Renamed all attributes and drawers to have postfix of either Attribute or AttributeDrawer
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161 changed files with 265 additions and 265 deletions
58
Editor/ValueModifiers/MinValueAttributeDrawer.cs
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58
Editor/ValueModifiers/MinValueAttributeDrawer.cs
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using UnityEditor;
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using UnityEngine;
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namespace Module.Inspector.Editor
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{
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[CustomPropertyDrawer(typeof(MinValueAttribute))]
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internal sealed class MinValueAttributeDrawer : ValueModifierPropertyDrawer
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{
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public override void Modify(ValueModifierPropertyAttribute attribute, SerializedProperty property)
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{
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var min = (MinValueAttribute)attribute;
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switch (property.propertyType)
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{
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case SerializedPropertyType.Integer:
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property.intValue = Mathf.Max(min.intValue, property.intValue);
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break;
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case SerializedPropertyType.Float:
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property.floatValue = Mathf.Max(min.floatValue, property.floatValue);
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break;
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case SerializedPropertyType.Vector2:
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Vector2 v2 = property.vector2Value;
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v2.x = Mathf.Max(min.floatValue, property.vector2Value.x);
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v2.y = Mathf.Max(min.floatValue, property.vector2Value.y);
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property.vector2Value = v2;
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break;
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case SerializedPropertyType.Vector3:
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Vector3 v3 = property.vector3Value;
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v3.x = Mathf.Max(min.floatValue, property.vector3Value.x);
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v3.y = Mathf.Max(min.floatValue, property.vector3Value.y);
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v3.z = Mathf.Max(min.floatValue, property.vector3Value.z);
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property.vector3Value = v3;
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break;
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case SerializedPropertyType.Vector4:
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Vector4 v4 = property.vector4Value;
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v4.x = Mathf.Max(min.floatValue, property.vector4Value.x);
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v4.y = Mathf.Max(min.floatValue, property.vector4Value.y);
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v4.z = Mathf.Max(min.floatValue, property.vector4Value.z);
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v4.w = Mathf.Max(min.floatValue, property.vector4Value.w);
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property.vector4Value = v4;
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break;
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case SerializedPropertyType.Vector2Int:
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Vector2Int v2Int = property.vector2IntValue;
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v2Int.x = Mathf.Max(min.intValue, property.vector2IntValue.x);
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v2Int.y = Mathf.Max(min.intValue, property.vector2IntValue.y);
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property.vector2IntValue = v2Int;
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break;
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case SerializedPropertyType.Vector3Int:
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Vector3Int v3Int = property.vector3IntValue;
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v3Int.x = Mathf.Max(min.intValue, property.vector3IntValue.x);
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v3Int.y = Mathf.Max(min.intValue, property.vector3IntValue.y);
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v3Int.z = Mathf.Max(min.intValue, property.vector3IntValue.z);
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property.vector3IntValue = v3Int;
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break;
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}
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}
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}
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}
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