CustomPropertyDrawer of VectorFocusAttribute.
More...
|
override void | OnGUI (Rect position, SerializedProperty property, GUIContent label) |
|
|
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] |
|
|
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 () |
|
|
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 string | _lastFocus = null |
| Last controlName focus.
|
|
CustomPropertyDrawer of VectorFocusAttribute.
◆ 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
-
- Returns
◆ IsPropertyDisposable()
bool VectorFocus.Editor.VectorFocusDrawer.IsPropertyDisposable |
( |
| ) |
|
|
private |
Check disposable & property has not disapear.
- Parameters
-
- Returns
The documentation for this class was generated from the following file: