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path: root/Assets/Scripts/Editor/UIShinyEditor.cs
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using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;

namespace Coffee.UIEffects.Editors
{
    /// <summary>
    /// UIEffect editor.
    /// </summary>
    [CustomEditor(typeof(UIShiny))]
    [CanEditMultipleObjects]
    public class UIShinyEditor : Editor
    {
        SerializedProperty _spEffectFactor;
        SerializedProperty _spWidth;
        SerializedProperty _spRotation;
        SerializedProperty _spSoftness;
        SerializedProperty _spBrightness;
        SerializedProperty _spGloss;
        SerializedProperty _spEffectArea;
        SerializedProperty _spPlay;
        SerializedProperty _spLoop;
        SerializedProperty _spLoopDelay;
        SerializedProperty _spDuration;
        SerializedProperty _spInitialPlayDelay;
        SerializedProperty _spUpdateMode;

        /// <summary>
        /// This function is called when the object becomes enabled and active.
        /// </summary>
        protected void OnEnable()
        {
            _spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
            _spEffectArea = serializedObject.FindProperty("m_EffectArea");
            _spWidth = serializedObject.FindProperty("m_Width");
            _spRotation = serializedObject.FindProperty("m_Rotation");
            _spSoftness = serializedObject.FindProperty("m_Softness");
            _spBrightness = serializedObject.FindProperty("m_Brightness");
            _spGloss = serializedObject.FindProperty("m_Gloss");
            var player = serializedObject.FindProperty("m_Player");
            _spPlay = player.FindPropertyRelative("play");
            _spDuration = player.FindPropertyRelative("duration");
            _spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
            _spLoop = player.FindPropertyRelative("loop");
            _spLoopDelay = player.FindPropertyRelative("loopDelay");
            _spUpdateMode = player.FindPropertyRelative("updateMode");
        }

        /// <summary>
        /// Implement this function to make a custom inspector.
        /// </summary>
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            //================
            // Effect setting.
            //================
            EditorGUILayout.PropertyField(_spEffectFactor);
            EditorGUILayout.PropertyField(_spWidth);
            EditorGUILayout.PropertyField(_spRotation);
            EditorGUILayout.PropertyField(_spSoftness);
            EditorGUILayout.PropertyField(_spBrightness);
            EditorGUILayout.PropertyField(_spGloss);

            //================
            // Advanced option.
            //================
            EditorGUILayout.PropertyField(_spEffectArea);

            //================
            // Effect player.
            //================
            EditorGUILayout.PropertyField(_spPlay);
            EditorGUILayout.PropertyField(_spDuration);
            EditorGUILayout.PropertyField(_spInitialPlayDelay);
            EditorGUILayout.PropertyField(_spLoop);
            EditorGUILayout.PropertyField(_spLoopDelay);
            EditorGUILayout.PropertyField(_spUpdateMode);

            // Debug.
            using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
            using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
            {
                GUILayout.Label("Debug");

                if (GUILayout.Button("Play", "ButtonLeft"))
                {
                    (target as UIShiny).Play();
                }

                if (GUILayout.Button("Stop", "ButtonRight"))
                {
                    (target as UIShiny).Stop();
                }
            }

            serializedObject.ApplyModifiedProperties();
        }
    }
}