Some more airplane game doodles
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using Minigames.Airplane.Data;
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using UnityEditor;
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using UnityEngine;
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namespace Editor.CustomEditorsAndDrawers
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{
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[CustomPropertyDrawer(typeof(PrefabSpawnEntry))]
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public class PrefabSpawnEntryDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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EditorGUI.BeginProperty(position, label, property);
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// Draw foldout
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property.isExpanded = EditorGUI.Foldout(new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight),
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property.isExpanded, label, true);
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if (property.isExpanded)
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{
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EditorGUI.indentLevel++;
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float yPos = position.y + EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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// Draw prefab
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SerializedProperty prefabProp = property.FindPropertyRelative("prefab");
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EditorGUI.PropertyField(new Rect(position.x, yPos, position.width, EditorGUIUtility.singleLineHeight), prefabProp);
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yPos += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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// Draw spawn position mode
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SerializedProperty spawnModeProp = property.FindPropertyRelative("spawnPositionMode");
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EditorGUI.PropertyField(new Rect(position.x, yPos, position.width, EditorGUIUtility.singleLineHeight), spawnModeProp);
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yPos += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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// Draw conditional fields based on mode
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SpawnPositionMode mode = (SpawnPositionMode)spawnModeProp.enumValueIndex;
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switch (mode)
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{
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case SpawnPositionMode.SpecifiedY:
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SerializedProperty specifiedYProp = property.FindPropertyRelative("specifiedY");
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EditorGUI.PropertyField(new Rect(position.x, yPos, position.width, EditorGUIUtility.singleLineHeight), specifiedYProp);
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break;
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case SpawnPositionMode.RandomRange:
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SerializedProperty randomYMinProp = property.FindPropertyRelative("randomYMin");
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SerializedProperty randomYMaxProp = property.FindPropertyRelative("randomYMax");
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EditorGUI.PropertyField(new Rect(position.x, yPos, position.width, EditorGUIUtility.singleLineHeight), randomYMinProp);
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yPos += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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EditorGUI.PropertyField(new Rect(position.x, yPos, position.width, EditorGUIUtility.singleLineHeight), randomYMaxProp);
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break;
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case SpawnPositionMode.SnapToGround:
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// No additional fields needed
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EditorGUI.LabelField(new Rect(position.x, yPos, position.width, EditorGUIUtility.singleLineHeight),
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"Uses raycast to snap to ground", EditorStyles.miniLabel);
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break;
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}
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EditorGUI.indentLevel--;
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}
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EditorGUI.EndProperty();
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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if (!property.isExpanded)
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return EditorGUIUtility.singleLineHeight;
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float height = EditorGUIUtility.singleLineHeight; // Foldout
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height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; // prefab
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height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; // spawnPositionMode
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// Add height for mode-specific fields
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SerializedProperty spawnModeProp = property.FindPropertyRelative("spawnPositionMode");
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SpawnPositionMode mode = (SpawnPositionMode)spawnModeProp.enumValueIndex;
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switch (mode)
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{
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case SpawnPositionMode.SpecifiedY:
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height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; // specifiedY
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break;
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case SpawnPositionMode.RandomRange:
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height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; // randomYMin
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height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; // randomYMax
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break;
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case SpawnPositionMode.SnapToGround:
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height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; // Info label
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break;
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}
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return height;
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}
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}
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}
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