using UnityEditor; using UnityEngine; using Weapons.Spawning; namespace Weapons.Editor { [CustomPropertyDrawer(typeof(SpawnZone))] public class SpawnZonePropertyDrawer : PropertyDrawer { private const float spacing = 0.3f; private float _compositeHeight = 0; private int numFields = 5; public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { var currentPos = position; currentPos.height = 18; var space = currentPos.height * spacing; numFields = 0; ++numFields; EditorGUI.LabelField(currentPos, label, EditorStyles.boldLabel); EditorGUI.indentLevel++; var currentType = (SpawnType) property.FindPropertyRelative("spawnType").enumValueIndex; currentPos = EditorGUI.IndentedRect(currentPos); AddRelativeProperty( property, "numToSpawn", space, ref currentPos); AddRelativeProperty( property, "spawnDir", space, ref currentPos); AddRelativeProperty( property, "surfaceOnly", space, ref currentPos); AddRelativeProperty(property, "offset", space, ref currentPos); AddRelativeProperty( property, "spawnType", space, ref currentPos); if (currentType == SpawnType.Circle) { AddRelativeProperty( property, "radius", space, ref currentPos); AddRelativeProperty( property, "arc", space, ref currentPos); AddRelativeProperty( property, "evenDistribution", space, ref currentPos); } else if (currentType == SpawnType.Square) { AddRelativeProperty( property, "width", space, ref currentPos); AddRelativeProperty( property, "height", space, ref currentPos); } else if (currentType == SpawnType.Composite) { _compositeHeight = EditorGUI.GetPropertyHeight(property.FindPropertyRelative("composite")); AddRelativeProperty(property, "composite", space, ref currentPos); } else if (currentType == SpawnType.Polygon) { AddRelativeProperty(property, "numSides", space, ref currentPos); AddRelativeProperty(property, "numPerSide", space, ref currentPos); AddRelativeProperty( property, "radius", space, ref currentPos); } EditorGUI.indentLevel--; } private void AddRelativeProperty(SerializedProperty property, string name, float space, ref Rect currentPos) { currentPos.y += currentPos.height + space; ++numFields; EditorGUI.PropertyField(currentPos, property.FindPropertyRelative(name), true); } public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { var baseHeight = base.GetPropertyHeight(property, label); return (baseHeight * (1 + spacing) * numFields) + _compositeHeight; } } }