using UnityEngine; using UnityEditor; namespace NaughtyAttributes.Editor { public class MaxValuePropertyValidator : PropertyValidatorBase { public override void ValidateProperty(SerializedProperty property) { MaxValueAttribute maxValueAttribute = PropertyUtility.GetAttribute(property); if (property.propertyType == SerializedPropertyType.Integer) { if (property.intValue > maxValueAttribute.MaxValue) { property.intValue = (int)maxValueAttribute.MaxValue; } } else if (property.propertyType == SerializedPropertyType.Float) { if (property.floatValue > maxValueAttribute.MaxValue) { property.floatValue = maxValueAttribute.MaxValue; } } else if (property.propertyType == SerializedPropertyType.Vector2) { property.vector2Value = Vector2.Min(property.vector2Value, new Vector2(maxValueAttribute.MaxValue, maxValueAttribute.MaxValue)); } else if (property.propertyType == SerializedPropertyType.Vector3) { property.vector3Value = Vector3.Min(property.vector3Value, new Vector3(maxValueAttribute.MaxValue, maxValueAttribute.MaxValue, maxValueAttribute.MaxValue)); } else if (property.propertyType == SerializedPropertyType.Vector4) { property.vector4Value = Vector4.Min(property.vector4Value, new Vector4(maxValueAttribute.MaxValue, maxValueAttribute.MaxValue, maxValueAttribute.MaxValue, maxValueAttribute.MaxValue)); } else if (property.propertyType == SerializedPropertyType.Vector2Int) { property.vector2IntValue = Vector2Int.Min(property.vector2IntValue, new Vector2Int((int)maxValueAttribute.MaxValue, (int)maxValueAttribute.MaxValue)); } else if (property.propertyType == SerializedPropertyType.Vector3Int) { property.vector3IntValue = Vector3Int.Min(property.vector3IntValue, new Vector3Int((int)maxValueAttribute.MaxValue, (int)maxValueAttribute.MaxValue, (int)maxValueAttribute.MaxValue)); } else { string warning = maxValueAttribute.GetType().Name + " can be used only on int, float, Vector or VectorInt fields"; Debug.LogWarning(warning, property.serializedObject.targetObject); } } } }