using UnityEngine; using UnityEngine.UI; using TMPro; namespace HeavenStudio.Editor { public class ChartInfoProperties : MonoBehaviour { [Header("General References")] [SerializeField] private GameObject propertyHolder; [Header("Editable Properties")] [SerializeField] private string[] propertyNames; [Header("Property Prefabs")] [SerializeField] private GameObject IntegerP; [SerializeField] private GameObject FloatP; [SerializeField] private GameObject BooleanP; [SerializeField] private GameObject DropdownP; [SerializeField] private GameObject ColorP; [SerializeField] private GameObject StringP; private void AddParam(string propertyName, object type, string caption, string tooltip = "") { GameObject prefab = IntegerP; GameObject input; var objType = type.GetType(); if (objType == typeof(EntityTypes.Integer)) { prefab = IntegerP; input = InitPrefab(prefab, tooltip); var property = input.GetComponent(); property.SetProperties(propertyName, type, caption); } else if (objType == typeof(EntityTypes.Float)) { prefab = FloatP; input = InitPrefab(prefab, tooltip); var property = input.GetComponent(); property.SetProperties(propertyName, type, caption); } else if (type is bool) { prefab = BooleanP; input = InitPrefab(prefab, tooltip); var property = input.GetComponent(); property.SetProperties(propertyName, type, caption); } else if (objType.IsEnum) { prefab = DropdownP; input = InitPrefab(prefab, tooltip); var property = input.GetComponent(); property.SetProperties(propertyName, type, caption); } else if (objType == typeof(Color)) { prefab = ColorP; input = InitPrefab(prefab, tooltip); var property = input.GetComponent(); property.SetProperties(propertyName, type, caption); } else if (objType == typeof(string)) { prefab = StringP; input = InitPrefab(prefab, tooltip); var property = input.GetComponent(); property.SetProperties(propertyName, type, caption); } else { Debug.LogError("Can't make property interface of type: " + type.GetType()); return; } } private GameObject InitPrefab(GameObject prefab, string tooltip = "") { GameObject input = Instantiate(prefab); input.transform.SetParent(propertyHolder.transform); input.SetActive(true); input.transform.localScale = Vector2.one; if(tooltip != string.Empty) Tooltip.AddTooltip(input, "", tooltip); return input; } } }