VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.audio/editor/MetaXRAcousticSceneGroupEditor.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

66 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.
*/
/************************************************************************************
* 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<SceneAsset>(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();
}
}