mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-22 15:24:18 +00:00
112 lines
3.6 KiB
C#
112 lines
3.6 KiB
C#
using UnityEditor;
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using UnityEditorInternal;
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using UnityEngine;
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namespace Mirror
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{
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[CustomEditor(typeof(NetworkManager), true)]
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[CanEditMultipleObjects]
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public class NetworkManagerEditor : Editor
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{
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SerializedProperty spawnListProperty;
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ReorderableList spawnList;
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protected NetworkManager networkManager;
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protected void Init()
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{
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if (spawnList == null)
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{
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networkManager = target as NetworkManager;
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spawnListProperty = serializedObject.FindProperty("spawnPrefabs");
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spawnList = new ReorderableList(serializedObject, spawnListProperty)
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{
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drawHeaderCallback = DrawHeader,
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drawElementCallback = DrawChild,
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onReorderCallback = Changed,
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onRemoveCallback = RemoveButton,
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onChangedCallback = Changed,
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onAddCallback = AddButton,
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elementHeight = 16 // this uses a 16x16 icon. other sizes make it stretch.
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};
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}
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}
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public override void OnInspectorGUI()
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{
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Init();
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DrawDefaultInspector();
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EditorGUI.BeginChangeCheck();
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spawnList.DoLayoutList();
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if (EditorGUI.EndChangeCheck())
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{
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serializedObject.ApplyModifiedProperties();
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}
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}
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static void DrawHeader(Rect headerRect)
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{
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GUI.Label(headerRect, "Registered Spawnable Prefabs:");
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}
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internal void DrawChild(Rect r, int index, bool isActive, bool isFocused)
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{
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SerializedProperty prefab = spawnListProperty.GetArrayElementAtIndex(index);
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GameObject go = (GameObject)prefab.objectReferenceValue;
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GUIContent label;
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if (go == null)
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{
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label = new GUIContent("Empty", "Drag a prefab with a NetworkIdentity here");
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}
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else
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{
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NetworkIdentity identity = go.GetComponent<NetworkIdentity>();
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label = new GUIContent(go.name, identity != null ? "AssetId: [" + identity.assetId + "]" : "No Network Identity");
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}
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GameObject newGameObject = (GameObject)EditorGUI.ObjectField(r, label, go, typeof(GameObject), false);
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if (newGameObject != go)
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{
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if (newGameObject != null && !newGameObject.GetComponent<NetworkIdentity>())
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{
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Debug.LogError("Prefab " + newGameObject + " cannot be added as spawnable as it doesn't have a NetworkIdentity.");
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return;
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}
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prefab.objectReferenceValue = newGameObject;
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}
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}
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internal void Changed(ReorderableList list)
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{
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EditorUtility.SetDirty(target);
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}
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internal void AddButton(ReorderableList list)
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{
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spawnListProperty.arraySize += 1;
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list.index = spawnListProperty.arraySize - 1;
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SerializedProperty obj = spawnListProperty.GetArrayElementAtIndex(spawnListProperty.arraySize - 1);
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obj.objectReferenceValue = null;
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spawnList.index = spawnList.count - 1;
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Changed(list);
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}
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internal void RemoveButton(ReorderableList list)
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{
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spawnListProperty.DeleteArrayElementAtIndex(spawnList.index);
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if (list.index >= spawnListProperty.arraySize)
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{
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list.index = spawnListProperty.arraySize - 1;
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}
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}
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}
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}
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