UP-Viagg-io/Viagg-io/Assets/Packages/Graphy - Ultimate Stats Mon.../Editor/GraphyEditorStyle.cs

118 lines
3.9 KiB
C#

/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 02-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Tayx.Graphy
{
internal static class GraphyEditorStyle
{
#region Variables -> Private
private static Texture2D _managerLogoTexture = null;
private static Texture2D _debuggerLogoTexture = null;
private static GUISkin m_skin = null;
private static GUIStyle m_headerStyle1 = null;
private static GUIStyle m_headerStyle2 = null;
private static GUIStyle m_foldoutStyle = null;
private static string path;
#endregion
#region Properties -> Public
public static Texture2D ManagerLogoTexture => _managerLogoTexture;
public static Texture2D DebuggerLogoTexture => _debuggerLogoTexture;
public static GUISkin Skin => m_skin;
public static GUIStyle HeaderStyle1 => m_headerStyle1;
public static GUIStyle HeaderStyle2 => m_headerStyle2;
public static GUIStyle FoldoutStyle => m_foldoutStyle;
#endregion
#region Static Constructor
static GraphyEditorStyle()
{
string managerLogoGuid = AssetDatabase.FindAssets( $"Manager_Logo_{(EditorGUIUtility.isProSkin ? "White" : "Dark")}" )[ 0 ];
string debuggerLogoGuid = AssetDatabase.FindAssets( $"Debugger_Logo_{(EditorGUIUtility.isProSkin ? "White" : "Dark")}" )[ 0 ];
string guiSkinGuid = AssetDatabase.FindAssets( "GraphyGUISkin" )[ 0 ];
_managerLogoTexture = AssetDatabase.LoadAssetAtPath<Texture2D>
(
AssetDatabase.GUIDToAssetPath( managerLogoGuid )
);
_debuggerLogoTexture = AssetDatabase.LoadAssetAtPath<Texture2D>
(
AssetDatabase.GUIDToAssetPath( debuggerLogoGuid )
);
m_skin = AssetDatabase.LoadAssetAtPath<GUISkin>
(
AssetDatabase.GUIDToAssetPath( guiSkinGuid )
);
if( m_skin != null )
{
m_headerStyle1 = m_skin.GetStyle( "Header1" );
m_headerStyle2 = m_skin.GetStyle( "Header2" );
SetGuiStyleFontColor
(
guiStyle: m_headerStyle2,
color: EditorGUIUtility.isProSkin ? Color.white : Color.black
);
}
else
{
m_headerStyle1 = EditorStyles.boldLabel;
m_headerStyle2 = EditorStyles.boldLabel;
}
m_foldoutStyle = new GUIStyle( EditorStyles.foldout )
{
font = m_headerStyle2.font,
fontStyle = m_headerStyle2.fontStyle,
contentOffset = Vector2.down * 3f
};
SetGuiStyleFontColor
(
guiStyle: m_foldoutStyle,
color: EditorGUIUtility.isProSkin ? Color.white : Color.black
);
}
#endregion
#region Methods -> Private
private static void SetGuiStyleFontColor( GUIStyle guiStyle, Color color )
{
guiStyle.normal.textColor = color;
guiStyle.hover.textColor = color;
guiStyle.active.textColor = color;
guiStyle.focused.textColor = color;
guiStyle.onNormal.textColor = color;
guiStyle.onHover.textColor = color;
guiStyle.onActive.textColor = color;
guiStyle.onFocused.textColor = color;
}
#endregion
}
}