private void OnInspectorGUIObjectField() { GUI.enabled = false; EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((GUIDEntity)target), typeof(GUIDEntity), false); GUI.enabled = true; EditorGUILayout.Space(); GUI.enabled = false; EditorGUILayout.TextField(new GUIContent("GUID"), _entityTarget.GetGuid().ToString()); GUI.enabled = true; }
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { guidProp = property.FindPropertyRelative("serializedGuid"); nameProp = property.FindPropertyRelative("cachedName"); sceneProp = property.FindPropertyRelative("cachedScene"); // Using BeginProperty / EndProperty on the parent property means that // prefab override logic works on the entire property. EditorGUI.BeginProperty(position, label, property); position.height = EditorGUIUtility.singleLineHeight; // Draw prefix label, returning the new rect we can draw in var guidCompPosition = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); System.Guid currentGuid; GameObject currentGO = null; // working with array properties is a bit unwieldy // you have to get the property at each index manually byte[] byteArray = new byte[16]; int arraySize = guidProp.arraySize; for (int i = 0; i < arraySize; ++i) { var byteProp = guidProp.GetArrayElementAtIndex(i); byteArray[i] = (byte)byteProp.intValue; } currentGuid = new System.Guid(byteArray); currentGO = GUIDManager.ResolveGuid(currentGuid); GUIDEntity currentGuidComponent = currentGO != null?currentGO.GetComponent <GUIDEntity>() : null; GUIDEntity component = null; if (currentGuid != System.Guid.Empty && currentGuidComponent == null) { // if our reference is set, but the target isn't loaded, we display the target and the scene it is in, and provide a way to clear the reference float buttonWidth = 55.0f; guidCompPosition.xMax -= buttonWidth; bool guiEnabled = GUI.enabled; GUI.enabled = false; EditorGUI.LabelField(guidCompPosition, new GUIContent(nameProp.stringValue, "Target GameObject is not currently loaded."), EditorStyles.objectField); GUI.enabled = guiEnabled; Rect clearButtonRect = new Rect(guidCompPosition); clearButtonRect.xMin = guidCompPosition.xMax; clearButtonRect.xMax += buttonWidth; if (GUI.Button(clearButtonRect, clearButtonGUI, EditorStyles.miniButton)) { ClearPreviousGuid(); } } else { // if our object is loaded, we can simply use an object field directly component = EditorGUI.ObjectField(guidCompPosition, currentGuidComponent, typeof(GUIDEntity), true) as GUIDEntity; } if (currentGuidComponent != null && component == null) { ClearPreviousGuid(); } // if we have a valid reference, draw the scene name of the scene it lives in so users can find it if (component != null) { nameProp.stringValue = component.name; string scenePath = component.gameObject.scene.path; sceneProp.objectReferenceValue = AssetDatabase.LoadAssetAtPath <SceneAsset>(scenePath); // only update the GUID Prop if something changed. This fixes multi-edit on GUID References if (component != currentGuidComponent) { byteArray = component.GetGuid().ToByteArray(); arraySize = guidProp.arraySize; for (int i = 0; i < arraySize; ++i) { var byteProp = guidProp.GetArrayElementAtIndex(i); byteProp.intValue = byteArray[i]; } } } EditorGUI.indentLevel++; position.y += EditorGUIUtility.singleLineHeight; bool cachedGUIState = GUI.enabled; GUI.enabled = false; EditorGUI.ObjectField(position, sceneLabel, sceneProp.objectReferenceValue, typeof(SceneAsset), false); GUI.enabled = cachedGUIState; EditorGUI.indentLevel--; EditorGUI.EndProperty(); }