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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