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CrowdControl/Assets/3rd/Plugins/Smart-Inspector/Runtime/SmartInspector.EditorElemen...

73 lines
2.3 KiB
C#

#if UNITY_EDITOR
using UnityEditor;
#endif
using AV.UITK;
using UnityEngine;
using UnityEngine.UIElements;
namespace AV.Inspector.Runtime
{
public static partial class SmartInspector
{
/// Note: the class itself is inherited from <see cref="FluentElement"/>
public partial class EditorElement : FluentElement
{
public override VisualElement x => element;
public FluentElement list { get; internal set; }
public FluentElement element { get; internal set; }
public FluentElement<IMGUIContainer> header { get; internal set; }
public FluentElement<VisualElement> inspector { get; internal set; }
internal FluentElement<IMGUIContainer> footer { get; set; }
public int index { get; internal set; }
public bool isExpanded => expandedState == 1;
internal int expandedState;
public bool isGo => target is GameObject;
public bool isTransform => target is Transform;
public bool isComponent => target is Component;
public bool isMaterial => target is Material;
public EditorSelection Selection => SmartInspector.Selection;
#if !UNITY_EDITOR
public Object target => null;
public Object[] targets => null;
#else
internal object smartInspector;
public Editor editor { get; internal set; }
public EditorWindow window { get; internal set; }
public ActiveEditorTracker tracker { get; internal set; }
public Object target => editor.target;
public Object[] targets => editor.targets;
#endif
public EditorElement(VisualElement x) : base(x)
{
this.element = x;
}
public bool IsTarget<T>(out T target) where T : Object
{
target = this.target as T;
return target;
}
public bool IsTarget<T>() where T : Object
{
return this.target is T;
}
public void RebuildInspector()
{
#if UNITY_EDITOR
tracker.ForceRebuild();
#endif
}
}
}
}