VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Editor/Utils/FloatRangeDrawer.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

59 lines
2.4 KiB
C#

/*
* 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.
*/
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction.Editor
{
[CustomPropertyDrawer(typeof(TransformerUtils.FloatRange))]
public class FloatRangeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
// Draw label
position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
// Calculate rects
var minLabelRect = new Rect(position.x, position.y, 30, position.height);
var minFieldRect = new Rect(position.x + 30, position.y, position.width / 2 - 35, position.height);
var maxLabelRect = new Rect(position.x + position.width / 2 + 5, position.y, 30, position.height);
var maxFieldRect = new Rect(position.x + position.width / 2 + 35, position.y, position.width / 2 - 35, position.height);
// Draw fields
EditorGUI.LabelField(minLabelRect, "Min");
EditorGUI.PropertyField(minFieldRect, property.FindPropertyRelative("Min"), GUIContent.none);
EditorGUI.LabelField(maxLabelRect, "Max");
EditorGUI.PropertyField(maxFieldRect, property.FindPropertyRelative("Max"), GUIContent.none);
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
}
}