Assignment for RMIT Mixed Reality in 2020
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using UnityEditor;
using UnityEngine;
namespace OVR
{
/*
-----------------------
MixerSnapshotPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer( typeof( MixerSnapshot ) )]
public class MixerSnapshotPropertyDrawer : PropertyDrawer {
// Draw the property inside the given rect
public override void OnGUI( Rect position, SerializedProperty property, GUIContent label ) {
// Using BeginProperty / EndProperty on the parent property means that
// prefab override logic works on the entire property.
EditorGUI.BeginProperty( position, label, property );
// Draw label
position = EditorGUI.PrefixLabel( position, GUIUtility.GetControlID( FocusType.Passive ), label );
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
EditorGUIUtility.labelWidth = 65;
float width = ( position.width - 15.0f ) / 2.0f;
// Calculate rects
var srcRect = new Rect( position.x, position.y, width + 20, position.height ); position.x += width + 25.0f;
var destRect = new Rect( position.x, position.y, width - 60, position.height ); position.x += width - 60.0f;
var secsRect = new Rect( position.x, position.y, 40, position.height );
// Draw fields - pass GUIContent.none to each so they are drawn without labels
EditorGUI.PropertyField( srcRect, property.FindPropertyRelative( "snapshot" ), GUIContent.none );
EditorGUI.PropertyField( destRect, property.FindPropertyRelative( "transitionTime" ), new GUIContent( "Transition" ) );
EditorGUI.LabelField( secsRect, new GUIContent( "sec(s)" ) );
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
}
} // namespace OVR