9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
109 lines
4.9 KiB
C#
109 lines
4.9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace UnityEditor.UI
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{
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[CustomEditor(typeof(Scrollbar), true)]
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[CanEditMultipleObjects]
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/// <summary>
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/// Custom Editor for the Scrollbar Component.
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/// Extend this class to write a custom editor for a component derived from Scrollbar.
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/// </summary>
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public class ScrollbarEditor : SelectableEditor
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{
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SerializedProperty m_HandleRect;
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SerializedProperty m_Direction;
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SerializedProperty m_Value;
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SerializedProperty m_Size;
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SerializedProperty m_NumberOfSteps;
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SerializedProperty m_OnValueChanged;
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protected override void OnEnable()
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{
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base.OnEnable();
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m_HandleRect = serializedObject.FindProperty("m_HandleRect");
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m_Direction = serializedObject.FindProperty("m_Direction");
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m_Value = serializedObject.FindProperty("m_Value");
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m_Size = serializedObject.FindProperty("m_Size");
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m_NumberOfSteps = serializedObject.FindProperty("m_NumberOfSteps");
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m_OnValueChanged = serializedObject.FindProperty("m_OnValueChanged");
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}
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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EditorGUILayout.Space();
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serializedObject.Update();
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// EditorGUILayout.PropertyField(m_HandleRect);
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EditorGUI.BeginChangeCheck();
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RectTransform newRectTransform = EditorGUILayout.ObjectField("Handle Rect", m_HandleRect.objectReferenceValue, typeof(RectTransform), true) as RectTransform;
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if (EditorGUI.EndChangeCheck())
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{
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// Handle Rect will modify its GameObject RectTransform drivenBy, so we need to Record the old and new RectTransform.
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List<Object> modifiedObjects = new List<Object>();
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modifiedObjects.Add(newRectTransform);
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foreach (var target in m_HandleRect.serializedObject.targetObjects)
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{
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MonoBehaviour mb = target as MonoBehaviour;
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if (mb == null)
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continue;
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modifiedObjects.Add(mb);
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modifiedObjects.Add(mb.GetComponent<RectTransform>());
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}
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Undo.RecordObjects(modifiedObjects.ToArray(), "Change Handle Rect");
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m_HandleRect.objectReferenceValue = newRectTransform;
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}
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if (m_HandleRect.objectReferenceValue != null)
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{
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_Direction);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObjects(serializedObject.targetObjects, "Change Scrollbar Direction");
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Scrollbar.Direction direction = (Scrollbar.Direction)m_Direction.enumValueIndex;
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foreach (var obj in serializedObject.targetObjects)
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{
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Scrollbar scrollbar = obj as Scrollbar;
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scrollbar.SetDirection(direction, true);
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}
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}
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EditorGUILayout.PropertyField(m_Value);
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EditorGUILayout.PropertyField(m_Size);
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EditorGUILayout.PropertyField(m_NumberOfSteps);
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bool warning = false;
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foreach (var obj in serializedObject.targetObjects)
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{
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Scrollbar scrollbar = obj as Scrollbar;
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Scrollbar.Direction dir = scrollbar.direction;
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if (dir == Scrollbar.Direction.LeftToRight || dir == Scrollbar.Direction.RightToLeft)
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warning = (scrollbar.navigation.mode != Navigation.Mode.Automatic && scrollbar.navigation.mode != Navigation.Mode.Horizontal && (scrollbar.FindSelectableOnLeft() != null || scrollbar.FindSelectableOnRight() != null));
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else
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warning = (scrollbar.navigation.mode != Navigation.Mode.Automatic && scrollbar.navigation.mode != Navigation.Mode.Vertical && (scrollbar.FindSelectableOnDown() != null || scrollbar.FindSelectableOnUp() != null));
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}
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if (warning)
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EditorGUILayout.HelpBox("The selected scrollbar direction conflicts with navigation. Not all navigation options may work.", MessageType.Warning);
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EditorGUILayout.Space();
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// Draw the event notification options
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EditorGUILayout.PropertyField(m_OnValueChanged);
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}
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else
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{
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EditorGUILayout.HelpBox("Specify a RectTransform for the scrollbar handle. It must have a parent RectTransform that the handle can slide within.", MessageType.Info);
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}
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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