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using System;
using System.Reflection;
using UnityEditor.ShaderGraph.Drawing;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph.Drawing.Inspector.PropertyDrawers
{
[SGPropertyDrawer(typeof(float))]
class FloatPropertyDrawer : IPropertyDrawer
{
internal delegate void ValueChangedCallback(float newValue);
internal VisualElement CreateGUI(
ValueChangedCallback valueChangedCallback,
float fieldToDraw,
string labelName,
out VisualElement propertyFloatField,
int indentLevel = 0)
{
var floatField = new FloatField { label = "X", value = fieldToDraw };
floatField.labelElement.style.minWidth = 15;
if (valueChangedCallback != null)
{
floatField.RegisterValueChangedCallback(evt => { valueChangedCallback((float)evt.newValue); });
}
propertyFloatField = floatField;
var defaultRow = new PropertyRow(PropertyDrawerUtils.CreateLabel(labelName, indentLevel));
defaultRow.Add(propertyFloatField);
defaultRow.styleSheets.Add(Resources.Load<StyleSheet>("Styles/PropertyRow"));
return defaultRow;
}
public Action inspectorUpdateDelegate { get; set; }
public VisualElement DrawProperty(PropertyInfo propertyInfo, object actualObject, InspectableAttribute attribute)
{
return this.CreateGUI(
// Use the setter from the provided property as the callback
newValue => propertyInfo.GetSetMethod(true).Invoke(actualObject, new object[] { newValue }),
(float)propertyInfo.GetValue(actualObject),
attribute.labelName,
out var propertyVisualElement);
}
void IPropertyDrawer.DisposePropertyDrawer() { }
}
}