From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容
---
Assets/Plugins/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs | 58 +++++++++++++++++++++++++++++-----------------------------
1 files changed, 29 insertions(+), 29 deletions(-)
diff --git a/Assets/Plugins/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs b/Assets/Plugins/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs
index 59791f5..f1000cc 100644
--- a/Assets/Plugins/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs
+++ b/Assets/Plugins/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs
@@ -1,29 +1,29 @@
-using UnityEngine;
-using UnityEngine.PostProcessing;
-
-namespace UnityEditor.PostProcessing
-{
- [CustomPropertyDrawer(typeof(MinAttribute))]
- sealed class MinDrawer : PropertyDrawer
- {
- public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
- {
- MinAttribute attribute = (MinAttribute)base.attribute;
-
- if (property.propertyType == SerializedPropertyType.Integer)
- {
- int v = EditorGUI.IntField(position, label, property.intValue);
- property.intValue = (int)Mathf.Max(v, attribute.min);
- }
- else if (property.propertyType == SerializedPropertyType.Float)
- {
- float v = EditorGUI.FloatField(position, label, property.floatValue);
- property.floatValue = Mathf.Max(v, attribute.min);
- }
- else
- {
- EditorGUI.LabelField(position, label.text, "Use Min with float or int.");
- }
- }
- }
-}
+using UnityEngine;
+using UnityEngine.PostProcessing;
+
+namespace UnityEditor.PostProcessing
+{
+ [CustomPropertyDrawer(typeof(MinAttribute))]
+ sealed class MinDrawer : PropertyDrawer
+ {
+ public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
+ {
+ MinAttribute attribute = (MinAttribute)base.attribute;
+
+ if (property.propertyType == SerializedPropertyType.Integer)
+ {
+ int v = EditorGUI.IntField(position, label, property.intValue);
+ property.intValue = (int)Mathf.Max(v, attribute.min);
+ }
+ else if (property.propertyType == SerializedPropertyType.Float)
+ {
+ float v = EditorGUI.FloatField(position, label, property.floatValue);
+ property.floatValue = Mathf.Max(v, attribute.min);
+ }
+ else
+ {
+ EditorGUI.LabelField(position, label.text, "Use Min with float or int.");
+ }
+ }
+ }
+}
--
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