Installed book plugin, fixed compiler errors

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journaliciouz
2025-11-05 12:03:39 +01:00
parent 92c08da136
commit 9c8eababb3
122 changed files with 33679 additions and 0 deletions

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using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using UnityEditorInternal;
using System;
using BookCurlPro;
namespace BookCurlPro.BookEditor
{
[CustomEditor(typeof(BookPro))]
public class BookProEditor : UnityEditor.Editor
{
ReorderableList list;
Texture tex;
private void OnEnable()
{
tex = AssetDatabase.LoadAssetAtPath("Assets\\Book-Page Curl\\Editor\\replace.png", typeof(Texture)) as Texture;
if (tex == null)
{
tex = Texture2D.blackTexture;
}
list = new ReorderableList(serializedObject,
serializedObject.FindProperty("papers"),
true, true, true, true);
list.elementHeight = 75;
list.drawElementCallback = DrawElement;
list.drawHeaderCallback = drawHeader;
list.onAddCallback = addElement;
list.onCanRemoveCallback = canremove;
list.onRemoveCallback = (ReorderableList l) =>
{
if (EditorUtility.DisplayDialog("Warning!",
"Are you sure you want to delete this Paper?\r\nThe paper pages (front and back) will be deleted from the scene", "Yes", "No"))
{
BookPro book = target as BookPro;
if (book.EndFlippingPaper == book.papers.Length - 1)
book.EndFlippingPaper--;
OnInspectorGUI();
Paper paper = book.papers[l.index];
book.LeftPageShadow.gameObject.SetActive(false);
book.LeftPageShadow.transform.SetParent(book.transform);
book.RightPageShadow.gameObject.SetActive(false);
book.RightPageShadow.transform.SetParent(book.transform);
if (paper.Back)
Undo.DestroyObjectImmediate(paper.Back);
if (paper.Front)
Undo.DestroyObjectImmediate(paper.Front);
ReorderableList.defaultBehaviours.DoRemoveButton(l);
EditorUtility.SetDirty(book);
}
};
}
private bool canremove(ReorderableList list)
{
if (list.count == 1)
return false;
return true;
}
private void addElement(ReorderableList list)
{
BookPro book = target as BookPro;
if (book.EndFlippingPaper == book.papers.Length - 1)
{
book.EndFlippingPaper = book.papers.Length;
OnInspectorGUI();
}
list.serializedProperty.arraySize++;
var lastElement = list.serializedProperty.GetArrayElementAtIndex(list.count - 1);
GameObject rightPage = Instantiate(book.RightPageTransform.gameObject) as GameObject;
rightPage.transform.SetParent(book.transform, true);
rightPage.GetComponent<RectTransform>().sizeDelta = book.RightPageTransform.GetComponent<RectTransform>().sizeDelta;
rightPage.GetComponent<RectTransform>().pivot = book.RightPageTransform.GetComponent<RectTransform>().pivot;
rightPage.GetComponent<RectTransform>().anchoredPosition = book.RightPageTransform.GetComponent<RectTransform>().anchoredPosition;
rightPage.GetComponent<RectTransform>().localScale = book.RightPageTransform.GetComponent<RectTransform>().localScale;
rightPage.name = "Page" + ((list.serializedProperty.arraySize - 1) * 2);
rightPage.AddComponent<Image>();
rightPage.AddComponent<Mask>().showMaskGraphic = true;
rightPage.AddComponent<CanvasGroup>();
lastElement.FindPropertyRelative("Front").objectReferenceInstanceIDValue = rightPage.GetInstanceID();
GameObject leftPage = Instantiate(book.LeftPageTransform.gameObject) as GameObject;
leftPage.transform.SetParent(book.transform, true);
leftPage.GetComponent<RectTransform>().sizeDelta = book.LeftPageTransform.GetComponent<RectTransform>().sizeDelta;
leftPage.GetComponent<RectTransform>().pivot = book.LeftPageTransform.GetComponent<RectTransform>().pivot;
leftPage.GetComponent<RectTransform>().anchoredPosition = book.LeftPageTransform.GetComponent<RectTransform>().anchoredPosition;
leftPage.GetComponent<RectTransform>().localScale = book.LeftPageTransform.GetComponent<RectTransform>().localScale;
leftPage.name = "Page" + ((list.serializedProperty.arraySize - 1) * 2 + 1);
leftPage.AddComponent<Image>();
