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better-tee/Assets/Old/Packages/Mirror/Editor/SceneDrawer.cs

56 lines
2 KiB
C#

using UnityEditor;
using UnityEngine;
namespace Mirror
{
[CustomPropertyDrawer(typeof(SceneAttribute))]
public class SceneDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
if (property.propertyType == SerializedPropertyType.String)
{
SceneAsset sceneObject = GetSceneObject(property.stringValue);
SceneAsset scene = (SceneAsset)EditorGUI.ObjectField(position, label, sceneObject, typeof(SceneAsset), true);
if (scene == null)
{
property.stringValue = "";
}
else if (scene.name != property.stringValue)
{
SceneAsset sceneObj = GetSceneObject(scene.name);
if (sceneObj == null)
{
Debug.LogWarning("The scene " + scene.name + " cannot be used. To use this scene add it to the build settings for the project");
}
else
{
property.stringValue = scene.name;
}
}
}
else
EditorGUI.LabelField(position, label.text, "Use [Scene] with strings.");
}
protected SceneAsset GetSceneObject(string sceneObjectName)
{
if (string.IsNullOrEmpty(sceneObjectName))
{
return null;
}
foreach (EditorBuildSettingsScene editorScene in EditorBuildSettings.scenes)
{
if (editorScene.path.IndexOf(sceneObjectName) != -1)
{
return AssetDatabase.LoadAssetAtPath(editorScene.path, typeof(SceneAsset)) as SceneAsset;
}
}
Debug.LogWarning("Scene [" + sceneObjectName + "] cannot be used. Add this scene to the 'Scenes in the Build' in build settings.");
return null;
}
}
}