1.9.0: Added support for attributes for drawing handles in the scene

This commit is contained in:
Anders Ejlersen 2024-02-11 22:02:10 +01:00
parent 81906d49dd
commit 5ce34bde70
48 changed files with 1354 additions and 8 deletions

View file

@ -0,0 +1,40 @@
using Module.Inspector.Editor.Utilities;
using UnityEditor;
using UnityEngine;
namespace Module.Inspector.Editor
{
[CustomPropertyDrawer(typeof(PositionHandleAttribute))]
internal sealed class PositionHandleAttributeDrawer : HandlePropertyDrawer
{
public override void Draw(HandleDrawerPropertyAttribute attribute, SerializedProperty serializedProperty)
{
var att = (PositionHandleAttribute)attribute;
Vector3 worldPosition = EditorHandleUtility.GetWorldPosition(serializedProperty, att.space);
Quaternion worldRotation = EditorHandleUtility.GetWorldRotation(serializedProperty, att.space);
Color color = Handles.color;
worldPosition = EditorHandleUtility.PositionHandle(worldPosition, worldRotation, att.axiis);
EditorHandleUtility.SetWorldPosition(serializedProperty, worldPosition, att.space);
Handles.color = color;
}
public override bool IsValidFor(SerializedProperty serializedProperty)
{
switch (serializedProperty.propertyType)
{
case SerializedPropertyType.Integer:
case SerializedPropertyType.Float:
case SerializedPropertyType.Vector2:
case SerializedPropertyType.Vector3:
case SerializedPropertyType.Vector2Int:
case SerializedPropertyType.Vector3Int:
return true;
case SerializedPropertyType.ObjectReference:
return serializedProperty.objectReferenceValue != null && serializedProperty.objectReferenceValue is Transform;
default:
return false;
}
}
}
}