Files

38 lines
1.8 KiB
C#

using UnityEditor;
using UnityEngine;
// IngredientDrawerUIE
[CustomPropertyDrawer(typeof(FractureOptions))]
public class FractureOptionsPropertyDrawer : PropertyDrawer
{
private static bool foldout = true;
// Draw the property inside the given rect
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.indentLevel = 0;
foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, label);
if (foldout)
{
EditorGUI.indentLevel = 1;
EditorGUILayout.PropertyField(property.FindPropertyRelative("fragmentCount"));
EditorGUILayout.PropertyField(property.FindPropertyRelative("asynchronous"));
EditorGUILayout.PropertyField(property.FindPropertyRelative("detectFloatingFragments"));
EditorGUILayout.PropertyField(property.FindPropertyRelative("xAxis"), new GUIContent("Fracture Along X Plane"));
EditorGUILayout.PropertyField(property.FindPropertyRelative("yAxis"), new GUIContent("Fracture Along Y Plane"));
EditorGUILayout.PropertyField(property.FindPropertyRelative("zAxis"), new GUIContent("Fracture Along Z Plane"));
EditorGUILayout.PropertyField(property.FindPropertyRelative("insideMaterial"));
EditorGUILayout.PropertyField(property.FindPropertyRelative("textureScale"));
EditorGUILayout.PropertyField(property.FindPropertyRelative("textureOffset"));
}
EditorGUILayout.EndFoldoutHeaderGroup();
EditorGUI.indentLevel = 0;
}
// Hack to prevent extra space at top of property drawer. This is due to using EditorGUILayout
// in OnGUI, but I don't want to have to manually specify control sizes
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { return 0; }
}