using BansheeEngine; namespace BansheeEditor { /// /// Displays GUI for a serializable property containing a floating point value. /// public class InspectableFloat : InspectableField { private float propertyValue; private GUIFloatField guiFloatField; /// /// Creates a new inspectable float GUI for the specified property. /// /// Name of the property, or some other value to set as the title. /// Determines how deep within the inspector nesting hierarchy is this field. Some fields may /// contain other fields, in which case you should increase this value by one. /// Parent layout that all the field elements will be added to. /// Serializable property referencing the array whose contents to display. public InspectableFloat(string title, int depth, InspectableFieldLayout layout, SerializableProperty property) : base(title, depth, layout, property) { } /// protected internal override void BuildGUI(int layoutIndex) { if (property.Type == SerializableProperty.FieldType.Float) { guiFloatField = new GUIFloatField(new GUIContent(title)); guiFloatField.OnChanged += OnFieldValueChanged; layout.AddElement(layoutIndex, guiFloatField); } } /// public override bool IsModified() { float newPropertyValue = property.GetValue(); if (propertyValue != newPropertyValue) return true; return base.IsModified(); } /// protected internal override void Update(int layoutIndex) { propertyValue = property.GetValue(); if (guiFloatField != null) { if (guiFloatField.HasInputFocus()) return; guiFloatField.Value = propertyValue; } } /// /// Triggered when the user inputs a new floating point value. /// /// New value of the float field. private void OnFieldValueChanged(float newValue) { property.SetValue(newValue); } } }