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130 lines
3.4 KiB
C#
130 lines
3.4 KiB
C#
using UnityEngine;
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namespace NaughtyAttributes.Test
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{
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public class MinMaxValueTest : MonoBehaviour
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{
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[MinValue(0)]
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public int min0Int;
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[MaxValue(0)]
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public int max0Int;
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[MinValue(0), MaxValue(1)]
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public float range01Float;
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[MinValue(0), MaxValue(1)]
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public Vector2 range01Vector2;
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[MinValue(0), MaxValue(1)]
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public Vector3 range01Vector3;
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[MinValue(0), MaxValue(1)]
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public Vector4 range01Vector4;
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[MinValue(0)]
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public Vector2Int min0Vector2Int;
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[MaxValue(100)]
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public Vector2Int max100Vector2Int;
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[MinValue(0)]
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public Vector3Int min0Vector3Int;
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[MaxValue(100)]
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public Vector3Int max100Vector3Int;
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public MinMaxValueNest1 nest1;
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}
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[System.Serializable]
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public class MinMaxValueNest1
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{
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[MinValue(0)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public int min0Int;
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[MaxValue(0)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public int max0Int;
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[MinValue(0), MaxValue(1)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public float range01Float;
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[MinValue(0), MaxValue(1)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector2 range01Vector2;
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[MinValue(0), MaxValue(1)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector3 range01Vector3;
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[MinValue(0), MaxValue(1)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector4 range01Vector4;
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[MinValue(0)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector2Int min0Vector2Int;
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[MaxValue(100)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector2Int max100Vector2Int;
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[MinValue(0)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector3Int min0Vector3Int;
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[MaxValue(100)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector3Int max100Vector3Int;
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public MinMaxValueNest2 nest2;
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}
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[System.Serializable]
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public class MinMaxValueNest2
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{
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[MinValue(0)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public int min0Int;
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[MaxValue(0)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public int max0Int;
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[MinValue(0), MaxValue(1)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public float range01Float;
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[MinValue(0), MaxValue(1)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector2 range01Vector2;
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[MinValue(0), MaxValue(1)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector3 range01Vector3;
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[MinValue(0), MaxValue(1)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector4 range01Vector4;
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[MinValue(0)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector2Int min0Vector2Int;
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[MaxValue(100)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector2Int max100Vector2Int;
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[MinValue(0)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector3Int min0Vector3Int;
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[MaxValue(100)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public Vector3Int max100Vector3Int;
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}
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}
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