InspectableGameObjectRef.cs 2.4 KB

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  1. using BansheeEngine;
  2. namespace BansheeEditor
  3. {
  4. /// <summary>
  5. /// Displays GUI for a serializable property containing a <see cref="GameObject"/> reference.
  6. /// </summary>
  7. public class InspectableGameObjectRef : InspectableField
  8. {
  9. private GUIGameObjectField guiField;
  10. private InspectableState state;
  11. /// <summary>
  12. /// Creates a new inspectable game object reference GUI for the specified property.
  13. /// </summary>
  14. /// <param name="title">Name of the property, or some other value to set as the title.</param>
  15. /// <param name="depth">Determines how deep within the inspector nesting hierarchy is this field. Some fields may
  16. /// contain other fields, in which case you should increase this value by one.</param>
  17. /// <param name="layout">Parent layout that all the field elements will be added to.</param>
  18. /// <param name="property">Serializable property referencing the array whose contents to display.</param>
  19. public InspectableGameObjectRef(string title, int depth, InspectableFieldLayout layout, SerializableProperty property)
  20. : base(title, SerializableProperty.FieldType.GameObjectRef, depth, layout, property)
  21. {
  22. }
  23. /// <inheritoc/>
  24. protected internal override void Initialize(int layoutIndex)
  25. {
  26. if (property != null)
  27. {
  28. guiField = new GUIGameObjectField(property.InternalType, new GUIContent(title));
  29. guiField.OnChanged += OnFieldValueChanged;
  30. layout.AddElement(layoutIndex, guiField);
  31. }
  32. }
  33. /// <inheritdoc/>
  34. public override InspectableState Refresh(int layoutIndex)
  35. {
  36. if (guiField != null)
  37. guiField.Value = property.GetValue<GameObject>();
  38. InspectableState oldState = state;
  39. if (state.HasFlag(InspectableState.Modified))
  40. state = InspectableState.NotModified;
  41. return oldState;
  42. }
  43. /// <summary>
  44. /// Triggered when the user drops a new game object onto the field, or clears the current value.
  45. /// </summary>
  46. /// <param name="newValue">New game object to reference.</param>
  47. private void OnFieldValueChanged(GameObject newValue)
  48. {
  49. property.SetValue(newValue);
  50. state = InspectableState.Modified;
  51. }
  52. }
  53. }