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using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace Pathfinding {
[CustomPropertyDrawer(typeof(EnumFlagAttribute))]
public class EnumFlagDrawer : PropertyDrawer {
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
Enum targetEnum = GetBaseProperty<Enum>(property);
EditorGUI.BeginProperty(position, label, property);
EditorGUI.BeginChangeCheck();
#if UNITY_2017_3_OR_NEWER
Enum enumNew = EditorGUI.EnumFlagsField(position, label, targetEnum);
#else
Enum enumNew = EditorGUI.EnumMaskField(position, label, targetEnum);
#endif
if (EditorGUI.EndChangeCheck() || !property.hasMultipleDifferentValues) {
property.intValue = (int)Convert.ChangeType(enumNew, targetEnum.GetType());
}
EditorGUI.EndProperty();
}
static T GetBaseProperty<T>(SerializedProperty prop) {
// Separate the steps it takes to get to this property
string[] separatedPaths = prop.propertyPath.Split('.');
// Go down to the root of this serialized property
System.Object reflectionTarget = prop.serializedObject.targetObject as object;
// Walk down the path to get the target object
foreach (var path in separatedPaths) {
FieldInfo fieldInfo = reflectionTarget.GetType().GetField(path, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
reflectionTarget = fieldInfo.GetValue(reflectionTarget);
}
return (T)reflectionTarget;
}
}
}
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