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59 行
2.0 KiB
59 行
2.0 KiB
using System;
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using System.Linq.Expressions;
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using UnityEditor;
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namespace Cinemachine.Editor
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{
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public static class SerializedPropertyHelper
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{
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/// This is a way to get a field name string in such a manner that the compiler will
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/// generate errors for invalid fields. Much better than directly using strings.
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/// Usage: instead of
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/// <example>
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/// "m_MyField";
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/// </example>
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/// do this:
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/// <example>
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/// MyClass myclass = null;
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/// SerializedPropertyHelper.PropertyName( () => myClass.m_MyField);
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/// </example>
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public static string PropertyName(Expression<Func<object>> exp)
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{
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var body = exp.Body as MemberExpression;
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if (body == null)
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{
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var ubody = (UnaryExpression)exp.Body;
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body = ubody.Operand as MemberExpression;
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}
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return body.Member.Name;
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}
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/// Usage: instead of
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/// <example>
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/// mySerializedObject.FindProperty("m_MyField");
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/// </example>
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/// do this:
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/// <example>
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/// MyClass myclass = null;
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/// mySerializedObject.FindProperty( () => myClass.m_MyField);
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/// </example>
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public static SerializedProperty FindProperty(this SerializedObject obj, Expression<Func<object>> exp)
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{
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return obj.FindProperty(PropertyName(exp));
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}
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/// Usage: instead of
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/// <example>
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/// mySerializedProperty.FindPropertyRelative("m_MyField");
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/// </example>
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/// do this:
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/// <example>
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/// MyClass myclass = null;
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/// mySerializedProperty.FindPropertyRelative( () => myClass.m_MyField);
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/// </example>
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public static SerializedProperty FindPropertyRelative(this SerializedProperty obj, Expression<Func<object>> exp)
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{
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return obj.FindPropertyRelative(PropertyName(exp));
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}
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}
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}
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