示例#1
0
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            EnumFlagsAttribute flagSettings = (EnumFlagsAttribute)attribute;
            Enum   targetEnum = GetBaseProperty <Enum>(property);
            string propName   = flagSettings.enumName;
            Enum   enumNew;

            EditorGUI.BeginProperty(position, label, property);

            if (string.IsNullOrEmpty(propName))
            {
                #if UNITY_2017_3_OR_NEWER
                enumNew = EditorGUI.EnumFlagsField(position, label, targetEnum);
                #else
                enumNew = EditorGUI.EnumMaskField(position, label, targetEnum);
                #endif
            }
            else
            {
                #if UNITY_2017_3_OR_NEWER
                enumNew = EditorGUI.EnumFlagsField(position, propName, targetEnum);
                #else
                enumNew = EditorGUI.EnumMaskField(position, propName, targetEnum);
                #endif
            }

            property.intValue = (int)Convert.ChangeType(enumNew, targetEnum.GetType());
            EditorGUI.EndProperty();
        }
    void SetDimensions(SerializedProperty property, GUIContent label)
    {
        flagAttribute = attribute as EnumFlagsAttribute;

        enumLength = property.enumNames.Length;

        if (flagAttribute != null && flagAttribute.showLabel == false)
        {
            labelWidth = GetIndentWidth();
        }
        else
        {
            labelWidth = (label == GUIContent.none ? GetIndentWidth() : EditorGUIUtility.labelWidth);
        }

        float estimatedViewWidth = (EditorGUIUtility.currentViewWidth - (label == GUIContent.none ? 60f : EditorGUIUtility.labelWidth) - 25f);

        if (flagAttribute == null || flagAttribute.numBtnsPerRow < 0)
        {
            numBtnsPerRow = Mathf.FloorToInt(estimatedViewWidth / mininumWidth);
        }
        else
        {
            numBtnsPerRow = flagAttribute.numBtnsPerRow;
        }

        numRows = Mathf.CeilToInt((float)enumLength / (float)numBtnsPerRow);
    }
    public override void OnGUI(Rect _position, SerializedProperty _property, GUIContent _lable)
    {
        // attribute 是PropertyAttribute類中的一個屬性
        // EnumFlagsAttribute中的所有屬性都可以調用
        EnumFlagsAttribute flags = attribute as EnumFlagsAttribute;

        // 枚舉值的數值最後為一個數字,如果要取得其代表的或包含的數值必須通過按位運算來提取
        // 繪製出一個下拉菜單,枚舉類型
        _property.intValue = EditorGUI.MaskField(_position, flags.text, _property.intValue, _property.enumDisplayNames);
    }
示例#4
0
        public void DrawDirectly(SerializedProperty property, CyberAttribute attribute, GUIContent content, GUIStyle style, FieldInfo field)
        {
            EditorGUILayout.BeginHorizontal();
            TheEditor.DrawPrefix(content, field, style);
            EnumFlagsAttribute attr = attribute as EnumFlagsAttribute;

            if (property.intValue < 0)
            {
                property.intValue = 0;
            }
            void DrawCheckBox(GUIStyle checkStyle)
            {
                foreach (var item in Enum.GetValues(CyberEdit.Current.CurrentField.FieldType))
                {
                    int val = Convert.ToInt32(item);
                    if (val == 0)
                    {
                        continue;
                    }
                    bool has = (property.intValue | val) == property.intValue;


                    bool toogleRes = GUILayout.Toggle(has, new GUIContent(item.ToString()), checkStyle);
                    if (toogleRes == false && has == true)
                    {
                        property.intValue ^= val;
                    }
                    else if (toogleRes == true && has == false)
                    {
                        property.intValue |= val;
                    }
                }
            }

            switch (attr.EnumFlagOption)
            {
            case EnumMode.Classic:
                property.intValue = EditorGUILayout.MaskField(GUIContent.none, property.intValue, property.enumNames);
                break;

            default:
                DrawCheckBox(attr.EnumFlagOption.GetStyle());
                break;
            }


            EditorGUILayout.EndHorizontal();
        }
示例#5
0
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        EnumFlagsAttribute flagSettings = (EnumFlagsAttribute)attribute;
        Enum targetEnum = GetBaseProperty <Enum>(property);

        string propName = flagSettings.enumName;

        if (string.IsNullOrEmpty(propName))
        {
            propName = property.name;
        }

