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CrowdControl/Assets/3rd/Plugins/Smart-Inspector/Patches/EditorPatch.cs

78 lines
3.1 KiB
C#

using System.Collections.Generic;
using System.Reflection;
using HarmonyLib;
using UnityEditor;
using UnityEngine;
namespace AV.Inspector
{
internal class EditorPatch : PatchBase
{
static InspectorPrefs prefs => InspectorPrefs.Loaded;
protected override IEnumerable<Patch> GetPatches()
{
//var canBeExpanded = AccessTools.Method(typeof(Editor), "CanBeExpandedViaAFoldoutWithoutUpdate");
var drawDefaultInspector = typeof(Editor).GetMethod("DoDrawDefaultInspector", BindingFlags.Static | BindingFlags.NonPublic);
//yield return new Patch(canBeExpanded, prefix: nameof(_CanBeExpandedViaAFoldoutWithoutUpdate));
yield return new Patch(drawDefaultInspector, prefix: nameof(_DoDrawDefaultInspector));
}
// https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/Inspector/Editor.cs#L732
static bool _DoDrawDefaultInspector(ref bool __result, SerializedObject obj)
{
EditorGUI.BeginChangeCheck();
obj.UpdateIfRequiredOrScript();
var showScriptField = prefs.showScriptField;
var property = obj.GetIterator();
var expanded = true;
var wasScriptFound = false;
while (property.NextVisible(expanded))
{
if (!wasScriptFound)
{
if (property.propertyPath == "m_Script")
{
wasScriptFound = true;
if (showScriptField)
using (new EditorGUI.DisabledScope(true))
EditorGUILayout.PropertyField(property);
continue;
}
}
EditorGUILayout.PropertyField(property, true);
expanded = false;
}
obj.ApplyModifiedProperties();
__result = EditorGUI.EndChangeCheck();
return false;
}
// TODO: This causes a zero-padding issue on Sorting Group component, and most likely on some other ones..
/*
// https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/Inspector/Editor.cs#L1161
static bool _CanBeExpandedViaAFoldoutWithoutUpdate(ref bool __result, SerializedObject ___m_SerializedObject)
{
if (___m_SerializedObject == null)
return true;
var property = ___m_SerializedObject.GetIterator(); // This eats only about 0.45ms ~
__result = property.hasVisibleChildren;
// Skip it. This method can eat 7ms with just 24 calls, and it is called during OnGUI (2 times! In EditorGUI and EditorElement).
// It goes through every child property and calculates their heights.
// I think it can safely be replaced with property.hasVisibleChildren, or skipped entirely!
return false;
}*/
}
}