ProjectDDD/Assets/Plugins/Animate UI Materials/Editor/CustomMaterialEditor.cs

34 lines
1.1 KiB
C#

namespace UnityEditor
{
/// <summary>
/// Broken implementation of MaterialEditor meant to be injected in a standard Editor
/// Hacky, but only way to get custom shader editors to work with this packages
/// </summary>
public class CustomMaterialEditor: MaterialEditor
{
public override void OnInspectorGUI()
{
// Commented lines are those removed from the base implementation
serializedObject.Update();
// Remove most checks
// this.CheckSetup();
// this.DetectShaderEditorNeedsUpdate();
// this.isVisible && (UnityEngine.Object) this.m_Shader != (UnityEngine.Object) null && !this.HasMultipleMixedShaderValues() && this.
// Draw properties
if (PropertiesGUI())
{
// Do not validate materials since we don't have access to their editor scripts
// foreach (Material target in this.targets)
// {
// if (this.m_CustomShaderGUI != null)
// this.m_CustomShaderGUI.ValidateMaterial(target);
// }
//
PropertiesChanged();
}
// this.DetectTextureStackValidationIssues();
}
}
}