using UnityEditor; using UnityEngine; namespace AssetKits.ParticleImage.Editor { [CustomPropertyDrawer(typeof(Burst))] public class IngredientDrawer : PropertyDrawer { // Draw the property inside the given rect public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { EditorGUI.BeginProperty(position, GUIContent.none, property); var indent = EditorGUI.indentLevel; EditorGUI.indentLevel = 0; // Calculate rects var time = new Rect(position.x, position.y, position.width/2-5, position.height); var count = new Rect(position.x + 5+position.width/2, position.y, position.width/2-5, position.height); EditorGUIUtility.labelWidth = 45; // Draw fields - pass GUIContent.none to each so they are drawn without labels EditorGUI.PropertyField(time, property.FindPropertyRelative("time"), new GUIContent("Time")); EditorGUI.PropertyField(count, property.FindPropertyRelative("count"), new GUIContent("Count")); // Set indent back to what it was EditorGUI.indentLevel = indent; EditorGUI.EndProperty(); } } }