添加插件
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using UnityEditor;
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using UnityEngine;
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namespace FIMSpace.FEditor
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{
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[CustomPropertyDrawer(typeof(FPropDrawers_DrawScriptableAttribute))]
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public class FPropDrawers_DrawScriptableDrawer : PropertyDrawer
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{
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bool showProperty = false;
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float DrawerHeight = 0;
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string button = "►";
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// Draw the property inside the given rect
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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var e = Editor.CreateEditor(property.objectReferenceValue);
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var indent = EditorGUI.indentLevel;
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Rect temp = new Rect(position.x, position.y, 20, 16);
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if (GUI.Button(temp, button))
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if (showProperty)
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{
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showProperty = false;
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button = "►";
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}
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else
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{
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showProperty = true;
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button = "▼";
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}
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DrawerHeight = 0;
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position.height = 16;
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position.x += 20;
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position.width -= 20;
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EditorGUI.PropertyField(position, property);
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position.width += 20;
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position.x -= 20;
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position.y += 20;
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if (!showProperty) return;
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if (e != null)
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{
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position.x += 20;
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position.width -= 40;
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var so = e.serializedObject;
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so.Update();
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var prop = so.GetIterator();
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prop.NextVisible(true);
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int depthChilden = 0;
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bool showChilden = false;
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while (prop.NextVisible(true))
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{
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if (prop.depth == 0) { showChilden = false; depthChilden = 0; }
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if (showChilden && prop.depth > depthChilden)
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{
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continue;
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}
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position.height = 16;
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EditorGUI.indentLevel = indent + prop.depth;
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if (EditorGUI.PropertyField(position, prop))
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{
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showChilden = false;
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}
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else
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{
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showChilden = true;
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depthChilden = prop.depth;
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}
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position.y += 20;
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SetDrawerHeight(20);
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}
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if (GUI.changed)
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{
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so.ApplyModifiedProperties();
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}
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}
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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float height = base.GetPropertyHeight(property, label);
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height += DrawerHeight;
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return height;
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}
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void SetDrawerHeight(float height)
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{
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DrawerHeight += height;
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}
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}
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public class FPropDrawers_DrawScriptableAttribute : PropertyAttribute
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{
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}
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}
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