/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /************************************************************************************ * Filename : MetaXRAcousticSceneGroupEditor.cs * Content : Acoustic scene group editor class ***********************************************************************************/ using UnityEditor; using UnityEditorInternal; using UnityEngine; [CustomEditor(typeof(MetaXRAcousticSceneGroup))] internal class MetaXRAcousticSceneGroupEditor : Editor { SerializedProperty sceneGuids; ReorderableList list; private void OnEnable() { sceneGuids = serializedObject.FindProperty("sceneGuids"); list = new ReorderableList(serializedObject, sceneGuids, true, true, true, true) { drawElementCallback = DrawListItems, drawHeaderCallback = DrawHeader }; } void DrawListItems(Rect rect, int index, bool isActive, bool isFocused) { SerializedProperty element = list.serializedProperty.GetArrayElementAtIndex(index); SceneAsset asset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(element.stringValue)); SceneAsset newAsset = EditorGUI.ObjectField(rect, asset, typeof(SceneAsset), false) as SceneAsset; element.stringValue = AssetDatabase.GUIDFromAssetPath(AssetDatabase.GetAssetPath(newAsset)).ToString(); } void DrawHeader(Rect rect) => EditorGUI.LabelField(rect, "Scenes"); public override void OnInspectorGUI() { base.OnInspectorGUI(); serializedObject.Update(); list.DoLayoutList(); serializedObject.ApplyModifiedProperties(); } }