        EditorGUI.BeginProperty(position, label, property);
        var enumNew = EditorGUI.EnumFlagsField(position, propName, targetEnum);

        property.intValue = (int)Convert.ChangeType(enumNew, targetEnum.GetType());
        EditorGUI.EndProperty();
    }
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        EnumFlagsAttribute flagSettings = (EnumFlagsAttribute)attribute;
        Enum targetEnum = (Enum)fieldInfo.GetValue(property.serializedObject.targetObject);

        string propName = flagSettings.name;

        if (string.IsNullOrEmpty(propName))
        {
            propName = ObjectNames.NicifyVariableName(property.name);
        }

        EditorGUI.BeginProperty(position, label, property);
        Enum enumNew = EditorGUI.EnumMaskPopup(position, propName, targetEnum);

        property.intValue = (int)Convert.ChangeType(enumNew, targetEnum.GetType());
        EditorGUI.EndProperty();
    }
示例#7
0
        /// <summary>
        /// Override this method to make your own GUI for the property.
        /// </summary>
        /// <param name="position">Rectangle on the screen to use for the property GUI.</param>
        /// <param name="property">The SerializedProperty to make the custom GUI for.</param>
        /// <param name="label">The label of this property.</param>
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            EnumFlagsAttribute flagsAttribute = (EnumFlagsAttribute)attribute;
            Enum targetEnum = GetBaseProperty <Enum>(property);

            string propertyDisplayName = flagsAttribute.Label;

            if (string.IsNullOrEmpty(propertyDisplayName))
            {
                propertyDisplayName = property.name;
            }

            if (targetEnum != null)
            {
                EditorGUI.BeginProperty(position, label, property);
                Enum enumMask = EditorGUI.EnumMaskField(position, propertyDisplayName, targetEnum);
                property.intValue = (int)Convert.ChangeType(enumMask, targetEnum.GetType());
                EditorGUI.EndProperty();
            }
        }
示例#8
0
        /// <summary>
        /// Override Unity OnGUI to make a custom GUI for the property with EnumFlagsAttribute.
        /// </summary>
        /// <param name="position">Rectangle on the screen to use for the property GUI.</param>
        /// <param name="property">The SerializedProperty to make the custom GUI for.</param>
        /// <param name="label">The label of this property.</param>
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            EnumFlagsAttribute flagsAttribute = attribute as EnumFlagsAttribute;

            string[] itemNames  = Enum.GetNames(flagsAttribute.EnumType);
            int[]    itemValues = Enum.GetValues(flagsAttribute.EnumType) as int[];

            property.intValue =
                EditorGUI.MaskField(position, label, property.intValue, itemNames);

            if (property.intValue == -1)
            {
                int maskValue = 0;
                foreach (int itemValue in itemValues)
                {
                    maskValue |= itemValue;
                }

                property.intValue = maskValue;
            }
        }
示例#9
0
        internal void Initialize(WeaponScript weapon)
        {
            if (flipIfFacingAway)
            {
                attackSubcomponents.Insert(0, ScriptableObject.CreateInstance <FlipIfFacingAway>());
            }
            if (preventFlipWhileAttacking)
            {
                attackSubcomponents.Add(ScriptableObject.CreateInstance <PreventFlipWhileAttacking>());
            }
            for (int i = 0; i < attackSubcomponents.Count; i++)
            {
                attackSubcomponents[i] = Instantiate(attackSubcomponents[i]);
                attackSubcomponents[i].Initialize(weapon);
            }

            directionTriggers = EnumFlagsAttribute.ReturnSelectedElements <AttackDirection>((int)directionTriggerFlags)
                                .Select(x => (AttackDirection)x).ToArray();
            movementStates = EnumFlagsAttribute.ReturnSelectedElements <MovementState>((int)movementStateFlags)
                             .Select(x => (MovementState)x).ToArray();

            if (flipIfFacingAway)
            {
                List <AttackDirection> newDirections = new List <AttackDirection>();
                foreach (var direction in directionTriggers)
                {
                    newDirections.Add(direction);
                    var flipped = FlipAttackDirection(direction);
                    if (flipped != direction)
                    {
                        newDirections.Add(flipped);
                    }
                }
                directionTriggers = newDirections.ToArray();
            }
        }
 public override bool CanCacheInspectorGUI(SerializedProperty property)
 {
     flags = attribute as EnumFlagsAttribute;
     return(base.CanCacheInspectorGUI(property));
 }
示例#11
0
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent content)
        {
            EnumFlagsAttribute attribute = (EnumFlagsAttribute)base.attribute;

            property.intValue = EditorGUI.MaskField(position, content, property.intValue, property.enumDisplayNames);
        }