BITFALL/Assets/MagicaCloth2/Scripts/Editor/EditorExtension/CurveSerializeDataDrawer.cs

81 lines
3.0 KiB
C#

// Magica Cloth 2.
// Copyright (c) 2023 MagicaSoft.
// https://magicasoft.jp
using UnityEditor;
using UnityEngine;
namespace MagicaCloth2
{
/// <summary>
/// CurveSerializeDataプロパティのカスタムGUI描画
/// </summary>
[CustomPropertyDrawer(typeof(CurveSerializeData))]
public class CurveSerializeDataDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// サイズ
float lineHight = EditorGUIUtility.singleLineHeight;
float y = position.y;
EditorGUI.BeginProperty(position, label, property);
// ラベルを描画
var positionA = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
// 子のフィールドをインデントしない
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
// プロパティ
var useProperty = property.FindPropertyRelative("useCurve");
var valueProperty = property.FindPropertyRelative("value");
bool useCurve = useProperty.boolValue;
// 設定値の範囲。プロパティ名から判定する
//var minmax = ClothSerializeData.GetMinMax(property.name);
var minmax = MagicaClothEditor.GetPropertyMinMax(property.name);
// 矩形を計算
float w = positionA.width;
var buttonRect = new Rect(positionA.x + w - 30, y, 30, lineHight);
var sliderRect = new Rect(positionA.x, y, Mathf.Max(w - 35, 0), lineHight);
// GUIContent.none をそれぞれに渡すと、ラベルなしに描画されます
EditorGUI.Slider(sliderRect, valueProperty, minmax.x, minmax.y, GUIContent.none);
if (GUI.Button(buttonRect, useProperty.boolValue ? "X" : "C"))
{
// カーブ切り替え
useProperty.boolValue = !useProperty.boolValue;
}
// カーブ
if (useCurve)
{
// カーブプロパティ
var curveProperty = property.FindPropertyRelative("curve");
y += lineHight + 3;
//var curveRect = new Rect(positionA.x - 15, y, w + 15, lineHight);
var curveRect = new Rect(positionA.x, y, w, lineHight);
EditorGUI.CurveField(curveRect, curveProperty, Color.green, new Rect(0, 0, 1, 1), GUIContent.none);
}
// インデントを元通りに戻します
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
float h = EditorGUIUtility.singleLineHeight;
var useProperty = property.FindPropertyRelative("useCurve");
if (useProperty.boolValue)
h += (h + 3 + 2);
return h;
}
}
}