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