Пример #1
0
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        //ENode oc = property.serializedObject.targetObject as ENode;
        EEdge connection = EEditorUtility.GetParent(property) as EEdge;

        label = EditorGUI.BeginProperty(position, GUIContent.none, property);

        float original = position.width;

        position.width  *= 0.3f;
        position.height /= 2;

        EditorGUIUtility.labelWidth = 80.0f;
        EditorGUI.BeginChangeCheck();
        EditorGUI.PropertyField(position, property.FindPropertyRelative("Source"), new GUIContent("Source"));
        if (EditorGUI.EndChangeCheck())
        {
            property.serializedObject.ApplyModifiedProperties();
            connection.SetSource(connection.Source);
            GameMessage.Send <EEdgesRedrawAll>(message);
        }

        position.y += position.height;
        EditorGUI.BeginChangeCheck();
        EditorGUI.PropertyField(position, property.FindPropertyRelative("Target"), new GUIContent("Target"));
        if (EditorGUI.EndChangeCheck())
        {
            property.serializedObject.ApplyModifiedProperties();
            connection.SetTarget(connection.Target);
            GameMessage.Send <EEdgesRedrawAll>(message);
        }
        position.y -= position.height;

        position.x     = position.width;
        position.width = original - position.width;
        EditorGUI.PropertyField(position, property.FindPropertyRelative("SourceFormula"), new GUIContent("Formula"));

        position.y += position.height;
        EditorGUI.PropertyField(position, property.FindPropertyRelative("TargetFormula"), new GUIContent("Formula"));

        Handles.BeginGUI();
        Handles.color = Color.red;
        Handles.DrawLine(new Vector3(0, position.y + 19f), new Vector3(original, position.y + 19f));
        Handles.EndGUI();

        EditorGUI.EndProperty();
    }
Пример #2
0
    public static void AddElement(SerializedProperty list, int index)
    {
        ENode        objectComponent = list.serializedObject.targetObject as ENode;
        List <EEdge> _connections    = GetParent(list) as List <EEdge>;
        EEdge        connection      = _connections[index];

        connection.Index = index + 1;
        if (list.propertyPath == "_TargetConnections")
        {
            connection.SetSource(objectComponent);
        }
        else
        {
            connection.SetTarget(objectComponent);
        }

        GameMessage.Send <EEdgesRedrawAll>(message);
    }