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using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Collections.Generic;
namespace AdvancedInspector
{
public class LayerMaskEditor : FieldEditor
{
private static List<string> names;
private static List<int> masks;
public override Type[] EditedTypes
{
get { return new Type[] { typeof(LayerMask) }; }
}
public override void Draw(InspectorField field, GUIStyle style)
{
names = new List<string>();
masks = new List<int>();
for (int i = 0; i < 32; i++)
{
string name = LayerMask.LayerToName(i);
if (!string.IsNullOrEmpty(name))
{
names.Add(name);
masks.Add(1 << i);
}
}
object value = field.GetValue();
bool isMask = value is LayerMask;
int mask;
if (isMask)
mask = (int)(LayerMask)value;
else
mask = (int)value;
int result;
if (DrawLayerMaskField(mask, style, out result))
{
if (isMask)
field.SetValue((LayerMask)result);
else
field.SetValue(result);
}
}
public static bool DrawLayerMaskField(int aMask, GUIStyle style, out int result)
{
int val = aMask;
int maskVal = 0;
for (int i = 0; i < names.Count; i++)
{
if (masks[i] != 0)
{
if ((val & masks[i]) == masks[i])
maskVal |= 1 << i;
}
else if (val == 0)
maskVal |= 1 << i;
}
EditorGUI.BeginChangeCheck();
int newMaskVal;
if (style != null)
newMaskVal = EditorGUILayout.MaskField(maskVal, names.ToArray(), style);
else
newMaskVal = EditorGUILayout.MaskField(maskVal, names.ToArray());
int changes = maskVal ^ newMaskVal;
for (int i = 0; i < masks.Count; i++)
{
if ((changes & (1 << i)) != 0)
{
if ((newMaskVal & (1 << i)) != 0)
{
if (masks[i] == 0)
{
val = 0;
break;
}
else
val |= masks[i];
}
else
val &= ~masks[i];
}
}
result = val;
return EditorGUI.EndChangeCheck();
}
}
}
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