UnitySerializedReferenceUI/DefaultUI/SerializeReferenceInspectorButton.cs

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public static class SerializeReferenceInspectorButton
{
/// Must be drawn before DefaultProperty in order to receive input
public static void DrawSelectionButtonForManagedReference(this SerializedProperty property, Rect position, IEnumerable<Func<Type, bool>> filters = null)
{
Rect buttonPosition = position;
buttonPosition.x += EditorGUIUtility.labelWidth + 1 * EditorGUIUtility.standardVerticalSpacing;
buttonPosition.width = position.width - EditorGUIUtility.labelWidth - 1 * EditorGUIUtility.standardVerticalSpacing;
buttonPosition.height = EditorGUIUtility.singleLineHeight;
Color storedColor = GUI.backgroundColor;
int storedIndent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
(string AssemblyName, string ClassName) = ManagedReferenceUtility.GetSplitNamesFromTypename(property.managedReferenceFullTypename);
bool isNull = string.IsNullOrEmpty(ClassName);
GUI.backgroundColor = isNull ? Color.red : storedColor;
string className = isNull ? "Null (Assign)" : ClassName;
string assemblyName = AssemblyName;
if (GUI.Button(buttonPosition, new GUIContent(className, className + " ( "+ assemblyName +" )")))
{
property.ShowContextMenuForManagedReference(buttonPosition, filters);
}
GUI.backgroundColor = storedColor;
EditorGUI.indentLevel = storedIndent;
}
}
#endif