Files
Fishing2/Assets/FImpossible Creations/Shared Tools/Editor/Editor Tools/FPropDrawers_DrawScriptable.cs
2025-11-10 00:08:26 +08:00

105 lines
3.0 KiB
C#

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