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NaNFieldProperty.cs
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61 lines (58 loc) · 2.52 KB
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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
/* Copyright (c) 2025 Petar Petrov (PeterSvP)
* https://pi-dev.com * https://store.steampowered.com/pub/pidev
*
* The MIT License (MIT)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* ============= Description =============
* Custom Unity property attribute and drawer allowing float fields to easily be set to NaN via an inspector button.
* Useful for optional or undefined float values in components without needing extra boolean flags.
*
* ============= Usage =============
* [NaNField] public float optionalValue;
* Press the "NaN" button next to the field in the Inspector to set it to float.NaN.
*/
namespace PiDev.Utilities
{
public sealed class NaNField : PropertyAttribute { }
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(NaNField))]
public sealed class NaNFloatField : PropertyDrawer
{
const int buttonWidth = 40;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var fieldpos = position;
fieldpos.width -= buttonWidth;
float f = property.floatValue;
f = EditorGUI.FloatField(fieldpos, label, property.floatValue);
property.floatValue = f;
var buttonpos = position;
buttonpos.x = position.width - buttonWidth + 18;
buttonpos.width = buttonWidth;
if (GUI.Button(buttonpos, "NaN")) property.floatValue = float.NaN;
}
}
#endif
}