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SceneShotBookmarksWindow.cs
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SceneShotBookmarksWindow.cs
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// DOCUMENTATION -----------------------------------------------------------------------------------
// This custom EditorWindow exists to save and reset the Scene View camera to bookmarked settings.
// Scene Shot Bookmarks is useful for speeding up Scene View navigation and level design.
// Learn more at http://www.derekknox/articles/scene-shot-bookmarks-in-unity/
// DEPENDENCIES ------------------------------------------------------------------------------------
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using System.IO;
// DEFINITION --------------------------------------------------------------------------------------
public class SceneShotBookmarksWindow : EditorWindow
{
// CACHE ---------------------------------------------------------------------------------------
private const int BOOKMARK_BUTTON_HEIGHT = 22;
private const string PATH_FOLDER = "Assets/Editor/SceneShotBookmarks";
private const string PATH_FILE = "SceneShotBookmarks.asset";
private const string PATH_FULL = PATH_FOLDER + "/" + PATH_FILE;
private SceneShotBookmarksScriptableObject sceneShotBookmarksScriptableObject;
private List<SceneShotBookmarkModel> sceneShotBookmarks;
private SceneShotBookmarkModel currentBookmarkModel;
private GUIStyle centeredLabelStyle;
private GUIStyle centeredTextFieldStyle;
// INITIALIZATION ------------------------------------------------------------------------------
[MenuItem("Window/Scene Shot Bookmarks")]
private static void Init()
{
SceneShotBookmarksWindow window = (SceneShotBookmarksWindow)EditorWindow.GetWindow(typeof(SceneShotBookmarksWindow), false, "Scene Shot Bookmarks");
window.Show();
}
// HOOKS ---------------------------------------------------------------------------------------
private void Awake()
{
initScriptableObject();
AssetDatabase.Refresh();
}
private void OnGUI()
{
// UI Alignment
alignUI();
// Render UI
renderRowStart();
renderBookmarks();
renderRowEnd();
// Save changes
if(GUI.changed)
{
EditorUtility.SetDirty(sceneShotBookmarksScriptableObject);
}
}
// METHODS -------------------------------------------------------------------------------------
private void initScriptableObject()
{
// Create asset if necessary and get asset reference
if(!File.Exists(PATH_FULL))
{
sceneShotBookmarksScriptableObject = createSceneScriptableObject();
}
else
{
sceneShotBookmarksScriptableObject = (SceneShotBookmarksScriptableObject)AssetDatabase.LoadAssetAtPath(PATH_FULL, typeof(SceneShotBookmarksScriptableObject));
}
// Update sceneShotBookmarks for use in dynamically generating the UI
sceneShotBookmarks = sceneShotBookmarksScriptableObject.sceneShotBookmarks;
}
private SceneShotBookmarksScriptableObject createSceneScriptableObject()
{
// Directory setup
if(!Directory.Exists(PATH_FOLDER))
{
Directory.CreateDirectory(PATH_FOLDER);
}
// Create and serialize SceneShotBookmarksScriptableObject asset
SceneShotBookmarksScriptableObject asset = ScriptableObject.CreateInstance<SceneShotBookmarksScriptableObject>();
AssetDatabase.CreateAsset(asset, PATH_FULL);
AssetDatabase.SaveAssets();
// Return asset reference
return asset;
}
private void saveBookmark(SceneShotBookmarkModel model)
{
// Update bookmark with Scene View camera data
Camera sceneViewCamera = SceneView.lastActiveSceneView.camera;
currentBookmarkModel = model;
currentBookmarkModel.position = sceneViewCamera.transform.position;
currentBookmarkModel.rotation = sceneViewCamera.transform.rotation;
currentBookmarkModel.orthographic = sceneViewCamera.orthographic;
currentBookmarkModel.orthographicSize = sceneViewCamera.orthographicSize;
// Clear potential TextField focus
GUI.FocusControl(null);
}
private void setToBookmark(SceneShotBookmarkModel model)
{
// Update Scene View camera with bookmark data
SceneView sceneView = SceneView.lastActiveSceneView;
sceneView.pivot = model.position;
sceneView.rotation = model.rotation;
sceneView.orthographic = model.orthographic;
sceneView.size = model.orthographicSize;
SceneView.RepaintAll();
// Clear potential TextField focus
GUI.FocusControl(null);
}
private void alignUI()
{
// Set Label and TextField styles
centeredLabelStyle = new GUIStyle(GUI.skin.label);
centeredLabelStyle.alignment = TextAnchor.UpperCenter;
centeredTextFieldStyle = new GUIStyle(GUI.skin.textField);
centeredTextFieldStyle.alignment = TextAnchor.UpperCenter;
}
private void renderRowStart()
{
// Start editor display
EditorGUILayout.BeginHorizontal();
}
private void renderBookmarks()
{
// Escape condition for in-editor ScriptableObject edit of zero
if(sceneShotBookmarks.Count == 0) { return; }
// Valid count, so create bookmarks
int count = sceneShotBookmarks.Count;
int bookmarkWidth = Screen.width / count;
SceneShotBookmarkModel model;
for(int i = 0; i < count; i++)
{
model = sceneShotBookmarks[i];
renderBookmarkStart(i * bookmarkWidth, bookmarkWidth);
renderBookmarkTop(model, i + 1);
renderBookmarkBottom(model);
renderBookmarkEnd();
if(i < count - 1)
GUILayout.Space(10);
}
}
private void renderBookmarkStart(int x, int width)
{
// Start bookmark display
GUILayout.BeginArea(new Rect(x, 0, width, Screen.height - BOOKMARK_BUTTON_HEIGHT));
EditorGUILayout.BeginVertical("Box", GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true));
}
private void renderBookmarkTop(SceneShotBookmarkModel model, int id)
{
// Set Scene View to bookmark setup
Rect rect = EditorGUILayout.BeginVertical("Button", GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true));
GUILayout.FlexibleSpace();
if(GUI.Button(rect, GUIContent.none))
setToBookmark(model);
GUILayout.Label((id) + "", centeredLabelStyle);
GUILayout.FlexibleSpace();
EditorGUILayout.EndVertical();
// Bookmark nickname setup
model.nickname = GUILayout.TextField(model.nickname, 50, centeredTextFieldStyle);
}
private void renderBookmarkBottom(SceneShotBookmarkModel model)
{
// Set bookmark setup
Rect rect = EditorGUILayout.BeginHorizontal("Button", GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(false));
if(GUI.Button(rect, GUIContent.none))
saveBookmark(model);
GUILayout.Label("Bookmark", centeredLabelStyle);
EditorGUILayout.EndHorizontal();
}
private void renderBookmarkEnd()
{
// End bookmark display
EditorGUILayout.EndVertical();
GUILayout.EndArea();
}
private void renderRowEnd()
{
// End editor display
EditorGUILayout.EndHorizontal();
}
// HANDLERS ------------------------------------------------------------------------------------
// No handlers
}