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- using UnityEngine;
- using UnityEditor;
- namespace HQFPSWeapons.Editor
- {
- [CustomPropertyDrawer(typeof(ClampAttribute))]
- public class ClampAttributeDrawer : PropertyDrawer
- {
- public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
- {
- EditorGUI.PropertyField(position, property);
- Vector2 clampLimits = ((ClampAttribute)attribute).ClampLimits;
- if(property.propertyType == SerializedPropertyType.Float)
- property.floatValue = Mathf.Clamp(property.floatValue, clampLimits.x, clampLimits.y);
- else if(property.propertyType == SerializedPropertyType.Integer)
- property.intValue = Mathf.Clamp(property.intValue, (int)clampLimits.x, (int)clampLimits.y);
- }
- }
- }
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