using UnityEngine; using UnityEditor; namespace NaughtyAttributes.Editor { [PropertyDrawer(typeof(ShowAssetPreviewAttribute))] public class ShowAssetPreviewPropertyDrawer : PropertyDrawer { public override void DrawProperty(SerializedProperty property) { EditorDrawUtility.DrawPropertyField(property); if (property.propertyType == SerializedPropertyType.ObjectReference) { if (property.objectReferenceValue != null) { Texture2D previewTexture = AssetPreview.GetAssetPreview(property.objectReferenceValue); if (previewTexture != null) { ShowAssetPreviewAttribute showAssetPreviewAttribute = PropertyUtility.GetAttribute(property); int width = Mathf.Clamp(showAssetPreviewAttribute.Width, 0, previewTexture.width); int height = Mathf.Clamp(showAssetPreviewAttribute.Height, 0, previewTexture.height); GUILayout.Label(previewTexture, GUILayout.MaxWidth(width), GUILayout.MaxHeight(height)); } else { string warning = property.name + " doesn't have an asset preview"; EditorDrawUtility.DrawHelpBox(warning, MessageType.Warning, context: PropertyUtility.GetTargetObject(property)); } } } else { string warning = property.name + " doesn't have an asset preview"; EditorDrawUtility.DrawHelpBox(warning, MessageType.Warning, context: PropertyUtility.GetTargetObject(property)); } } } }