Aetheria/Assets/Scripts/Editor/CultCacheDrawers.cs
Meta Vens f69c997a85 Studio: HullUnderlay draws the texture or the hull's line art under both cell grids
The hull Shape grid and the footprint painter draw the underlay through HullUnderlay.Draw; the inline texture draw moves into it. Editor assembly: Unity compile not yet run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 18:47:52 +02:00

232 lines
12 KiB
C#

using System.Collections.Generic;
using System;
using System.Linq;
using System.Reflection;
using CultMath;
using CultMath.UnityBridge;
using GameCult.Caching;
using GameCult.Unity.Caching.Editor;
using MessagePack;
using UnityEditor;
using UnityEngine;
using static CultMath.math;
// Aetheria's Studio drawers: the inspection meaning CultLib's CultInspector attributes do not carry. Each draws only
// the value types its attribute sits on and hands anything else back to built-in drawing.
// The simple name of one of the attribute type's [Union] members, as a string
[CultInspectorDrawer(typeof(InspectableTypeAttribute))]
public sealed class InspectableTypeDrawer : ICultInspectorDrawer
{
public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
{
var attribute = member?.GetCustomAttribute<InspectableTypeAttribute>();
if (type != typeof(string) || attribute == null) return inspector.DrawDefault(label, type, value, member);
var names = attribute.Type.GetCustomAttributes<UnionAttribute>(false).Select(union => union.SubType.Name).ToArray();
var index = Array.IndexOf(names, value as string) + 1;
var picked = EditorGUILayout.Popup(label, index, names.Prepend("None").ToArray());
return picked == index ? value : picked == 0 ? null : names[picked - 1];
}
}
[CultInspectorDrawer(typeof(InspectableColorAttribute))]
public sealed class InspectableColorDrawer : ICultInspectorDrawer
{
public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
{
if (type == typeof(float3)) return EditorGUILayout.ColorField(label, ((float3) value).ToColor()).ToFloat3();
if (type == typeof(float4)) return EditorGUILayout.ColorField(label, ((float4) value).ToColor()).ToCultMath();
return inspector.DrawDefault(label, type, value, member);
}
}
// Keyframes as (time, value, in tangent, out tangent), edited as a curve over the unit square
[CultInspectorDrawer(typeof(InspectableAnimationCurveAttribute))]
public sealed class InspectableAnimationCurveDrawer : ICultInspectorDrawer
{
public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
{
float4[] keys;
if (type == typeof(float4[])) keys = value as float4[];
else if (type == typeof(BezierCurve)) keys = (value as BezierCurve)?.Keys;
else return inspector.DrawDefault(label, type, value, member);
EditorGUI.BeginChangeCheck();
var curve = EditorGUILayout.CurveField(label, keys?.Length > 0 ? keys.ToCurve() : new AnimationCurve(), Color.yellow, new Rect(0, 0, 1, 1));
if (!EditorGUI.EndChangeCheck()) return value;
var edited = curve.keys.Select(k => float4(k.time, k.value, k.inTangent, k.outTangent)).ToArray();
if (type == typeof(float4[])) return edited;
var bezier = value as BezierCurve ?? new BezierCurve();
bezier.Keys = edited;
return bezier;
}
}
// One Kelvin value shown and edited as Kelvin, Celsius and Fahrenheit
[CultInspectorDrawer(typeof(InspectableTemperatureAttribute))]
public sealed class InspectableTemperatureDrawer : ICultInspectorDrawer
{
public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
{
if (type != typeof(float)) return inspector.DrawDefault(label, type, value, member);
var kelvin = (float) value;
EditorGUI.BeginChangeCheck();
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PrefixLabel(label);
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
GUILayout.Label("°K", EditorStyles.miniLabel, GUILayout.Width(20));
kelvin = EditorGUILayout.DelayedFloatField(kelvin);
GUILayout.Label("°C", EditorStyles.miniLabel, GUILayout.Width(20));
kelvin = EditorGUILayout.DelayedFloatField(kelvin - 273.15f) + 273.15f;
GUILayout.Label("°F", EditorStyles.miniLabel, GUILayout.Width(20));
kelvin = (EditorGUILayout.DelayedFloatField((kelvin - 273.15f) * 1.8f + 32) - 32) / 1.8f + 273.15f;
EditorGUI.indentLevel = indent;
}
return EditorGUI.EndChangeCheck() ? kelvin : value;
}
}
// A size and a toggle per cell. The underlay (the item's schematic texture, or a hull's line art stretched to the Shape's
// Width x Height) is drawn by HullUnderlay; the height follows a texture's aspect. A hull's hardpoint cells are tinted.
