115 lines
4.0 KiB
C#
115 lines
4.0 KiB
C#
using UnityEngine;
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namespace EditorAttributes
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{
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/// <summary>
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/// Attribute to wrap over a numeric value after it surpases it's limits
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/// </summary>
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public class WrapAttribute : PropertyAttribute
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{
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public float MinValueX { get; private set; }
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public float MaxValueX { get; private set; }
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public float MinValueY { get; private set; }
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public float MaxValueY { get; private set; }
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public float MinValueZ { get; private set; }
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public float MaxValueZ { get; private set; }
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public float MinValueW { get; private set; }
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public float MaxValueW { get; private set; }
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/// <summary>
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/// Attribute to wrap over a numeric value after it surpases it's limits
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/// </summary>
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/// <param name="minValue">The min value before it wraps arround</param>
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/// <param name="maxValue">The max value before it wraps arround</param>
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public WrapAttribute(float minValue, float maxValue)
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{
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MinValueX = minValue;
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MaxValueX = maxValue;
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MinValueY = minValue;
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MaxValueY = maxValue;
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MinValueZ = minValue;
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MaxValueZ = maxValue;
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MinValueW = minValue;
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MaxValueW = maxValue;
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}
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/// <summary>
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/// Attribute to wrap over a numeric value after it surpases it's limits
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/// </summary>
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/// <param name="minValueX">The min value on X before it wraps arround</param>
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/// <param name="maxValueX">The max value on X before it wraps arround</param>
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/// <param name="minValueY">The min value on Y before it wraps arround</param>
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/// <param name="maxValueY">The max value on Y before it wraps arround</param>
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public WrapAttribute(float minValueX, float maxValueX, float minValueY, float maxValueY)
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{
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MinValueX = minValueX;
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MaxValueX = maxValueX;
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MinValueY = minValueY;
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MaxValueY = maxValueY;
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MinValueZ = minValueX;
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MaxValueZ = maxValueX;
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MinValueW = minValueY;
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MaxValueW = maxValueY;
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}
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/// <summary>
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/// Attribute to wrap over a numeric value after it surpases it's limits
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/// </summary>
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/// <param name="minValueX">The min value on X before it wraps arround</param>
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/// <param name="maxValueX">The max value on X before it wraps arround</param>
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/// <param name="minValueY">The min value on Y before it wraps arround</param>
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/// <param name="maxValueY">The max value on Y before it wraps arround</param>
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/// <param name="minValueZ">The min value on Z before it wraps arround</param>
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/// <param name="maxValueZ">The max value on Z before it wraps arround</param>
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public WrapAttribute(float minValueX, float maxValueX, float minValueY, float maxValueY, float minValueZ, float maxValueZ)
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{
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MinValueX = minValueX;
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MaxValueX = maxValueX;
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MinValueY = minValueY;
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MaxValueY = maxValueY;
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MinValueZ = minValueZ;
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MaxValueZ = maxValueZ;
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MinValueW = minValueX;
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MaxValueW = maxValueX;
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}
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/// <summary>
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/// Attribute to wrap over a numeric value after it surpases it's limits
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/// </summary>
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/// <param name="minValueX">The min value on X before it wraps arround</param>
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/// <param name="maxValueX">The max value on X before it wraps arround</param>
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/// <param name="minValueY">The min value on Y before it wraps arround</param>
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/// <param name="maxValueY">The max value on Y before it wraps arround</param>
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/// <param name="minValueZ">The min value on Z before it wraps arround</param>
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/// <param name="maxValueZ">The max value on Z before it wraps arround</param>
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/// <param name="minValueW">The min value on W before it wraps arround</param>
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/// <param name="maxValueW">The max value on W before it wraps arround</param>
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public WrapAttribute(float minValueX, float maxValueX, float minValueY, float maxValueY, float minValueZ, float maxValueZ, float minValueW, float maxValueW)
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{
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MinValueX = minValueX;
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MaxValueX = maxValueX;
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MinValueY = minValueY;
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MaxValueY = maxValueY;
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MinValueZ = minValueZ;
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MaxValueZ = maxValueZ;
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MinValueW = minValueW;
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MaxValueW = maxValueW;
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}
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}
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}
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