com.unity.uiextensions.nosa.../Editor/MinMaxSliderEditor.cs

121 lines
5.0 KiB
C#

///Credit brogan89
///Sourced from - https://github.com/brogan89/MinMaxSlider
using System;
using UnityEditor;
using UnityEditor.UI;
namespace UnityEngine.UI.Extensions
{
[CustomEditor(typeof(MinMaxSlider), true)]
[CanEditMultipleObjects]
public class MinMaxSliderEditor : SelectableEditor
{
private SerializedProperty _customCamera;
private SerializedProperty _sliderBounds;
private SerializedProperty _minHandle;
private SerializedProperty _maxHandle;
private SerializedProperty _minText;
private SerializedProperty _maxText;
private SerializedProperty _textFormat;
private SerializedProperty _middleGraphic;
private SerializedProperty _minLimit;
private SerializedProperty _maxLimit;
private SerializedProperty _wholeNumbers;
private SerializedProperty _minValue;
private SerializedProperty _maxValue;
private SerializedProperty _onValueChanged;
private readonly GUIContent label = new GUIContent("Min Max Values");
protected override void OnEnable()
{
base.OnEnable();
_customCamera = serializedObject.FindProperty("customCamera");
_sliderBounds = serializedObject.FindProperty("sliderBounds");
_minHandle = serializedObject.FindProperty("minHandle");
_maxHandle = serializedObject.FindProperty("maxHandle");
_minText = serializedObject.FindProperty("minText");
_maxText = serializedObject.FindProperty("maxText");
_textFormat = serializedObject.FindProperty("textFormat");
_middleGraphic = serializedObject.FindProperty("middleGraphic");
_minLimit = serializedObject.FindProperty("minLimit");
_maxLimit = serializedObject.FindProperty("maxLimit");
_wholeNumbers = serializedObject.FindProperty("wholeNumbers");
_minValue = serializedObject.FindProperty("minValue");
_maxValue = serializedObject.FindProperty("maxValue");
_onValueChanged = serializedObject.FindProperty("onValueChanged");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
serializedObject.Update();
float minLimitOld = _minLimit.floatValue;
float maxLimitOld = _maxLimit.floatValue;
float minValueOld = _minValue.floatValue;
float maxValueOld = _maxValue.floatValue;
EditorGUILayout.PropertyField(_customCamera);
EditorGUILayout.PropertyField(_sliderBounds);
EditorGUILayout.PropertyField(_minHandle);
EditorGUILayout.PropertyField(_maxHandle);
EditorGUILayout.PropertyField(_middleGraphic);
EditorGUILayout.PropertyField(_minText);
EditorGUILayout.PropertyField(_maxText);
EditorGUILayout.PropertyField(_textFormat);
EditorGUILayout.PropertyField(_minLimit);
EditorGUILayout.PropertyField(_maxLimit);
EditorGUILayout.PropertyField(_wholeNumbers);
EditorGUILayout.PropertyField(_minValue);
EditorGUILayout.PropertyField(_maxValue);
float minValue = Mathf.Clamp(_minValue.floatValue, _minLimit.floatValue, _maxLimit.floatValue);
float maxValue = Mathf.Clamp(_maxValue.floatValue, _minLimit.floatValue, _maxLimit.floatValue);
EditorGUILayout.MinMaxSlider(label, ref minValue, ref maxValue, _minLimit.floatValue, _maxLimit.floatValue);
bool anyValueChanged = !IsEqualFloat(minValueOld, minValue)
|| !IsEqualFloat(maxValueOld, maxValue)
|| !IsEqualFloat(minLimitOld, _minLimit.floatValue)
|| !IsEqualFloat(maxLimitOld, _maxLimit.floatValue);
if (anyValueChanged)
{
MinMaxSlider slider = (MinMaxSlider)target;
// force limits to ints if whole numbers.
// needed to do this here because it wouldn't set in component script for some reason
if (slider.wholeNumbers)
{
_minLimit.floatValue = Mathf.RoundToInt(_minLimit.floatValue);
_maxLimit.floatValue = Mathf.RoundToInt(_maxLimit.floatValue);
}
// set slider values
slider.SetValues(minValue, maxValue, _minLimit.floatValue, _maxLimit.floatValue);
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(_onValueChanged);
serializedObject.ApplyModifiedProperties();
}
/// <summary>
/// Returns true if floating point numbers are within 0.01f (close enough to be considered equal)
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
private static bool IsEqualFloat(float a, float b)
{
return Math.Abs(a - b) < 0.01f;
}
}
}