init
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using UnityEngine;
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using UnityEditor;
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using Geri.MinMaxSlider;
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[CustomPropertyDrawer(typeof(MinMaxSliderAttribute))]
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public class MinMaxSliderDrawer : PropertyDrawer {
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label){
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var minMaxAttribute = (MinMaxSliderAttribute)attribute;
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var propertyType = property.propertyType;
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label.tooltip = minMaxAttribute.min.ToString("F2") + " to " + minMaxAttribute.max.ToString("F2");
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if(propertyType == SerializedPropertyType.Vector2){
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Vector2 vector = property.vector2Value;
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float minVal = vector.x;
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float maxVal = vector.y;
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int originalIndentLevel = EditorGUI.indentLevel;
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EditorGUI.BeginProperty(position, label, property);
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position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
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EditorGUI.indentLevel = 0;
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float fieldWidth = position.width / 4f - 4f;
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float sliderWidth = position.width / 2f;
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position.width = fieldWidth;
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minVal = EditorGUI.FloatField(position, minVal);
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position.x += fieldWidth + 4f;
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position.width = sliderWidth;
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EditorGUI.MinMaxSlider(position, ref minVal, ref maxVal, minMaxAttribute.min, minMaxAttribute.max);
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position.x += sliderWidth + 4f;
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position.width = fieldWidth;
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maxVal = EditorGUI.FloatField(position, maxVal);
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if (maxVal < minMaxAttribute.min){
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minVal = minMaxAttribute.min;
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}else if (maxVal > minMaxAttribute.max){
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maxVal = minMaxAttribute.max;
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}
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vector = new Vector2(minVal > maxVal ? maxVal : minVal, maxVal);
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property.vector2Value = vector;
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EditorGUI.EndProperty();
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EditorGUI.indentLevel = originalIndentLevel;
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}else if(propertyType == SerializedPropertyType.Vector2Int){
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Vector2Int vector = property.vector2IntValue;
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float minVal = vector.x;
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float maxVal = vector.y;
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int originalIndentLevel = EditorGUI.indentLevel;
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EditorGUI.BeginProperty(position, label, property);
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position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
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EditorGUI.indentLevel = 0;
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float fieldWidth = position.width / 4f - 4f;
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float sliderWidth = position.width / 2f;
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position.width = fieldWidth;
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minVal = EditorGUI.FloatField(position, minVal);
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position.x += fieldWidth + 4f;
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position.width = sliderWidth;
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EditorGUI.MinMaxSlider(position, ref minVal, ref maxVal, minMaxAttribute.min, minMaxAttribute.max);
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position.x += sliderWidth + 4f;
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position.width = fieldWidth;
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maxVal = EditorGUI.FloatField(position, maxVal);
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if (maxVal < minMaxAttribute.min){
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minVal = minMaxAttribute.min;
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}else if (maxVal > minMaxAttribute.max){
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maxVal = minMaxAttribute.max;
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}
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vector = new Vector2Int(Mathf.FloorToInt(minVal > maxVal ? maxVal : minVal), Mathf.FloorToInt(maxVal));
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property.vector2IntValue = vector;
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EditorGUI.EndProperty();
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EditorGUI.indentLevel = originalIndentLevel;
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}
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}
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}
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