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UnitAttribute.cs
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80 lines (69 loc) · 2.33 KB
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// Draws a little string in the right of a number or string field in the inspector. Useful for indicating
// in what unit a value is.
//
// Updated: 2022-03-03
/* MIT License
*
* Copyright (c) 2022 Jonatan Johansson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
using UnityEngine;
public class UnitAttribute : PropertyAttribute
{
public string Value { get; }
public UnitAttribute(string value)
{
Value = value;
}
}
#if UNITY_EDITOR
namespace PropertyDrawers
{
using UnityEditor;
[CustomPropertyDrawer(typeof(UnitAttribute))]
public class UnitPropertyDrawer : PropertyDrawer
{
private GUIStyle m_unitLabelStyle;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.PropertyField(position, property, label, true);
DrawUnit(position);
}
private void DrawUnit(Rect position)
{
m_unitLabelStyle ??= new GUIStyle()
{
fontSize = 9,
alignment = TextAnchor.MiddleRight,
normal =
{
textColor = Color.gray,
},
};
string unitString = ((UnitAttribute)attribute).Value;
float unitRectWidth = unitString.Length * 8f + 8f;
Rect unitRect = new Rect(
position.x + position.width - unitRectWidth - 5, position.y,
unitRectWidth, position.height);
EditorGUI.LabelField(unitRect, unitString, m_unitLabelStyle);
}
}
}
#endif