leftPage.AddComponent<Mask>().showMaskGraphic = true;
leftPage.AddComponent<CanvasGroup>();
lastElement.FindPropertyRelative("Back").objectReferenceInstanceIDValue = leftPage.GetInstanceID();
list.index = list.count - 1;
Undo.RegisterCreatedObjectUndo(leftPage, "");
Undo.RegisterCreatedObjectUndo(rightPage, "");
}
private void drawHeader(Rect rect)
{
EditorGUI.LabelField(rect, "Papers");
}
private void DrawElement(Rect rect, int index, bool isActive, bool isFocused)
{
BookPro book = target as BookPro;
var serialzedpaper = list.serializedProperty.GetArrayElementAtIndex(index);
rect.y += 2;
GUIStyle style = new GUIStyle();
EditorGUI.DrawRect(new Rect(rect.x, rect.y, rect.width, rect.height - 6), new Color(0.8f, 0.8f, 0.8f));
EditorGUI.LabelField(new Rect(rect.x, rect.y, 100, EditorGUIUtility.singleLineHeight), "Paper#" + index);
if (index == book.CurrentPaper)
EditorGUI.DrawRect(new Rect(rect.x, rect.y + EditorGUIUtility.singleLineHeight, 140, EditorGUIUtility.singleLineHeight), new Color(1, 0.3f, 0.3f));
EditorGUI.LabelField(new Rect(rect.x, rect.y + EditorGUIUtility.singleLineHeight, 40, EditorGUIUtility.singleLineHeight), "Front:");
EditorGUI.PropertyField(
new Rect(rect.x + 40, rect.y + EditorGUIUtility.singleLineHeight, 100, EditorGUIUtility.singleLineHeight), serialzedpaper.FindPropertyRelative("Front"), GUIContent.none);
if (index == book.CurrentPaper - 1)
EditorGUI.DrawRect(new Rect(rect.x, rect.y + 3 * EditorGUIUtility.singleLineHeight, 140, EditorGUIUtility.singleLineHeight), new Color(1, 0.3f, 0.3f));
EditorGUI.LabelField(new Rect(rect.x, rect.y + 3 * EditorGUIUtility.singleLineHeight, 35, EditorGUIUtility.singleLineHeight), "Back:");
EditorGUI.PropertyField(
new Rect(rect.x + 40, rect.y + 3 * EditorGUIUtility.singleLineHeight, 100, EditorGUIUtility.singleLineHeight), serialzedpaper.FindPropertyRelative("Back"), GUIContent.none);
style.padding = new RectOffset(2, 2, 2, 2);
if (GUI.Button(new Rect(rect.x + 70, rect.y + 2 * EditorGUIUtility.singleLineHeight, 20, EditorGUIUtility.singleLineHeight), tex, GUIStyle.none))
{
Debug.Log("Clicked at index:" + index);
Paper paper = book.papers[index];
GameObject temp = paper.Back;
paper.Back = paper.Front;
paper.Front = temp;
}
if (GUI.Button(new Rect(rect.x + 150, rect.y + EditorGUIUtility.singleLineHeight, 80, (int)(1.5 * EditorGUIUtility.singleLineHeight)), "Show"))
{
Paper paper = book.papers[index];
BookUtility.ShowPage(paper.Back);
paper.Back.transform.SetAsLastSibling();
BookUtility.ShowPage(paper.Front);
paper.Front.transform.SetAsLastSibling();
book.LeftPageShadow.gameObject.SetActive(false);
book.LeftPageShadow.transform.SetParent(book.transform);
book.RightPageShadow.gameObject.SetActive(false);
book.RightPageShadow.transform.SetParent(book.transform);
}
if (GUI.Button(new Rect(rect.x + 150, rect.y + (int)(2.5 * EditorGUIUtility.singleLineHeight), 80, (int)(1.5 * EditorGUIUtility.singleLineHeight)), "Set Current"))
{
book.CurrentPaper = index;
}
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
serializedObject.Update();
list.DoLayoutList();
serializedObject.ApplyModifiedProperties();
EditorGUI.BeginChangeCheck();
DrawNavigationPanel();
DrawFlippingPapersRange();
if (GUILayout.Button("Update Pages Order"))
{
(target as BookPro).UpdatePages();
}
if (GUILayout.Button("Update Pages Names"))
{
if (EditorUtility.DisplayDialog("Warning!",
"All Pages will be renamed according to its order", "Ok", "Cancel"))
{
BookPro book = target as BookPro;
for (int i = 0; i < book.papers.Length; i++)
{
book.papers[i].Front.name = "Page" + (i * 2);
book.papers[i].Back.name = "Page" + (i * 2 + 1);
}
}
}
if (EditorGUI.EndChangeCheck())
{
var book = (target as BookPro);
EditorUtility.SetDirty(book);
Undo.RecordObject(book, "BookPro");
}
}
private void DrawFlippingPapersRange()
{
BookPro book = target as BookPro;
#if UNITY_5_3_OR_NEWER
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
