Initial commit of Unity files, Network Library, Project settings (Compiler flags for networking to work on Unity), Unity Version 2019.4 LTS

This commit is contained in:
Texel 2023-01-24 04:03:23 -05:00 committed by Touhexel
parent 8ec6828fa0
commit 9b69003715
119 changed files with 15444 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrayElementTitleAttribute : PropertyAttribute {
public string fieldName;
public ArrayElementTitleAttribute() {
this.fieldName = "name";
}
public ArrayElementTitleAttribute(string fieldName) {
this.fieldName = fieldName;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomPropertyDrawer(typeof(ArrayElementTitleAttribute))]
public class ArrayElementTitleDrawer : PropertyDrawer {
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) {
return EditorGUI.GetPropertyHeight(property, label, true);
}
protected virtual ArrayElementTitleAttribute titleAttribute => (ArrayElementTitleAttribute)attribute;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
string fullpath = property.propertyPath + "." + titleAttribute.fieldName;
var prop = property.serializedObject.FindProperty(fullpath);
string newlabel = GetTitle(prop);
if (string.IsNullOrEmpty(newlabel))
newlabel = label.text;
EditorGUI.PropertyField(position, property, new GUIContent(newlabel, label.tooltip), true);
}
private string GetTitle(SerializedProperty prop) {
switch (prop.propertyType) {
case SerializedPropertyType.Generic:
break;
case SerializedPropertyType.Integer:
return prop.intValue.ToString();
case SerializedPropertyType.Boolean:
return prop.boolValue.ToString();
case SerializedPropertyType.Float:
return prop.floatValue.ToString();
case SerializedPropertyType.String:
return prop.stringValue;
case SerializedPropertyType.Color:
return prop.colorValue.ToString();
case SerializedPropertyType.ObjectReference:
return prop.objectReferenceValue.ToString();
case SerializedPropertyType.LayerMask:
break;
case SerializedPropertyType.Enum:
return prop.enumNames[prop.enumValueIndex];
case SerializedPropertyType.Vector2:
return prop.vector2Value.ToString();
case SerializedPropertyType.Vector3:
return prop.vector3Value.ToString();
case SerializedPropertyType.Vector4:
return prop.vector4Value.ToString();
case SerializedPropertyType.Rect:
break;
case SerializedPropertyType.ArraySize:
break;
case SerializedPropertyType.Character:
break;
case SerializedPropertyType.AnimationCurve:
break;
case SerializedPropertyType.Bounds:
break;
case SerializedPropertyType.Gradient:
break;
case SerializedPropertyType.Quaternion:
break;
default:
break;
}
return "";
}
}

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using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
[CustomPropertyDrawer(typeof(EnumFlagAttribute))]
public class EnumFlagDrawer : PropertyDrawer {
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
EnumFlagAttribute flagSettings = (EnumFlagAttribute)attribute;
Enum targetEnum = GetBaseProperty<Enum>(property);
string propName = flagSettings.enumName;
if (string.IsNullOrEmpty(propName))
propName = property.displayName;
EditorGUI.BeginProperty(position, label, property);
Enum enumNew = EditorGUI.EnumFlagsField(position, propName, targetEnum);
property.intValue = (int)Convert.ChangeType(enumNew, targetEnum.GetType());
EditorGUI.EndProperty();
}
static T GetBaseProperty<T>(SerializedProperty prop) {
// Separate the steps it takes to get to this property
string[] separatedPaths = prop.propertyPath.Split('.');
// Go down to the root of this serialized property
System.Object reflectionTarget = prop.serializedObject.targetObject as object;
// Walk down the path to get the target object
foreach (var path in separatedPaths) {
FieldInfo fieldInfo = reflectionTarget.GetType().GetField(path);
reflectionTarget = fieldInfo.GetValue(reflectionTarget);
}
return (T)reflectionTarget;
}
}

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using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer {
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}

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using UnityEngine;
public class EnumFlagAttribute : PropertyAttribute {
public string enumName;
public EnumFlagAttribute() { }
public EnumFlagAttribute(string name) {
enumName = name;
}
}

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using UnityEngine;
public class ReadOnlyAttribute : PropertyAttribute {
public ReadOnlyAttribute() { }
}

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