using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Lightbug.CharacterControllerPro.Implementation
{
[System.Serializable]
public struct FloatAction
{
///
/// The action current value.
///
public float value;
///
/// Resets the action.
///
public void Reset()
{
value = 0f;
}
}
// ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
// EDITOR ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
// ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(FloatAction))]
public class FloatActionEditor : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
SerializedProperty value = property.FindPropertyRelative("value");
Rect fieldRect = position;
fieldRect.height = EditorGUIUtility.singleLineHeight;
fieldRect.width = 100;
EditorGUI.LabelField(fieldRect, label);
fieldRect.x += 110;
EditorGUI.PropertyField(fieldRect, value, GUIContent.none);
EditorGUI.EndProperty();
}
}
#endif
}