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