108 lines
3.3 KiB
C#
108 lines
3.3 KiB
C#
using UnityEngine;
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using UnityEditor;
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using GD.MinMaxSlider;
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[CustomPropertyDrawer(typeof(MinMaxSliderAttribute))]
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public class MinMaxSliderDrawer : PropertyDrawer {
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label){
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var minMaxAttribute = (MinMaxSliderAttribute)attribute;
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var propertyType = property.propertyType;
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label.tooltip = minMaxAttribute.min.ToString("F2") + " to " + minMaxAttribute.max.ToString("F2");
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//PrefixLabel returns the rect of the right part of the control. It leaves out the label section. We don't have to worry about it. Nice!
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Rect controlRect = EditorGUI.PrefixLabel(position, label);
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Rect[] splittedRect = SplitRect(controlRect,3);
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if(propertyType == SerializedPropertyType.Vector2){
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EditorGUI.BeginChangeCheck();
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Vector2 vector = property.vector2Value;
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float minVal = vector.x;
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float maxVal = vector.y;
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//F2 limits the float to two decimal places (0.00).
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minVal = EditorGUI.FloatField(splittedRect[0], float.Parse(minVal.ToString("F2")));
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maxVal = EditorGUI.FloatField(splittedRect[2], float.Parse(maxVal.ToString("F2")));
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EditorGUI.MinMaxSlider(splittedRect[1], ref minVal, ref maxVal,
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minMaxAttribute.min,minMaxAttribute.max);
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if(minVal < minMaxAttribute.min){
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minVal = minMaxAttribute.min;
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}
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if(maxVal > minMaxAttribute.max){
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maxVal = minMaxAttribute.max;
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}
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vector = new Vector2(minVal > maxVal ? maxVal : minVal, maxVal);
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if(EditorGUI.EndChangeCheck()){
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property.vector2Value = vector;
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}
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}else if(propertyType == SerializedPropertyType.Vector2Int){
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EditorGUI.BeginChangeCheck();
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Vector2Int vector = property.vector2IntValue;
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float minVal = vector.x;
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float maxVal = vector.y;
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minVal = EditorGUI.FloatField(splittedRect[0], minVal);
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maxVal = EditorGUI.FloatField(splittedRect[2], maxVal);
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EditorGUI.MinMaxSlider(splittedRect[1], ref minVal, ref maxVal,
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minMaxAttribute.min,minMaxAttribute.max);
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if(minVal < minMaxAttribute.min){
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maxVal = minMaxAttribute.min;
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}
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if(minVal > minMaxAttribute.max){
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maxVal = minMaxAttribute.max;
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}
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vector = new Vector2Int(Mathf.FloorToInt(minVal > maxVal ? maxVal : minVal), Mathf.FloorToInt(maxVal));
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if(EditorGUI.EndChangeCheck()){
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property.vector2IntValue = vector;
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}
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}
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}
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Rect[] SplitRect(Rect rectToSplit, int n){
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Rect[] rects = new Rect[n];
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for(int i = 0; i < n; i++){
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rects[i] = new Rect(rectToSplit.position.x + (i * rectToSplit.width / n), rectToSplit.position.y, rectToSplit.width / n, rectToSplit.height);
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}
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int padding = (int)rects[0].width - 40;
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int space = 5;
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rects[0].width -= padding + space;
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rects[2].width -= padding + space;
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rects[1].x -= padding;
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rects[1].width += padding * 2;
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rects[2].x += padding + space;
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return rects;
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}
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} |