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67 lines
2.5 KiB
67 lines
2.5 KiB
6 years ago
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using UnityEditor;
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using UnityEngine;
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namespace Fungus.EditorUtils
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{
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/// <summary>
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/// Custom drawer for the VariableReference, allows for more easily selecting a target variable in external c#
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/// scripts.
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/// </summary>
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[CustomPropertyDrawer(typeof(Fungus.VariableReference))]
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public class VariableReferenceDrawer : PropertyDrawer
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{
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public Fungus.Flowchart lastFlowchart;
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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var l = EditorGUI.BeginProperty(position, label, property);
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var startPos = position;
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position = EditorGUI.PrefixLabel(position, l);
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position.height = EditorGUIUtility.singleLineHeight;
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var variable = property.FindPropertyRelative("variable");
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Fungus.Variable v = variable.objectReferenceValue as Fungus.Variable;
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if (variable.objectReferenceValue != null && lastFlowchart == null)
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{
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if (v != null)
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{
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lastFlowchart = v.GetComponent<Flowchart>();
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}
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}
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lastFlowchart = EditorGUI.ObjectField(position, lastFlowchart, typeof(Fungus.Flowchart), true) as Fungus.Flowchart;
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position.y += EditorGUIUtility.singleLineHeight;
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if (lastFlowchart != null)
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{
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var ourPos = startPos;
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ourPos.y = position.y;
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var prefixLabel = new GUIContent(v != null ? v.GetType().Name : "No Var Selected");
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EditorGUI.indentLevel++;
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VariableEditor.VariableField(variable,
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prefixLabel,
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lastFlowchart,
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"<None>",
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null,
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//lable, index, elements
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(s, t, u) => (EditorGUI.Popup(ourPos, s, t, u)));
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EditorGUI.indentLevel--;
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}
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else
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{
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EditorGUI.PrefixLabel(position, new GUIContent("Flowchart Required"));
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}
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variable.serializedObject.ApplyModifiedProperties();
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property.serializedObject.ApplyModifiedProperties();
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EditorGUI.EndProperty();
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return EditorGUIUtility.singleLineHeight * 2;
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}
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}
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}
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