// Both read the owning record through
// inspector.Record, which is a read-only copy: nothing here writes to it.
[CultInspectorDrawer(typeof(InspectableSchematicShapeAttribute))]
public sealed class InspectableSchematicShapeDrawer : ICultInspectorDrawer
{
public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
{
if (type != typeof(Shape)) return inspector.DrawDefault(label, type, value, member);
var shape = value as Shape ?? new Shape();
var item = inspector.Record as EquippableItemData;
var hull = item as HullData;
var schematic = string.IsNullOrEmpty(item?.Schematic) ? null : AssetDatabase.LoadAssetAtPath<Texture2D>(AssetDatabase.GUIDToAssetPath(item.Schematic));
EditorGUILayout.LabelField(label);
using (new EditorGUILayout.HorizontalScope())
{
var width = max(EditorGUILayout.DelayedIntField("Width", shape.Width), 1);
int height;
if (schematic == null) height = max(EditorGUILayout.DelayedIntField("Height", shape.Height), 1);
else
{
height = max(Mathf.RoundToInt(width * ((float) schematic.height / schematic.width)), 1);
EditorGUILayout.LabelField("Height", height.ToString());
}
if (width != shape.Width || height != shape.Height) shape.Resize(width, height);
}
// The flexible space shrinks the grid group to its toggles, so the texture fits the grid, not the inspector width.
using (new EditorGUILayout.HorizontalScope())
{
using (var grid = new EditorGUILayout.VerticalScope())
{
HullUnderlay.Draw(grid.rect, item, inspector.Records);
for (var y = shape.Height - 1; y >= 0; y--)
using (new EditorGUILayout.HorizontalScope())
for (var x = 0; x < shape.Width; x++)
{
var hardpoint = hull?.Hardpoints.FirstOrDefault(hp => HullFootprint.Cells(hp).Contains(int2(x, y)));
var previous = GUI.backgroundColor;
if (hardpoint != null) GUI.backgroundColor = hardpoint.TintColor.ToColor();
shape[int2(x, y)] = GUILayout.Toggle(shape[int2(x, y)], GUIContent.none, GUILayout.Width(16));
GUI.backgroundColor = previous;
}
}
GUILayout.FlexibleSpace();
}
return shape;
}
}
// The underlay under a hull's cell grids, drawn on Repaint only. A shipped hull's schematic texture is stretched over
// the grid rect; a mod hull's line art (its ShipAuthoring, found in the open cache at hull.Visual) is placed by
// SchematicUnderlay.Fit in cell units and mapped to the rect here, the one site that maps cells to a grid's screen
// rect. The hull Shape grid and the footprint painter both draw through it. No lookup found: no line underlay.
