Streamingle_URP/Assets/Scripts/KindRetargeting/Editor/PropLocationControllerEditor.cs
user 4a49ecd772 Refactor: 배경/프랍 브라우저 IMGUI→UI Toolkit 전환 + USS 리디자인
- BackgroundSceneLoaderWindow: OnGUI → CreateGUI (Toolbar + ToolbarSearchField)
- PropBrowserWindow: OnGUI → CreateGUI (Toolbar + ToolbarSearchField)
- StreamingleCommon.uss: 브라우저 공통 스타일 추가 (그리드/리스트/뷰토글/액션바/상태바)
- excludeFromWeb 상태 새로고침 시 보존 수정
- 삭제된 배경 리소스 정리

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 01:55:48 +09:00

168 lines
6.8 KiB
C#

using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
namespace KindRetargeting
{
[CustomEditor(typeof(PropLocationController))]
public class PropLocationControllerEditor : BaseRetargetingEditor
{
private const string CommonUssPath = "Assets/Scripts/Streamingle/StreamingleControl/Editor/UXML/StreamingleCommon.uss";
private VisualElement offsetContainer;
private VisualElement propListContainer;
private PropLocationController controller;
public override VisualElement CreateInspectorGUI()
{
controller = target as PropLocationController;
if (controller == null) return new VisualElement();
var root = new VisualElement();
var commonUss = AssetDatabase.LoadAssetAtPath<StyleSheet>(CommonUssPath);
if (commonUss != null) root.styleSheets.Add(commonUss);
// 기본 프로퍼티
var iterator = serializedObject.GetIterator();
iterator.NextVisible(true); // skip m_Script
while (iterator.NextVisible(false))
{
var field = new PropertyField(iterator.Copy());
root.Add(field);
}
// 오프셋 조정 섹션
root.Add(new Label("오프셋 조정") { style = { unityFontStyleAndWeight = FontStyle.Bold, marginTop = 10 } });
offsetContainer = new VisualElement();
root.Add(offsetContainer);
// 부착된 프랍 목록 섹션
root.Add(new Label("부착된 프랍 목록") { style = { unityFontStyleAndWeight = FontStyle.Bold, marginTop = 10 } });
propListContainer = new VisualElement();
root.Add(propListContainer);
// 프랍 위치 이동 버튼
root.Add(new Label("프랍 위치 이동") { style = { unityFontStyleAndWeight = FontStyle.Bold, marginTop = 10 } });
var btnRow = new VisualElement { style = { flexDirection = FlexDirection.Row, marginTop = 4 } };
var headBtn = new Button(() => controller.MoveToHead()) { text = "머리로 이동" };
headBtn.style.flexGrow = 1; headBtn.style.height = 30; headBtn.style.marginRight = 2;
btnRow.Add(headBtn);
var leftBtn = new Button(() => controller.MoveToLeftHand()) { text = "왼손으로 이동" };
leftBtn.style.flexGrow = 1; leftBtn.style.height = 30; leftBtn.style.marginRight = 2;
btnRow.Add(leftBtn);
var rightBtn = new Button(() => controller.MoveToRightHand()) { text = "오른손으로 이동" };
rightBtn.style.flexGrow = 1; rightBtn.style.height = 30;
btnRow.Add(rightBtn);
root.Add(btnRow);
var detachBtn = new Button(() =>
{
if (Selection.activeGameObject != null)
Undo.RecordObject(Selection.activeGameObject.transform, "Detach Prop");
controller.DetachProp();
}) { text = "프랍 해제" };
detachBtn.style.height = 30;
detachBtn.style.marginTop = 4;
root.Add(detachBtn);
// 주기적으로 동적 UI 갱신
root.schedule.Execute(() => RebuildDynamicUI()).Every(500);
RebuildDynamicUI();
return root;
}
private void RebuildDynamicUI()
{
if (controller == null) return;
RebuildOffsets();
RebuildPropLists();
}
private void RebuildOffsets()
{
if (offsetContainer == null) return;
offsetContainer.Clear();
BuildOffsetSection(offsetContainer, "왼손 오프셋", controller.GetLeftHandOffset());
BuildOffsetSection(offsetContainer, "오른손 오프셋", controller.GetRightHandOffset());
BuildOffsetSection(offsetContainer, "머리 오프셋", controller.GetHeadOffset());
}
private void BuildOffsetSection(VisualElement parent, string label, Transform offset)
{
if (offset == null) return;
var foldout = new Foldout { text = label, value = true };
var posField = new Vector3Field("위치") { value = offset.localPosition };
posField.RegisterValueChangedCallback(evt =>
{
Undo.RecordObject(offset, $"Update {label}");
offset.localPosition = evt.newValue;
EditorUtility.SetDirty(offset);
});
foldout.Add(posField);
var rotField = new Vector3Field("회전") { value = offset.localRotation.eulerAngles };
rotField.RegisterValueChangedCallback(evt =>
{
Undo.RecordObject(offset, $"Update {label}");
offset.localRotation = Quaternion.Euler(evt.newValue);
EditorUtility.SetDirty(offset);
});
foldout.Add(rotField);
parent.Add(foldout);
}
private void RebuildPropLists()
{
if (propListContainer == null) return;
propListContainer.Clear();
BuildPropListSection(propListContainer, "머리 프랍", controller.GetHeadProps());
BuildPropListSection(propListContainer, "왼손 프랍", controller.GetLeftHandProps());
BuildPropListSection(propListContainer, "오른손 프랍", controller.GetRightHandProps());
}
private void BuildPropListSection(VisualElement parent, string title, GameObject[] propList)
{
var box = new VisualElement();
box.style.backgroundColor = new Color(0, 0, 0, 0.1f);
box.style.borderTopLeftRadius = box.style.borderTopRightRadius =
box.style.borderBottomLeftRadius = box.style.borderBottomRightRadius = 4;
box.style.paddingTop = box.style.paddingBottom =
box.style.paddingLeft = box.style.paddingRight = 4;
box.style.marginBottom = 4;
box.Add(new Label(title) { style = { unityFontStyleAndWeight = FontStyle.Bold } });
if (propList.Length > 0)
{
foreach (var prop in propList)
{
if (prop == null) continue;
var row = new VisualElement { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center, marginTop = 2 } };
row.Add(new Label(prop.name) { style = { flexGrow = 1 } });
var selectBtn = new Button(() => Selection.activeGameObject = prop) { text = "선택" };
selectBtn.style.width = 60;
row.Add(selectBtn);
box.Add(row);
}
}
else
{
box.Add(new Label("부착된 프랍 없음") { style = { color = new Color(0.6f, 0.6f, 0.6f) } });
}
parent.Add(box);
}
}
}