Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Reflection;
using System.Linq;
namespace GameplayIngredients.Editor
{
[CustomPropertyDrawer(typeof(ReflectedMember))]
public class ReflectedMemberyPropertyDrawer : PropertyDrawer
{
Dictionary<(Object, System.Type), string[]> cachedMemberNames;
GenericMenu nullMenu;
void CacheMembersForObject(Object obj, System.Type filterType)
{
if (obj == null)
return;
if (cachedMemberNames == null)
cachedMemberNames = new Dictionary<(Object, System.Type), string[]>();
if (!cachedMemberNames.ContainsKey((obj, filterType)))
{
List<string> names = new List<string>();
foreach (var p in obj.GetType().GetMembers(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.SetProperty | BindingFlags.SetField))
{
if (p.MemberType == MemberTypes.Field && filterType.IsAssignableFrom((p as FieldInfo).FieldType))
names.Add(p.Name);
else if (p.MemberType == MemberTypes.Property && filterType.IsAssignableFrom((p as PropertyInfo).PropertyType))
names.Add(p.Name);
}
cachedMemberNames.Add((obj, filterType), names.ToArray());
}
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty obj = property.FindPropertyRelative("m_TargetObject");
SerializedProperty propName = property.FindPropertyRelative("m_MemberName");
float width = EditorGUIUtility.currentViewWidth;
var filterType = typeof(object);
var p = property.serializedObject.targetObject.GetType().GetMember(property.name, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.GetProperty | BindingFlags.GetField).First();
var attr = p.GetCustomAttribute<ReflectedMemberAttribute>();
if (attr != null) // If using a ReflectedMemberAttribute for filtering type
{
var typeMember = property.serializedObject.targetObject.GetType().GetMember(attr.typeMemberName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.GetProperty | BindingFlags.GetField).First();
if (typeMember.DeclaringType is System.Type)
{
if (typeMember is PropertyInfo)
filterType = (typeMember as PropertyInfo).GetValue(property.serializedObject.targetObject) as System.Type;
else if (typeMember is FieldInfo)
filterType = (typeMember as FieldInfo).GetValue(property.serializedObject.targetObject) as System.Type;
}
}
Rect objRect = position;
Rect btnRect = position;
Rect propRect = position;
objRect.xMax = (width / 3) - 4;
btnRect.xMin = (width / 3);
btnRect.xMax = (2 * width / 3);
propRect.xMin = (2 * width / 3);
EditorGUI.ObjectField(objRect, obj, GUIContent.none);
var tgt = obj.objectReferenceValue;
if (tgt == null || !(tgt is GameObject || tgt is Component))
{
if (EditorGUI.DropdownButton(btnRect, GUIContent.none, FocusType.Passive))
{
if (nullMenu == null)
{
nullMenu = new GenericMenu();
nullMenu.AddDisabledItem(new GUIContent("No Game Object or Component Selected"), false);
}
nullMenu.DropDown(btnRect);
}
}
else
{
Component[] comps = null;
int sel = -1;
if (tgt is GameObject)
{
sel = 0;
comps = (tgt as GameObject).GetComponents(typeof(Component));
}
else if (tgt is Component)
{
comps = (tgt as Component).GetComponents(typeof(Component));
}
List<string> names = new List<string>();
names.Add("Game Object");
int i = 1;
foreach (var comp in comps)
{
if (comp is Callable)
names.Add($"{comp.GetType().Name} ({(comp as Callable).Name})");
else
names.Add(comp.GetType().Name);
if (tgt == comp)
sel = i;
i++;
}
EditorGUI.BeginChangeCheck();
int newSel = EditorGUI.Popup(btnRect, sel, names.ToArray());
if (EditorGUI.EndChangeCheck())
{
if (newSel == 0)
{
if (tgt is GameObject)
obj.objectReferenceValue = (tgt as GameObject);
else if (tgt is Component)
obj.objectReferenceValue = (tgt as Component).gameObject;
}
else
obj.objectReferenceValue = comps[newSel - 1];
propName.stringValue = string.Empty;
}
}
if (obj.objectReferenceValue != null)
{
CacheMembersForObject(obj.objectReferenceValue, filterType);
int propIdx = -1;
int i = 0;
if (!string.IsNullOrEmpty(propName.stringValue))
foreach (var name in cachedMemberNames[(obj.objectReferenceValue, filterType)])
{
if (propName.stringValue == name)
propIdx = i;
i++;
}
EditorGUI.BeginChangeCheck();
int newPropIdx = EditorGUI.Popup(propRect, propIdx, cachedMemberNames[(obj.objectReferenceValue, filterType)]);
if (EditorGUI.EndChangeCheck())
{
propName.stringValue = cachedMemberNames[(obj.objectReferenceValue, filterType)][newPropIdx];
}
}
else
{
using (new EditorGUI.DisabledGroupScope(true))
{
EditorGUI.DropdownButton(propRect, new GUIContent("(Please Select an object first)"), FocusType.Passive);
}
}
// Validate data
if (obj.objectReferenceValue != null)
{
if (!(obj.objectReferenceValue is GameObject || obj.objectReferenceValue is Component)) // Invalid Component Type
{
obj.objectReferenceValue = null;
propName.stringValue = string.Empty;
}
}
}
}
}