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OnInspectorGUI() Getting Control 2's position in a group with only 2 controls when doing repaint
Hello guys,
Before I am going to ask help from you guys I am going to say that I have searched carefully on the internet, and yes, I have googled it before asking this. I have encountered pages like this one or this one.
I still couldn't fix it and it really is frustrating me. My problem is that I am getting an error
ArgumentException: Getting control 2's position in a group with only 2 controls when doing repaint
Aborting
And the '2's' always changes from numbers, so it is sometimes 0's or 1's. This error occurred out of the sudden and the inspector is still working without any bugs.
Using Event.current.type == EventType.Layout
or Event.current.type == EventType.Repaint
really didn't work out for me. But I might have not used it at the right place.
Here is my code:
using UnityEngine;
using UnityEditor;
using Utilities;
using GenerationType = HeightMapGenerator.GenerationType;
// ReSharper disable All
[CustomEditor(typeof(HeightMapGenerator))]
public class HeightMapGeneratorEditor : Editor
{
private HeightMapGenerator _HeightMapGenerator;
private Texture2D _HeightMapTexture2D;
private float _Scaler;
private bool _Preview;
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (_HeightMapGenerator == null)
_HeightMapGenerator = target as HeightMapGenerator;
else
{
if (_HeightMapGenerator.GetGenerationType == GenerationType.PerlinNoise)
{
bool valueHasChanged = CreatePerlinNoiseWindow();
Utilties.Canvas.UseButtonForPreview(ref _Preview, "Preview HeightMap", "Remove Preview");
if (_Preview == true)
CreatePerlinMapPreview(generateNewHeightmap: valueHasChanged);
else
_HeightMapTexture2D = null;
_HeightMapGenerator.SetScaler = _Scaler;
}
if (_HeightMapGenerator.GetGenerationType == GenerationType.FallOffMap)
{
CreateFallOfMapWindow();
}
}
}
private void CreatePerlinMapPreview(bool generateNewHeightmap)
{
//Generate first the heightmap.
if (generateNewHeightmap || _HeightMapTexture2D == null)
{
_HeightMapGenerator.GenerateHeightMap();
_HeightMapTexture2D = Utilties.HeightMap.GenerateHeightmapTexture2D(
_HeightMapGenerator.GetHeightMapArray,
HeightMapGenerator.PerlineMapWidth,
HeightMapGenerator.PerlineMapHeigth);
}
//View the heightmap on the inspector.
if (_HeightMapTexture2D != null)
{
Utilties.Canvas.PreviewTexture2D(_HeightMapTexture2D);
}
}
/// <summary>
/// Create Editor window for the Perlin Noise Hightmap Tool.
/// <para> Return true if some values has changed in on the inspector. </para>
/// </summary>
/// <returns></returns>
private bool CreatePerlinNoiseWindow()
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.LabelField("HeightMap Options:");
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Scaler");
_Scaler = EditorGUILayout.Slider(_Scaler, 0f, 100f);
EditorGUILayout.EndHorizontal();
if (EditorGUI.EndChangeCheck())
return true;
return false;
}
private void CreateFallOfMapWindow()
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Texture");
GUILayout.FlexibleSpace();
Texture2D fallOffMapTexture2D = null;
fallOffMapTexture2D = (Texture2D)EditorGUILayout.ObjectField(fallOffMapTexture2D, typeof(Texture2D), allowSceneObjects: false,
options: new GUILayoutOption[] { GUILayout.Width(100), GUILayout.Height(100) });
_HeightMapGenerator.FallOffMap = fallOffMapTexture2D;
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
}
}
And the code for the utilities class:
public static class Canvas
{
public static void UseButtonForPreview(ref bool previewBool, string textNoPreview, string textOnPreview)
{
if (GUILayout.Button((previewBool == false) ? textNoPreview : textOnPreview))
{
previewBool = !previewBool;
}
}
public static void PreviewTexture2D(Texture2D heightMap)
{
Rect textureRect = GUILayoutUtility.GetRect(250f, 250f, GUILayout.ExpandWidth(false),
GUILayout.ExpandHeight(false));
textureRect.x = EditorGUIUtility.currentViewWidth - textureRect.width - 50;
EditorGUI.DrawPreviewTexture(textureRect, heightMap);
EditorGUILayout.Space();
}
}
I am using the latest Unity version of 2017 which is 2017.1.03f.
Answer by Sakirma · Aug 01, 2017 at 11:09 AM
I fixed it!
I changed the code:
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (_HeightMapGenerator == null)
_HeightMapGenerator = target as HeightMapGenerator;
else
{
if (_HeightMapGenerator.GetGenerationType == GenerationType.PerlinNoise)
{
bool valueHasChanged = CreatePerlinNoiseWindow();
........
To this
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (_HeightMapGenerator == null)
_HeightMapGenerator = target as HeightMapGenerator;
if (_HeightMapGenerator.GetGenerationType == GenerationType.PerlinNoise)
{
bool valueHasChanged = CreatePerlinNoiseWindow();
........
As you can see, I have removed the else
statement after the if (_HeightMapGenerator == null)
statement.
I am not sure how this has fixed the issue, but my theory is that the Editor's Event
state is Layout
till it gets to the first if
statement. And it didn't execute the rest of the code because the rest of the code was in the else
statement of this first if
statement. The rest of the code in the else
statement would have been executed when this Event
state was Repaint
.
I'd really appreciate an explanation to this fix since it is not really clear for me.