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