Files
beyond/Assets/Scripts/Editor/CustomHierarchyDecorator.cs
2025-11-27 01:51:39 +01:00

176 lines
6.2 KiB
C#

using UnityEditor;
using UnityEngine;
using System.Linq;
[InitializeOnLoad]
public static class CustomHierarchyDecorator
{
private static HierarchyDecoratorSettings settings;
static CustomHierarchyDecorator()
{
LoadSettings();
EditorApplication.hierarchyWindowItemOnGUI -= OnHierarchyGUI;
EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI;
}
public static void UpdateSettings(HierarchyDecoratorSettings newSettings)
{
settings = newSettings;
EditorApplication.RepaintHierarchyWindow();
}
private static void LoadSettings()
{
settings = AssetDatabase.LoadAssetAtPath<HierarchyDecoratorSettings>("Assets/Scripts/Editor/HierarchyDecoratorSettings.asset");
}
private static void OnHierarchyGUI(int instanceID, Rect selectionRect)
{
if (settings == null) return;
// 1. Rysowanie Linii Drzewa (Tree Lines) - DODATKOWY BAJER
if (settings.showTreeLines)
{
DrawTreeLines(selectionRect);
}
GameObject obj = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
if (obj == null) return;
// 2. Sprawdzamy typ nag³ówka
// Typ: "= Clean" (Pusty separator)
if (obj.name.Trim().StartsWith("= Clean"))
{
EditorGUI.DrawRect(selectionRect, settings.cleanBackgroundColor);
return;
}
// Typ: "# Nazwa" (Subtelny nag³ówek sekcji) - NOWOŒÆ
if (obj.name.Trim().StartsWith("#"))
{
DrawSectionHeader(selectionRect, obj);
PreventRename(selectionRect);
return;
}
// Typ: "1= Nazwa" (Kolorowy nag³ówek)
if (obj.name.Contains("="))
{
DrawColoredHeader(selectionRect, obj);
PreventRename(selectionRect);
}
}
// --- NOWOή: Rysowanie linii hierarchii ---
private static void DrawTreeLines(Rect rect)
{
// Unity wciêcie to zazwyczaj 14 pikseli na poziom
float indentWidth = 14f;
// Obliczamy poziom zagnie¿d¿enia na podstawie pozycji X
// (To trik, bo nie mamy dostêpu do obj.transform.parent w tym miejscu ³atwo bez obiektu)
// Ale rect.x przesuwa siê w prawo.
// Rysujemy pionowe linie co 14 pikseli w lewo od rect.x
for (float x = rect.x - indentWidth; x > 0; x -= indentWidth)
{
Rect lineRect = new Rect(x, rect.y, 1f, rect.height);
EditorGUI.DrawRect(lineRect, settings.treeLineColor);
}
}
// --- NOWOŒÆ: Rysowanie subtelnego nag³ówka ---
private static void DrawSectionHeader(Rect rect, GameObject obj)
{
// Rysujemy t³o
EditorGUI.DrawRect(rect, settings.sectionBackgroundColor);
string text = obj.name.Replace("#", "").Trim();
if (settings.sectionUpperCase) text = text.ToUpper();
GUIStyle style = new GUIStyle(EditorStyles.label)
{
alignment = TextAnchor.MiddleCenter, // Wyœrodkowanie!
fontSize = settings.sectionFontSize,
fontStyle = FontStyle.Bold,
normal = { textColor = settings.sectionTextColor }
};
// Dodajemy delikatne kreski obok tekstu (opcjonalnie, wygl¹da super)
// ------- TEKST -------
EditorGUI.LabelField(rect, text, style);
}
private static void DrawColoredHeader(Rect rect, GameObject obj)
{
string[] parts = obj.name.Split(new[] { '=' }, System.StringSplitOptions.RemoveEmptyEntries);
if (parts.Length < 1) return;
string mainText = parts[0].Trim();
string descriptionText = parts.Length > 1 ? parts[1].Trim() : "";
int colorIdentifier;
bool hasIdentifier = int.TryParse(parts[0].Trim(), out colorIdentifier);
if (hasIdentifier)
{
mainText = parts.Length > 1 ? parts[1].Trim() : parts[0].Trim();
descriptionText = parts.Length > 2 ? parts[2].Trim() : "";
}
Color backgroundColor = obj.activeSelf ? settings.defaultBackgroundColor : settings.defaultInactiveBackgroundColor;
Color textColor = obj.activeSelf ? settings.defaultTextColor : settings.defaultInactiveTextColor;
Color descriptionTextColor = settings.descriptionTextColor;
if (hasIdentifier)
{
ColorScheme scheme = settings.colorSchemes.FirstOrDefault(s => s.identifier == colorIdentifier);
if (scheme != null)
{
backgroundColor = obj.activeSelf ? scheme.activeBackgroundColor : scheme.inactiveBackgroundColor;
textColor = obj.activeSelf ? scheme.activeTextColor : scheme.inactiveTextColor;
descriptionTextColor = scheme.activeTextColor;
}
}
EditorGUI.DrawRect(rect, backgroundColor);
GUIStyle mainTextStyle = new GUIStyle(EditorStyles.boldLabel)
{
alignment = TextAnchor.MiddleLeft,
fontStyle = FontStyle.Bold,
normal = { textColor = textColor },
wordWrap = false
};
Rect mainTextRect = new Rect(rect.x + settings.mainTextOffset, rect.y, rect.width - 10, rect.height);
EditorGUI.LabelField(mainTextRect, new GUIContent(mainText), mainTextStyle);
if (!string.IsNullOrEmpty(descriptionText))
{
GUIStyle descriptionStyle = new GUIStyle(EditorStyles.label)
{
alignment = TextAnchor.MiddleLeft,
fontSize = settings.descriptionFontSize,
normal = { textColor = descriptionTextColor },
wordWrap = false
};
float descriptionX = rect.x + settings.mainTextOffset + mainTextStyle.CalcSize(new GUIContent(mainText)).x + settings.descriptionOffset;
Rect descriptionRect = new Rect(descriptionX, rect.y, rect.width - descriptionX, rect.height);
EditorGUI.LabelField(descriptionRect, new GUIContent(descriptionText), descriptionStyle);
}
}
private static void PreventRename(Rect rect)
{
Event e = Event.current;
if (e != null && e.type == EventType.MouseDown && e.clickCount == 2 && rect.Contains(e.mousePosition))
{
GUIUtility.keyboardControl = 0;
e.Use();
}
}
}