Files
lllyasviel 72f9f431f4 first
2017-05-14 16:15:52 +08:00

93 lines
2.5 KiB
C#

//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
/// <summary>
/// Inspector class used to edit UITextures.
/// </summary>
[CanEditMultipleObjects]
[CustomEditor(typeof(UI2DSprite), true)]
public class UI2DSpriteEditor : UIBasicSpriteEditor
{
UI2DSprite mSprite;
protected override void OnEnable ()
{
base.OnEnable();
mSprite = target as UI2DSprite;
}
/// <summary>
/// Should we draw the widget's custom properties?
/// </summary>
protected override bool ShouldDrawProperties ()
{
GUI.changed = false;
SerializedProperty sp = NGUIEditorTools.DrawProperty("2D Sprite", serializedObject, "mSprite");
#if !UNITY_4_3
if (GUI.changed)
{
UnityEngine.Sprite sprite = sp.objectReferenceValue as Sprite;
if (sprite != null)
{
SerializedProperty border = serializedObject.FindProperty("mBorder");
border.vector4Value = sprite.border;
}
}
#endif
NGUISettings.sprite2D = sp.objectReferenceValue as Sprite;
NGUIEditorTools.DrawProperty("Material", serializedObject, "mMat");
if (mSprite.material == null || serializedObject.isEditingMultipleObjects)
{
NGUIEditorTools.DrawProperty("Shader", serializedObject, "mShader");
}
NGUIEditorTools.DrawProperty("Pixel Size", serializedObject, "mPixelSize");
SerializedProperty fa = serializedObject.FindProperty("mFixedAspect");
bool before = fa.boolValue;
NGUIEditorTools.DrawProperty("Fixed Aspect", fa);
if (fa.boolValue != before) (target as UIWidget).drawRegion = new Vector4(0f, 0f, 1f, 1f);
if (fa.boolValue)
{
EditorGUILayout.HelpBox("Note that Fixed Aspect mode is not compatible with Draw Region modifications done by sliders and progress bars.", MessageType.Info);
}
return (sp.objectReferenceValue != null);
}
/// <summary>
/// Allow the texture to be previewed.
/// </summary>
public override bool HasPreviewGUI ()
{
return (Selection.activeGameObject == null || Selection.gameObjects.Length == 1) &&
(mSprite != null) && (mSprite.mainTexture as Texture2D != null);
}
/// <summary>
/// Draw the sprite preview.
/// </summary>
public override void OnPreviewGUI (Rect rect, GUIStyle background)
{
if (mSprite != null && mSprite.sprite2D != null)
{
Texture2D tex = mSprite.mainTexture as Texture2D;
if (tex != null) NGUIEditorTools.DrawSprite(tex, rect, mSprite.color, mSprite.sprite2D.textureRect, mSprite.border);
}
}
}