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54 lines
1.7 KiB
C#
54 lines
1.7 KiB
C#
3 months ago
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#if UNITY_EDITOR
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Linq;
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using AV.Inspector.Runtime;
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using AV.UITK;
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using D2D;
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using D2D.Core;
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using D2D.Gameplay;
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using D2D.Utils;
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using UnityEditor.UIElements;
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using UnityEngine.UIElements;
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namespace D2D
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{
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public static class SmartInspectorSugar
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{
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public static FluentElement<ToolbarButton> NewFastToolbarButton(this SmartInspector.EditorElement x, string caption,
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Texture t, Color color, Action callback)
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{
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var button = x.NewButton(caption, t)
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.Style(Styles.Tab).TextColor(color).OnClick(callback);
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x.header.Add(button);
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if (CoreSettings.Instance.tools.hideInternalButtons)
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x.header.Get<FluentUITK.Space>().First().style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
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return null;
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}
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public static FluentElement<ToolbarButton> NewFastToolbarButton(this SmartInspector.EditorElement x, Texture t, Action a)
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{
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return x.NewFastToolbarButton(null, t, Color.red, a);
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}
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public static FluentElement<ToolbarButton> NewFastToolbarToggle(this SmartInspector.EditorElement x, Texture t, string propertyName)
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{
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return x.NewFastToolbarButton(null, t, Color.red, Toggle);
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void Toggle()
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{
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var serializedObject = x.editor.serializedObject;
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var p = serializedObject.FindProperty(propertyName);
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p.boolValue = !p.boolValue;
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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}
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#endif
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