NanoBrain-unitypackage/Editor/NanoBrain_Editor.cs

101 lines
3.4 KiB
C#

using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(NanoBrain))]
public class NanoBrainComponent_Editor : Editor {
protected static VisualElement mainContainer;
protected static VisualElement inspectorContainer;
protected NanoBrain component;
private SerializedProperty brainProp;
ClusterInspector.GraphView board;
public void OnEnable() {
component = target as NanoBrain;
if (Application.isPlaying == false)
brainProp = serializedObject.FindProperty(nameof(NanoBrain.defaultBrain));
}
public override VisualElement CreateInspectorGUI() {
Cluster brain = component.brain;
if (Application.isPlaying == false)
serializedObject.Update();
VisualElement root = new();
//ClusterInspector.GraphView board =
ClusterInspector.CreateInspector(root, brain.prefab);
// root.style.paddingLeft = 0;
// root.style.paddingRight = 0;
// root.style.paddingTop = 0;
// root.style.paddingBottom = 0;
// root.styleSheets.Add(Resources.Load<StyleSheet>("GraphStyles"));
// if (Application.isPlaying == false) {
// PropertyField brainField = new(brainProp) {
// label = "Nano Brain"
// };
// root.Add(brainField);
// }
// mainContainer = new() {
// name = "main",
// style = {
// height = 450,
// }
// };
// board = new ClusterInspector.GraphView();
// board.style.flexGrow = 1;
// mainContainer.Add(board);
// inspectorContainer = new VisualElement {
// name = "inspector"
// // style = {
// // width = 400,
// // }
// };
// mainContainer.Add(inspectorContainer);
// root.Add(mainContainer);
// // Run once for initial state (use resolved style width if available)
// float initialWidth = root.layout.width > 0 ? root.layout.width : root.contentRect.width;
// UpdateLayout(initialWidth);
// // React to size changes of root (or parent if appropriate)
// root.RegisterCallback<GeometryChangedEvent>(evt => {
// UpdateLayout(evt.newRect.width);
// });
// if (brain != null && board != null)
// board.SetGraph(component.gameObject, brain.prefab, brain.output, inspectorContainer);
// else
// Debug.LogWarning(" No brain!");
if (Application.isPlaying == false)
serializedObject.ApplyModifiedProperties();
return root;
}
// private void UpdateLayout(float containerWidth) {
// // if (containerWidth > 800f) {
// mainContainer.style.flexDirection = FlexDirection.Row;
// inspectorContainer.style.width = 300; // fixed sidebar width
// inspectorContainer.style.flexGrow = 0;
// // }
// // else {
// // mainContainer.style.flexDirection = FlexDirection.Column;
// // inspectorContainer.style.width = Length.Percent(100); // full width below
// // inspectorContainer.style.flexDirection = FlexDirection.Column;
// // inspectorContainer.style.flexGrow = 1; // can set 0 or keep as needed
// // }
// }
}