Firstborn/Assets/RPG Creation Kit/Scripts/_ General/SerializePropertyAttributeD...

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using System;
using System.Reflection;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[System.AttributeUsage(System.AttributeTargets.Field)]
public class SerializeProperty : PropertyAttribute
{
public string PropertyName { get; private set; }
public SerializeProperty(string propertyName)
{
PropertyName = propertyName;
}
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(SerializeProperty))]
public class SerializePropertyAttributeDrawer : PropertyDrawer
{
private PropertyInfo propertyFieldInfo = null;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
UnityEngine.Object target = property.serializedObject.targetObject;
// Find the property field using reflection, in order to get access to its getter/setter.
if (propertyFieldInfo == null)
propertyFieldInfo = target.GetType().GetProperty(((SerializeProperty)attribute).PropertyName,
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (propertyFieldInfo != null)
{
// Retrieve the value using the property getter:
object value = propertyFieldInfo.GetValue(target, null);
// Draw the property, checking for changes:
EditorGUI.BeginChangeCheck();
value = DrawProperty(position, property.propertyType, propertyFieldInfo.PropertyType, value, label);
// If any changes were detected, call the property setter:
if (EditorGUI.EndChangeCheck() && propertyFieldInfo != null)
{
// Record object state for undo:
Undo.RecordObject(target, "Inspector");
// Call property setter:
propertyFieldInfo.SetValue(target, value, null);
}
}
else
{
EditorGUI.LabelField(position, "Error: could not retrieve property.");
}
}
private object DrawProperty(Rect position, SerializedPropertyType propertyType, Type type, object value, GUIContent label)
{
switch (propertyType)
{
case SerializedPropertyType.Integer:
return EditorGUI.IntField(position, label, (int)value);
case SerializedPropertyType.Boolean:
return EditorGUI.Toggle(position, label, (bool)value);
case SerializedPropertyType.Float:
return EditorGUI.FloatField(position, label, (float)value);
case SerializedPropertyType.String:
return EditorGUI.TextField(position, label, (string)value);
case SerializedPropertyType.Color:
return EditorGUI.ColorField(position, label, (Color)value);
case SerializedPropertyType.ObjectReference:
return EditorGUI.ObjectField(position, label, (UnityEngine.Object)value, type, true);
case SerializedPropertyType.ExposedReference:
return EditorGUI.ObjectField(position, label, (UnityEngine.Object)value, type, true);
case SerializedPropertyType.LayerMask:
return EditorGUI.LayerField(position, label, (int)value);
case SerializedPropertyType.Enum:
return EditorGUI.EnumPopup(position, label, (Enum)value);
case SerializedPropertyType.Vector2:
return EditorGUI.Vector2Field(position, label, (Vector2)value);
case SerializedPropertyType.Vector3:
return EditorGUI.Vector3Field(position, label, (Vector3)value);
case SerializedPropertyType.Vector4:
return EditorGUI.Vector4Field(position, label, (Vector4)value);
case SerializedPropertyType.Rect:
return EditorGUI.RectField(position, label, (Rect)value);
case SerializedPropertyType.AnimationCurve:
return EditorGUI.CurveField(position, label, (AnimationCurve)value);
case SerializedPropertyType.Bounds:
return EditorGUI.BoundsField(position, label, (Bounds)value);
default:
throw new NotImplementedException("Unimplemented propertyType " + propertyType + ".");
}
}
}
#endif