modular-avatar/Packages/net.fushizen.modular-avatar/Editor/Inspector/AvatarObjectReferenceDrawer.cs

121 lines
5.0 KiB
C#

using UnityEditor;
using UnityEngine;
namespace net.fushizen.modular_avatar.core.editor
{
[CustomPropertyDrawer(typeof(AvatarObjectReference))]
public class AvatarObjectReferenceDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
if (!CustomGUI(position, property, label))
{
var xButtonSize = EditorStyles.miniButtonRight.CalcSize(new GUIContent("x"));
var xButtonRect = new Rect(position.xMax - xButtonSize.x, position.y, xButtonSize.x, position.height);
position = new Rect(position.x, position.y, position.width - xButtonSize.x, position.height);
var isNull = property.FindPropertyRelative(nameof(AvatarObjectReference.isNull));
property = property.FindPropertyRelative(nameof(AvatarObjectReference.referencePath));
position = EditorGUI.PrefixLabel(position, label);
EditorGUI.LabelField(position, isNull.boolValue ? "(null)" : property.stringValue);
}
}
private bool CustomGUI(Rect position, SerializedProperty property, GUIContent label)
{
var indentLevel = EditorGUI.indentLevel;
var color = GUI.contentColor;
var isNull = property.FindPropertyRelative(nameof(AvatarObjectReference.isNull));
property = property.FindPropertyRelative(nameof(AvatarObjectReference.referencePath));
try
{
// Find containing object, and from that the avatar
if (property.serializedObject == null || property.serializedObject.targetObjects.Length != 1)
return false;
var obj = property.serializedObject.targetObject as Component;
if (obj == null) return false;
var transform = obj.transform;
var avatar = RuntimeUtil.FindAvatarInParents(transform);
if (avatar == null) return false;
var target = isNull.boolValue ? null : avatar.transform.Find(property.stringValue);
var labelRect = position;
position = EditorGUI.PrefixLabel(position, label);
labelRect.width = position.x - labelRect.x;
var nullContent = GUIContent.none;
if (target != null || isNull.boolValue)
{
EditorGUI.BeginChangeCheck();
var newTarget = EditorGUI.ObjectField(position, nullContent, target, typeof(Transform), true);
if (EditorGUI.EndChangeCheck())
{
if (newTarget == null)
{
property.stringValue = "";
isNull.boolValue = true;
}
else
{
var relPath =
RuntimeUtil.RelativePath(avatar.gameObject, ((Transform) newTarget).gameObject);
if (relPath == null) return true;
property.stringValue = relPath;
isNull.boolValue = false;
}
}
}
else
{
// For some reason, this color change retroactively affects the prefix label above, so draw our own
// label as well (we still want the prefix label for highlights, etc).
EditorGUI.LabelField(labelRect, label);
GUI.contentColor = new Color(0, 0, 0, 0);
EditorGUI.BeginChangeCheck();
var newTarget = EditorGUI.ObjectField(position, nullContent, target, typeof(Transform), true);
GUI.contentColor = color;
if (EditorGUI.EndChangeCheck())
{
if (newTarget == null)
{
property.stringValue = "";
isNull.boolValue = true;
}
else
{
var relPath =
RuntimeUtil.RelativePath(avatar.gameObject, ((Transform) newTarget).gameObject);
if (relPath == null) return true;
property.stringValue = relPath;
isNull.boolValue = false;
}
}
else
{
GUI.contentColor = Color.red;
EditorGUI.LabelField(position, property.stringValue);
}
}
return true;
}
finally
{
GUI.contentColor = color;
EditorGUI.indentLevel = indentLevel;
}
}
}
}