// ---------------------------------------------------------------------------- // Unite 2017 - Game Architecture with Scriptable Objects // // Author: Ryan Hipple // Date: 10/04/17 // ---------------------------------------------------------------------------- /****************************************************************************** * Note from me: * If you have not watched this presentation, drop everything and watch it now * https://youtu.be/raQ3iHhE_Kk * * YOU MUST MASTER THIS CONTENT! *****************************************************************************/ using UnityEditor; using UnityEngine; namespace Architecture.Variables { [CustomPropertyDrawer(typeof(FloatReference))] public class FloatReferenceDrawer : PropertyDrawer { /// /// Options to display in the popup to select constant or variable. /// private readonly string[] popupOptions = { "Use Constant", "Use Variable" }; /// Cached style to use to draw the popup button. private GUIStyle popupStyle; public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { if (popupStyle == null) { popupStyle = new GUIStyle(GUI.skin.GetStyle("PaneOptions")); popupStyle.imagePosition = ImagePosition.ImageOnly; } label = EditorGUI.BeginProperty(position, label, property); position = EditorGUI.PrefixLabel(position, label); EditorGUI.BeginChangeCheck(); // Get properties SerializedProperty useConstant = property.FindPropertyRelative("UseConstant"); SerializedProperty constantValue = property.FindPropertyRelative("ConstantValue"); SerializedProperty variable = property.FindPropertyRelative("Variable"); // Calculate rect for configuration button Rect buttonRect = new Rect(position); buttonRect.yMin += popupStyle.margin.top; buttonRect.width = popupStyle.fixedWidth + popupStyle.margin.right; position.xMin = buttonRect.xMax; // Store old indent level and set it to 0, the PrefixLabel takes care of it int indent = EditorGUI.indentLevel; EditorGUI.indentLevel = 0; int result = EditorGUI.Popup(buttonRect, useConstant.boolValue ? 0 : 1, popupOptions, popupStyle); useConstant.boolValue = result == 0; EditorGUI.PropertyField(position, useConstant.boolValue ? constantValue : variable, GUIContent.none); if (EditorGUI.EndChangeCheck()) property.serializedObject.ApplyModifiedProperties(); EditorGUI.indentLevel = indent; EditorGUI.EndProperty(); } } }