public static class HullUnderlay
{
private static Material _schematicMaterial;
public static void Draw(Rect grid, EquippableItemData item, IReadOnlyList<CultStoredDocument> records)
{
if (item == null || Event.current.type != EventType.Repaint) return;
var texture = string.IsNullOrEmpty(item.Schematic) ? null : AssetDatabase.LoadAssetAtPath<Texture2D>(AssetDatabase.GUIDToAssetPath(item.Schematic));
if (texture != null)
{
_schematicMaterial ??= new Material(Shader.Find("Legacy Shaders/Particles/Additive"));
EditorGUI.DrawPreviewTexture(grid, texture, _schematicMaterial);
}
if (!(item is HullData hull) || hull.Shape == null || hull.Shape.Width == 0 || hull.Shape.Height == 0) return;
var key = CultInspectorModel.RecordKey(hull.Visual);
var authoring = records?.FirstOrDefault(record => record.Key.Value == key && record.Document is ShipAuthoring)?.Document as ShipAuthoring;
if (authoring == null) return;
var lines = authoring.SchematicLines;
var fit = SchematicUnderlay.Fit(lines, hull.Shape);
for (var i = 0; i < fit.Length; i++)
{
var rgba = lines[i].Color;
var color = rgba == null ? Color.white : new Color(rgba[0], rgba[1], rgba[2], rgba[3]);
var points = fit[i].Select(p => new Vector3(
grid.x + p.x / hull.Shape.Width * grid.width,
grid.yMax - p.y / hull.Shape.Height * grid.height)).ToList();
if (lines[i].Cyclic && points.Count > 2) points.Add(points[0]);
using (new Handles.DrawingScope(color)) Handles.DrawAAPolyLine(2f, points.ToArray());
}
}
}
// A hardpoint's schematic footprint over its hull's cells: the hull's occupied cells shaded, this hardpoint's cells lit
// in its tint, other hardpoints' cells tinted and disabled. A click edits Position and Shape together through
// HullFootprint.Toggle, which owns the rule so a Thing host reads the same one. The footprint is authored for gameplay,
// never derived from the model. Read-only on inspector.Record; only the HardpointData it is given changes.
[CultInspectorDrawer(typeof(HardpointData))]
public sealed class HardpointFootprintDrawer : ICultInspectorDrawer
{
public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
{
var hardpoint = value as HardpointData;
if (type != typeof(HardpointData) || hardpoint == null) return inspector.DrawDefault(label, type, value, member);
var hull = inspector.Record as HullData;
var own = hull?.Hardpoints.FirstOrDefault(hp => hp.Type == hardpoint.Type && hp.Position.Equals(hardpoint.Position)
&& HullFootprint.Cells(hp).SequenceEqual(HullFootprint.Cells(hardpoint)));
var drawn = (HardpointData) inspector.DrawDefault(label, type, value, member);
if (hull?.Shape == null) return drawn;
var others = hull.Hardpoints.Where(hp => hp != own).ToArray();
EditorGUILayout.LabelField("Footprint");
using (new EditorGUILayout.HorizontalScope())
{
using (var grid = new EditorGUILayout.VerticalScope())
{
HullUnderlay.Draw(grid.rect, hull, inspector.Records);
for (var y = hull.Shape.Height - 1; y >= 0; y--)
using (new EditorGUILayout.HorizontalScope())
for (var x = 0; x < hull.Shape.Width; x++)
{
var cell = int2(x, y);
var other = others.FirstOrDefault(hp => HullFootprint.Cells(hp).Contains(cell));
var on = HullFootprint.Cells(drawn).Contains(cell);
var previous = GUI.backgroundColor;
GUI.backgroundColor = on ? drawn.TintColor.ToColor() : other != null ? other.TintColor.ToColor()
: hull.Shape[cell] ? Color.gray : previous;
EditorGUI.BeginChangeCheck();
using (new EditorGUI.DisabledScope(other != null && !on))
GUILayout.Toggle(on || other != null, GUIContent.none, GUILayout.Width(16));
if (EditorGUI.EndChangeCheck() && HullFootprint.Toggle(drawn.Shape, drawn.Position, cell, out var shape, out var position))
{
drawn.Shape = shape;
drawn.Position = position;
GUI.changed = true;
}
GUI.backgroundColor = previous;
}
}
GUILayout.FlexibleSpace();
}
return drawn;
}
}