#else
EditorGUILayout.BeginVertical(EditorStyles.textArea);
#endif
EditorGUILayout.LabelField("Flipping Range", EditorStyles.boldLabel);
EditorGUILayout.LabelField("First Flippable Paper: " + "Paper#" + book.StartFlippingPaper);
EditorGUILayout.LabelField("Last Flippable Paper: " + "Paper#" + book.EndFlippingPaper);
float start = book.StartFlippingPaper;
float end = book.EndFlippingPaper;
EditorGUILayout.MinMaxSlider(ref start, ref end, 0, book.papers.Length - 1);
book.StartFlippingPaper = Mathf.RoundToInt(start);
book.EndFlippingPaper = Mathf.RoundToInt(end);
EditorGUILayout.EndVertical();
}
private void DrawNavigationPanel()
{
BookPro book = target as BookPro;
#if UNITY_5_3_OR_NEWER
EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
#else
EditorGUILayout.BeginHorizontal(EditorStyles.textArea);
#endif
GUILayout.Label(new GUIContent("Current Paper", "represent current paper on the right side of the book. if you want to show the back page of the last paper you may set this value with the index of last paper + 1"));
if (GUILayout.Button("|<"))
{
book.CurrentPaper = 0;
}
if (GUILayout.Button("<"))
{
book.CurrentPaper--;
}
book.CurrentPaper = EditorGUILayout.IntField(book.CurrentPaper, GUILayout.Width(30));
if (GUILayout.Button(">"))
{
book.CurrentPaper++;
}
if (GUILayout.Button(">|"))
{
book.CurrentPaper = book.papers.Length;
}
EditorGUILayout.EndHorizontal();
}
}
}

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using UnityEngine;
namespace BookCurlPro.Examples
{
/// <summary>
/// How to use it:
/// 1) Create a new gameobject in the scene and attach this script on it
/// 2) Create a prefab for the front and back pages(should be similar to the the page object that is created by the editor and has the same components)
/// 3) Assign the front and back prefabs to this component
/// 4) Call the function AddPaper when you want to add a new paper in the book
/// 5) you may need to customize this function to add a paper in specific position in the book or to change some parts of the front and back prefabs dynamically
/// </summary>
public class AddPagesDynamically : MonoBehaviour
{
public GameObject FrontPagePrefab;
public GameObject BackPagePrefab;
public void AddPaper(BookPro book)
{
GameObject frontPage = Instantiate(FrontPagePrefab);
GameObject backPage = Instantiate(BackPagePrefab);
frontPage.transform.SetParent(book.transform, false);
backPage.transform.SetParent(book.transform, false);
Paper newPaper = new Paper();
newPaper.Front = frontPage;
newPaper.Back = backPage;
Paper[] papers = new Paper[book.papers.Length + 1];
for (int i = 0; i < book.papers.Length; i++)
{
papers[i] = book.papers[i];
}
papers[papers.Length - 1] = newPaper;
book.papers = papers;
//update the flipping range to contain the new added paper
book.EndFlippingPaper = book.papers.Length - 1;
book.UpdatePages();
}
}
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using UnityEngine;
using System.Collections;
namespace BookCurlPro.Examples
{
public class BotAnimationControl : MonoBehaviour
{
public Animator anim;
// Use this for initialization
void Start()
{
if (!anim)
anim = GetComponent<Animator>();
}
public void Close()
{
anim.ResetTrigger("Open");
anim.ResetTrigger("Close");
anim.SetTrigger("Close");
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using BookCurlPro;
namespace BookCurlPro.Examples
{
public class FastForwardFlipper : MonoBehaviour
{
public AutoFlip flipper;
BookPro book;
public InputField pageNumInputField;
public void GotoPage()
{
int pageNum = int.Parse(pageNumInputField.text);
if (pageNum < 0) pageNum = 0;
if (pageNum > flipper.ControledBook.papers.Length * 2) pageNum = flipper.ControledBook.papers.Length * 2 - 1;
flipper.enabled = true;
flipper.PageFlipTime = 0.2f;
flipper.TimeBetweenPages = 0;
flipper.StartFlipping((pageNum + 1) / 2);
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