField.Value = controller.StepOffset;
nonWalkableModeField.Value = (ulong)controller.NonWalkableMode;
slopeLimitField.Value = controller.SlopeLimit.Degrees;
if (layersValue != controller.Layer)
{
bool[] states = new bool[64];
for (int i = 0; i < states.Length; i++)
states[i] = (controller.Layer & Layers.Values[i]) == Layers.Values[i];
layerField.States = states;
layersValue = controller.Layer;
}
InspectableState oldState = modifyState;
if (modifyState.HasFlag(InspectableState.Modified))
modifyState = InspectableState.NotModified;
return oldState;
}
///
/// Recreates all the GUI elements used by this inspector.
///
private void BuildGUI()
{
CharacterController controller = InspectedObject as CharacterController;
if (controller == null)
return;
radiusField.OnChanged += x => { controller.Radius = x; MarkAsModified(); };
radiusField.OnConfirmed += ConfirmModify;
radiusField.OnFocusLost += ConfirmModify;
heightField.OnChanged += x => { controller.Height = x; MarkAsModified(); };
heightField.OnConfirmed += ConfirmModify;
heightField.OnFocusLost += ConfirmModify;
orientationField.OnChanged += x =>
{
orientation = x;
Quaternion rotation = Quaternion.FromEuler(x);
controller.Up = rotation.Rotate(Vector3.YAxis);
MarkAsModified();
};
orientationField.OnConfirmed += ConfirmModify;
orientationField.OnFocusLost += ConfirmModify;
contactOffsetField.OnChanged += x => { controller.ContactOffset = x; MarkAsModified(); };
contactOffsetField.OnConfirmed += ConfirmModify;
contactOffsetField.OnFocusLost += ConfirmModify;
minMoveDistanceField.OnChanged += x => { controller.MinMoveDistance = x; MarkAsModified(); };
minMoveDistanceField.OnConfirmed += ConfirmModify;
minMoveDistanceField.OnFocusLost += ConfirmModify;
climbingModeField.OnSelectionChanged += x =>
{
controller.ClimbingMode = (CharacterClimbingMode)x;
MarkAsModified();
ConfirmModify();
};
stepOffsetField.OnChanged += x => { controller.StepOffset = x; MarkAsModified(); };
stepOffsetField.OnConfirmed += ConfirmModify;
stepOffsetField.OnFocusLost += ConfirmModify;
nonWalkableModeField.OnSelectionChanged += x =>
{
controller.NonWalkableMode = (CharacterNonWalkableMode)x;
MarkAsModified();
ConfirmModify();
};
slopeLimitField.OnChanged += x => { controller.SlopeLimit = new Degree(x); MarkAsModified(); };
slopeLimitField.OnFocusLost += ConfirmModify;
layerField.OnSelectionChanged += x =>
{
ulong layer = 0;
bool[] states = layerField.States;
for (int i = 0; i < states.Length; i++)
layer |= states[i] ? Layers.Values[i] : 0;
layersValue = layer;
controller.Layer = layer;
MarkAsModified();
ConfirmModify();
};
Layout.AddElement(radiusField);
Layout.AddElement(heightField);
Layout.AddElement(orientationField);
Layout.AddElement(contactOffsetField);
Layout.AddElement(minMoveDistanceField);
Layout.AddElement(climbingModeField);
Layout.AddElement(stepOffsetField);
Layout.AddElement(nonWalkableModeField);
Layout.AddElement(slopeLimitField);
Layout.AddElement(layerField);
orientation = Quaternion.FromToRotation(Vector3.YAxis, controller.Up).ToEuler();
}
///
/// Marks the contents of the inspector as modified.
///
protected void MarkAsModified()
{
modifyState |= InspectableState.ModifyInProgress;
}
///
/// Confirms any queued modifications.
///
protected void ConfirmModify()
{
if (modifyState.HasFlag(InspectableState.ModifyInProgress))
modifyState |= InspectableState.Modified;
}
}
/** @} */
}