using BansheeEngine;
namespace BansheeEditor
{
///
/// Displays GUI for a serializable property containing a reference.
///
public class InspectableGameObjectRef : InspectableField
{
private GameObject propertyValue;
private GUIGameObjectField guiField;
///
/// Creates a new inspectable game object reference 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 InspectableGameObjectRef(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.GameObjectRef)
{
guiField = new GUIGameObjectField(property.InternalType, new GUIContent(title));
guiField.OnChanged += OnFieldValueChanged;
layout.AddElement(layoutIndex, guiField);
}
}
///
public override bool IsModified()
{
GameObject newPropertyValue = property.GetValue();
if (propertyValue != newPropertyValue)
return true;
return base.IsModified();
}
///
protected internal override void Update(int layoutIndex)
{
propertyValue = property.GetValue();
if (guiField != null)
guiField.Value = propertyValue;
}
///
/// Triggered when the user drops a new game object onto the field, or clears the current value.
///
/// New game object to reference.
private void OnFieldValueChanged(GameObject newValue)
{
property.SetValue(newValue);
}
}
}