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); } } }