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