Files
aibis-dream/Assets/Plugins/CleanFlatUI/Scripts/Editor/ProgressBar/ProgressBarPatternCircularAutoEditor.cs
T
2024-10-10 12:46:34 +08:00

71 lines
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using UnityEditorInternal;
namespace RainbowArt.CleanFlatUI
{
[CustomEditor(typeof(ProgressBarPatternCircularAuto))]
public class ProgressBarPatternCircularAutoEditor : Editor
{
SerializedProperty minValue;
SerializedProperty maxValue;
SerializedProperty loadSpeed;
SerializedProperty forward;
SerializedProperty loop;
SerializedProperty foreground;
SerializedProperty patternImage;
SerializedProperty patternPlay;
SerializedProperty patternSpeed;
SerializedProperty patternForward;
SerializedProperty hasText;
SerializedProperty text;
protected virtual void OnEnable()
{
minValue = serializedObject.FindProperty("minValue");
maxValue = serializedObject.FindProperty("maxValue");
loadSpeed = serializedObject.FindProperty("loadSpeed");
forward = serializedObject.FindProperty("forward");
loop = serializedObject.FindProperty("loop");
foreground = serializedObject.FindProperty("foreground");
patternImage = serializedObject.FindProperty("patternImage");
patternPlay = serializedObject.FindProperty("patternPlay");
patternSpeed = serializedObject.FindProperty("patternSpeed");
patternForward = serializedObject.FindProperty("patternForward");
hasText = serializedObject.FindProperty("hasText");
text = serializedObject.FindProperty("text");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(minValue);
EditorGUILayout.PropertyField(maxValue);
EditorGUILayout.PropertyField(loadSpeed);
EditorGUILayout.PropertyField(forward);
EditorGUILayout.PropertyField(loop);
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(foreground);
EditorGUILayout.PropertyField(patternImage);
EditorGUILayout.PropertyField(patternPlay);
if(patternPlay.boolValue == true)
{
EditorGUILayout.PropertyField(patternSpeed);
EditorGUILayout.PropertyField(patternForward);
}
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(hasText);
if(hasText.boolValue == true)
{
EditorGUILayout.PropertyField(text);
}
serializedObject.ApplyModifiedProperties();
}
}
}