Assignment for RMIT Mixed Reality in 2020
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using UnityEditor;
using UnityEngine;
namespace OVR
{
/*
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MinMaxPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer (typeof (MinMaxAttribute))]
public class MinMaxPropertyDrawer : PropertyDrawer {
// Provide easy access to the MinMaxAttribute for reading information from it.
MinMaxAttribute minMax { get { return ((MinMaxAttribute)attribute); } }
/*
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GetPropertyHeight()
-----------------------
*/
public override float GetPropertyHeight( SerializedProperty prop, GUIContent label ) {
return base.GetPropertyHeight( prop, label ) * 2f;
}
/*
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OnGUI()
-----------------------
*/
public override void OnGUI( Rect position, SerializedProperty property, GUIContent label ) {
Rect sliderPosition = EditorGUI.PrefixLabel( position, label );
SerializedProperty min = property.FindPropertyRelative( "x" );
SerializedProperty max = property.FindPropertyRelative( "y" );
// draw the range and the reset button first so that the slider doesn't grab all the input
Rect rangePosition = sliderPosition;
rangePosition.y += rangePosition.height * 0.5f;
rangePosition.height *= 0.5f;
Rect contentPosition = rangePosition;
EditorGUI.indentLevel = 0;
EditorGUIUtility.labelWidth = 30f;
contentPosition.width *= 0.3f;
EditorGUI.PropertyField(contentPosition, min, new GUIContent( "Min" ) );
contentPosition.x += contentPosition.width + 20f;
EditorGUI.PropertyField( contentPosition, max, new GUIContent( "Max" ) );
contentPosition.x += contentPosition.width + 20f;
contentPosition.width = 50.0f;
if ( GUI.Button( contentPosition, "Reset" ) ) {
min.floatValue = minMax.minDefaultVal;
max.floatValue = minMax.maxDefaultVal;
}
float minValue = min.floatValue;
float maxValue = max.floatValue;
#if UNITY_2017_1_OR_NEWER
EditorGUI.MinMaxSlider( sliderPosition, GUIContent.none, ref minValue, ref maxValue, minMax.min, minMax.max );
#else
EditorGUI.MinMaxSlider( GUIContent.none, sliderPosition, ref minValue, ref maxValue, minMax.min, minMax.max );
#endif
// round to readable values
min.floatValue = Mathf.Round( minValue / 0.01f ) * 0.01f;
max.floatValue = Mathf.Round( maxValue / 0.01f ) * 0.01f;
}
}
} // namespace OVR