- Attributes: Added AssetsOnly, SceneObjectsOnly, AssignAssetIfNull, AssignComponentIfNull - Attributes: Replaced AssignIfNull with AssignComponentIfNull
43 lines
1.5 KiB
C#
43 lines
1.5 KiB
C#
using System;
|
|
using UnityEditor;
|
|
using Object = UnityEngine.Object;
|
|
|
|
namespace Module.Inspector.Editor
|
|
{
|
|
[CustomPropertyDrawer(typeof(AssignAssetIfNullAttribute))]
|
|
internal sealed class AssignAssetIfNullAttributeDrawer : ValueModifierPropertyDrawer
|
|
{
|
|
public override void Modify(ValueModifierPropertyAttribute attribute, SerializedProperty property)
|
|
{
|
|
if (property.propertyType != SerializedPropertyType.ObjectReference)
|
|
return;
|
|
if (property.objectReferenceValue != null)
|
|
return;
|
|
|
|
var att = (AssignAssetIfNullAttribute)attribute;
|
|
Type type = att.useType ? att.type : property.GetValueType();
|
|
property.objectReferenceValue = AssignAsset(type, att.filter, att.searchFolders);
|
|
}
|
|
|
|
private static Object AssignAsset(Type type, string filter, string[] folders)
|
|
{
|
|
string[] guids;
|
|
|
|
if (folders != null && folders.Length != 0)
|
|
guids = AssetDatabase.FindAssets($"{type.Name} {filter}", folders);
|
|
else
|
|
guids = AssetDatabase.FindAssets($"{type.Name} {filter}");
|
|
|
|
for (var i = 0; i < guids.Length; i++)
|
|
{
|
|
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
|
|
Object obj = AssetDatabase.LoadAssetAtPath(path, type);
|
|
|
|
if (obj != null)
|
|
return obj;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
} |