playtest-unity/playtest/Library/PackageCache/com.unity.ugui@1.0.0/Editor/UI/ScrollbarEditor.cs

109 lines
4.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace UnityEditor.UI
{
[CustomEditor(typeof(Scrollbar), true)]
[CanEditMultipleObjects]
/// <summary>
/// Custom Editor for the Scrollbar Component.
/// Extend this class to write a custom editor for a component derived from Scrollbar.
/// </summary>
public class ScrollbarEditor : SelectableEditor
{
SerializedProperty m_HandleRect;
SerializedProperty m_Direction;
SerializedProperty m_Value;
SerializedProperty m_Size;
SerializedProperty m_NumberOfSteps;
SerializedProperty m_OnValueChanged;
protected override void OnEnable()
{
base.OnEnable();
m_HandleRect = serializedObject.FindProperty("m_HandleRect");
m_Direction = serializedObject.FindProperty("m_Direction");
m_Value = serializedObject.FindProperty("m_Value");
m_Size = serializedObject.FindProperty("m_Size");
m_NumberOfSteps = serializedObject.FindProperty("m_NumberOfSteps");
m_OnValueChanged = serializedObject.FindProperty("m_OnValueChanged");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
EditorGUILayout.Space();
serializedObject.Update();
// EditorGUILayout.PropertyField(m_HandleRect);
EditorGUI.BeginChangeCheck();
RectTransform newRectTransform = EditorGUILayout.ObjectField("Handle Rect", m_HandleRect.objectReferenceValue, typeof(RectTransform), true) as RectTransform;
if (EditorGUI.EndChangeCheck())
{
// Handle Rect will modify its GameObject RectTransform drivenBy, so we need to Record the old and new RectTransform.
List<Object> modifiedObjects = new List<Object>();
modifiedObjects.Add(newRectTransform);
foreach (var target in m_HandleRect.serializedObject.targetObjects)
{
MonoBehaviour mb = target as MonoBehaviour;
if (mb == null)
continue;
modifiedObjects.Add(mb);
modifiedObjects.Add(mb.GetComponent<RectTransform>());
}
Undo.RecordObjects(modifiedObjects.ToArray(), "Change Handle Rect");
m_HandleRect.objectReferenceValue = newRectTransform;
}
if (m_HandleRect.objectReferenceValue != null)
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_Direction);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObjects(serializedObject.targetObjects, "Change Scrollbar Direction");
Scrollbar.Direction direction = (Scrollbar.Direction)m_Direction.enumValueIndex;
foreach (var obj in serializedObject.targetObjects)
{
Scrollbar scrollbar = obj as Scrollbar;
scrollbar.SetDirection(direction, true);
}
}
EditorGUILayout.PropertyField(m_Value);
EditorGUILayout.PropertyField(m_Size);
EditorGUILayout.PropertyField(m_NumberOfSteps);
bool warning = false;
foreach (var obj in serializedObject.targetObjects)
{
Scrollbar scrollbar = obj as Scrollbar;
Scrollbar.Direction dir = scrollbar.direction;
if (dir == Scrollbar.Direction.LeftToRight || dir == Scrollbar.Direction.RightToLeft)
warning = (scrollbar.navigation.mode != Navigation.Mode.Automatic && scrollbar.navigation.mode != Navigation.Mode.Horizontal && (scrollbar.FindSelectableOnLeft() != null || scrollbar.FindSelectableOnRight() != null));
else
warning = (scrollbar.navigation.mode != Navigation.Mode.Automatic && scrollbar.navigation.mode != Navigation.Mode.Vertical && (scrollbar.FindSelectableOnDown() != null || scrollbar.FindSelectableOnUp() != null));
}
if (warning)
EditorGUILayout.HelpBox("The selected scrollbar direction conflicts with navigation. Not all navigation options may work.", MessageType.Warning);
EditorGUILayout.Space();
// Draw the event notification options
EditorGUILayout.PropertyField(m_OnValueChanged);
}
else
{
EditorGUILayout.HelpBox("Specify a RectTransform for the scrollbar handle. It must have a parent RectTransform that the handle can slide within.", MessageType.Info);
}
serializedObject.ApplyModifiedProperties();
}
}
}