using System; using System.Reflection; using UnityEditor; using UnityEngine; using UnityEngine.Rendering; namespace Misaki.ShaderGUI { public class EnumFlagsUIDrawer : MaterialPropertyDrawer { private readonly Type enumType; public EnumFlagsUIDrawer(string enumTypeName, string assemblyName) { enumType = Type.GetType(Assembly.CreateQualifiedName(assemblyName, enumTypeName), true); } private static bool IsPropertyTypeSuitable(MaterialProperty prop) { #if UNITY_6000_1_OR_NEWER return prop.propertyType == ShaderPropertyType.Float || prop.propertyType == ShaderPropertyType.Range || prop.propertyType == ShaderPropertyType.Int; #else return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range || prop.type == MaterialProperty.PropType.Int; #endif } public override void OnGUI(Rect position, MaterialProperty prop, GUIContent label, MaterialEditor editor) { if (!IsPropertyTypeSuitable(prop)) { var c = EditorGUIUtility.TrTempContent($"Enum flags used on a property {prop.name} with unsupported type: {prop.propertyType}"); EditorGUI.LabelField(position, c, EditorStyles.helpBox); return; } MaterialEditor.BeginProperty(position, prop); #if UNITY_6000_1_OR_NEWER if (prop.propertyType != ShaderPropertyType.Int) #else if (prop.type != MaterialProperty.PropType.Int) #endif { EditorGUI.BeginChangeCheck(); var value = (int)prop.floatValue; EditorGUI.showMixedValue = prop.hasMixedValue; var enumValue = EditorGUI.EnumFlagsField(position, label, (Enum)Enum.ToObject(enumType, value)); value = Convert.ToInt32(enumValue); EditorGUI.showMixedValue = false; if (EditorGUI.EndChangeCheck()) { prop.floatValue = value; } } else { EditorGUI.BeginChangeCheck(); var value = prop.intValue; EditorGUI.showMixedValue = prop.hasMixedValue; var enumValue = EditorGUI.EnumFlagsField(position, label, (Enum)Enum.ToObject(enumType, value)); value = Convert.ToInt32(enumValue); EditorGUI.showMixedValue = false; if (EditorGUI.EndChangeCheck()) { prop.intValue = value; } } MaterialEditor.EndProperty(); } } }