Created
April 6, 2018 12:10
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using System; | |
using UnityEngine; | |
[AttributeUsage(AttributeTargets.Field)] | |
public class MinMaxSliderAttribute : PropertyAttribute | |
{ | |
public readonly float max; | |
public readonly float min; | |
public MinMaxSliderAttribute(float min, float max) | |
{ | |
this.min = min; | |
this.max = max; | |
} | |
} |
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using UnityEngine; | |
using UnityEditor; | |
[CustomPropertyDrawer(typeof(MinMaxSliderAttribute))] | |
class MinMaxSliderDrawer : PropertyDrawer | |
{ | |
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) | |
{ | |
if (property.propertyType == SerializedPropertyType.Vector2) | |
{ | |
float textFieldWidth = 30; | |
EditorGUI.LabelField(position, label); | |
Vector2 range = property.vector2Value; | |
float min = range.x; | |
float max = range.y; | |
MinMaxSliderAttribute attr = attribute as MinMaxSliderAttribute; | |
Rect sliderPos = position; | |
sliderPos.x += EditorGUIUtility.labelWidth + textFieldWidth; | |
sliderPos.width -= EditorGUIUtility.labelWidth + textFieldWidth*2; | |
EditorGUI.BeginChangeCheck(); | |
EditorGUI.MinMaxSlider(sliderPos, ref min, ref max, attr.min, attr.max); | |
if (EditorGUI.EndChangeCheck()) | |
{ | |
range.x = min; | |
range.y = max; | |
property.vector2Value = range; | |
} | |
EditorGUI.LabelField(position, ""); | |
Rect minPos = position; | |
minPos.x += EditorGUIUtility.labelWidth; | |
minPos.width = textFieldWidth; | |
EditorGUI.LabelField(minPos, min.ToString("0.00")); | |
Rect maxPos = position; | |
maxPos.x += maxPos.width - textFieldWidth; | |
maxPos.width = textFieldWidth; | |
EditorGUI.LabelField(maxPos, max.ToString("0.00")); | |
} | |
else | |
{ | |
EditorGUI.LabelField(position, label, "Use only with Vector2"); | |
} | |
} | |
} |
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Nice editor improvement. Thank you!