VectorFocus
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Public Member Functions | Properties | Private Member Functions | Private Attributes | Static Private Attributes | List of all members
VectorFocus.Editor.VectorFocusDrawer Class Reference

CustomPropertyDrawer of VectorFocusAttribute. More...

Inheritance diagram for VectorFocus.Editor.VectorFocusDrawer:

Public Member Functions

override void OnGUI (Rect position, SerializedProperty property, GUIContent label)
 

Properties

SerializedProperty PropertyFocus [get, set]
 
string PropertyPathOfFocus = null [get, set]
 We need to cache propertyPath, because in some case (on a list) if we call PropertyFocus.propertyPath it will trigger an exception.
 
SerializedProperty ParentPropertyFocus [get, set]
 Cache parent SerializedProperty.
 
static VectorFocusDrawer CurrentGUIDisplay [get, set]
 Current drawer in usage.
 
UnityAction OnPropertyUpdate = null [get, set]
 Call when property value has changed.
 
string GetControlName [get]
 

Private Member Functions

GUIContent[] GetToolbarGUIContent ()
 
string GetParentPropertyPath (SerializedProperty serializedProperty)
 If it's propertyPath is in a array, we need to return the parent (else the skin cant be find)
 
void FocusCheck (Rect position)
 
void OnClearCache ()
 Call when config cache is clear.
 
EditorWindow GetInspectorWindow ()
 
void TrackUnDispose ()
 
void OnClickInspectorWindows (ClickEvent e)
 
void ProjectWindowItemOnGUI (string guid, Rect selectionRect)
 
void HierarchyWindowItemOnGUI (int instanceID, Rect selectionRect)
 
void StopSceneGUI ()
 
void OnSceneGUI (SceneView scene)
 
bool IsPropertyDisposable ()
 Check disposable & property has not disapear.
 
void PostDrawing ()
 Draw after Handles.EndGUI.
 
void DrawSimpleProperty (SerializedProperty currentProperty, GUIStyle labelStyle, int i)
 
void DrawShape (ShapeHandles shape, Vector3 position, Vector3 scale)
 
void OnFocusBehaviourDestroy (FocusBehaviour focusBehaviour)
 
void ClearFocus ()
 
void HandleBase (EventType? eventType, int buttonClick, Rect areaRect)
 
void HandleGameObject ()
 
void BeforeAssemblyReload ()
 
void CreateFocusBehaviour (SerializedProperty property)
 
void DrawGameobjectMultiple ()
 
void DrawSubmitButton ()
 
void ResetFocusProperty ()
 
void ResetComplete (bool resetLock=true)
 
void OnFocusEndEdit ()
 
void ResetLock ()
 

Private Attributes

SerializedProperty _property = null
 
SerializedProperty _propertyFocus = null
 SerializedProperty selected.
 
List< FocusBehaviour_inScenefocusBehaviours = new List<FocusBehaviour>()
 List of all focus behaviours.
 
bool _isToggleMultiple = false
 Toggle "show all" value.
 
bool? _inspectorPreLock = null
 Check if inspector is already lock.
 
int toolbarInt
 
GUIContent[] toolbarContents = null
 
bool _forceRemoveFocus = false
 
AbstractSkinVector _skinVector = null
 
Rect _cacheRectProperty
 
Rect _cacheRootLayout
 

Static Private Attributes

static string _lastFocus = null
 Last controlName focus.
 

Detailed Description

CustomPropertyDrawer of VectorFocusAttribute.

Member Function Documentation

◆ GetParentPropertyPath()

string VectorFocus.Editor.VectorFocusDrawer.GetParentPropertyPath ( SerializedProperty  serializedProperty)
private

If it's propertyPath is in a array, we need to return the parent (else the skin cant be find)

Parameters
serializedProperty
Returns

◆ IsPropertyDisposable()

bool VectorFocus.Editor.VectorFocusDrawer.IsPropertyDisposable ( )
private

Check disposable & property has not disapear.

Parameters
serializedProperty
Returns

The documentation for this class was generated from the following file: