/// <summary>
        /// Force Unity's "Selection" to use a non-unity object.
        /// </summary>
        public static void Select(object tag)
        {
            InspectorWrapper wrapper = CreateInstance <InspectorWrapper>();

            wrapper.tag            = tag;
            Selection.activeObject = wrapper;
        }
        /// <summary>
        /// Get currenty Unity's Selection
        /// </summary>
        public static T GetSelection <T>()
        {
            InspectorWrapper wrapper = Selection.activeObject as InspectorWrapper;

            if (wrapper == null || !typeof(T).IsAssignableFrom(wrapper.tag.GetType()))
            {
                return(default(T));
            }

            return((T)wrapper.tag);
        }
        /// <summary>
        /// Is this object selected by Unity's Selection?
        /// </summary>
        public static bool IsSelected(object tag)
        {
            InspectorWrapper wrapper = Selection.activeObject as InspectorWrapper;

            if (wrapper == null)
            {
                return(false);
            }

            return(wrapper.tag == tag);
        }
Beispiel #4
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        /// <summary>
        /// Default Inspector entry point.
        /// </summary>
        public override void OnInspectorGUI()
        {
            if (Instances == null)
            {
                return;
            }

            current = this;

            if (advanced)
            {
                DrawAdvancedInspector();
            }
            else
            {
                DrawDefaultInspector();
            }

            if (picking)
            {
                Rect window = EditorWindow.focusedWindow.position;
                EditorGUIUtility.AddCursorRect(new Rect(0, 0, window.width, window.height), MouseCursor.CustomCursor);

                if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.Escape)
                {
                    StopPicking();
                    Event.current.Use();
                }
            }

            current = null;

            if (Instances.Length != 1)
            {
                return;
            }

            IInspect inspect = Instances[0] as IInspect;

            if (inspect == null)
            {
                return;
            }

            object[] inspectInstances = inspect.Inspect;
            if (inspectInstances == null || inspectInstances.Length == 0)
            {
                ClearExtraEditors();
            }
            else
            {
                bool refreshEditors = inspectInstances.Length != extraEditors.Count;
                if (!refreshEditors)
                {
                    for (int i = 0; i < inspectInstances.Length; i++)
                    {
                        if (inspectInstances[i] is UnityEngine.Object)
                        {
                            if ((UnityEngine.Object)inspectInstances[i] != extraEditors[i].target)
                            {
                                refreshEditors = true;
                                break;
                            }
                        }
                        else
                        {
                            InspectorWrapper wrapper = extraEditors[i].target as InspectorWrapper;
                            if (wrapper == null || wrapper.Tag != inspectInstances[i])
                            {
                                refreshEditors = true;
                                break;
                            }
                        }
                    }
                }

                if (refreshEditors)
                {
                    ClearExtraEditors();

                    foreach (object inspectInstance in inspectInstances)
                    {
                        if (inspectInstance == null || inspectInstance.GetType().Namespace == "System")
                        {
                            continue;
                        }

                        UnityEngine.Object unityObject = inspectInstance as UnityEngine.Object;
                        if (unityObject == null)
                        {
                            InspectorWrapper wrapper = CreateInstance <InspectorWrapper>();
                            wrapper.Tag = inspectInstance;
                            unityObject = wrapper;
                        }

                        extraEditors.Add(CreateEditor(unityObject));
                    }
                }

                foreach (Editor editor in extraEditors)
                {
                    editor.DrawHeader();
                    editor.OnInspectorGUI();
                }
            }
        }