modular-avatar/Packages/nadena.dev.modular-avatar/Editor/Inspector/Menu/MAMenuItemInspector.cs
bd_ d39e17a8f6 feat: add object-based menu system (#218)
This adds a GameObject/Component based menu editing system, heavily inspired by Hai's Expressions Menu Hierarchy editor (https://github.com/hai-vr/av3-expressions-menu-hierarchy-editor)
2023-03-04 14:15:27 +09:00

55 lines
1.5 KiB
C#

using UnityEditor;
using static nadena.dev.modular_avatar.core.editor.Localization;
namespace nadena.dev.modular_avatar.core.editor
{
[CustomEditor(typeof(ModularAvatarMenuItem))]
[CanEditMultipleObjects]
internal class MAMenuItemInspector : MAEditorBase
{
private MenuItemCoreGUI _coreGUI;
void OnEnable()
{
_coreGUI = new MenuItemCoreGUI(serializedObject, Repaint);
_coreGUI.AlwaysExpandContents = true;
}
protected override void OnInnerInspectorGUI()
{
serializedObject.Update();
_coreGUI.DoGUI();
serializedObject.ApplyModifiedProperties();
ShowLanguageUI();
}
}
[CustomEditor(typeof(ModularAvatarMenuGroup))]
internal class MAMenuGroupInspector : MAEditorBase
{
private MenuPreviewGUI _previewGUI;
private SerializedProperty _prop_target;
void OnEnable()
{
_previewGUI = new MenuPreviewGUI(Repaint);
_prop_target = serializedObject.FindProperty(nameof(ModularAvatarMenuGroup.targetObject));
}
protected override void OnInnerInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(_prop_target, G("menuitem.prop.source_override"));
_previewGUI.DoGUI((ModularAvatarMenuGroup) target);
serializedObject.ApplyModifiedProperties();
ShowLanguageUI();
}
}
}