Files
WordConnect/Assets/WordConnectGameToolkit/Scripts/Editor/Drawers/IconDrawe.cs

65 lines
2.4 KiB
C#

// // ©2015 - 2025 Candy Smith
// // All rights reserved
// // Redistribution of this software is strictly not allowed.
// // Copy of this software can be obtained from unity asset store only.
// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// // THE SOFTWARE.
using UnityEditor;
using UnityEngine.UIElements;
using WordsToolkit.Scripts.Attributes;
using WordsToolkit.Scripts.Gameplay;
using WordsToolkit.Scripts.Settings;
namespace WordsToolkit.Scripts.Editor.Drawers
{
// Custom attribute
// Drawer for the custom attribute
[CustomPropertyDrawer(typeof(IconPreviewAttribute))]
public class IconDrawer : PropertyDrawer
{
private Label m_Icon;
private ScriptableData m_IconScriptable;
private SerializedProperty m_property;
public override VisualElement CreatePropertyGUI(SerializedProperty property)
{
m_property = property;
m_Icon = new Label();
m_Icon.style.width = 200;
m_Icon.style.height = 200;
// get parent of the property
m_IconScriptable = property.serializedObject.targetObject as ScriptableData;
if (m_IconScriptable != null)
{
m_IconScriptable.OnChange += UpdatePreview;
}
UpdatePreview();
return m_Icon;
}
private void UpdatePreview()
{
EditorApplication.delayCall += () =>
{
var itemTemplate = m_IconScriptable as ColorsTile;
if (itemTemplate != null && itemTemplate.HasCustomPrefab())
{
// m_Icon.style.backgroundImage = EditorUtils.GetPrefabPreview(itemTemplate.customItemPrefab.gameObject);
}
else
{
m_Icon.style.backgroundImage = EditorUtils.GetCanvasPreviewVisualElement(m_IconScriptable.prefab, obj => obj.FillIcon(m_IconScriptable));
}
};
}
}
}