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FieldLessEqualAttribute.cs
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Copyright (c) Martin Bustos @FronkonGames <[email protected]>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
// documentation files (the "Software"), to deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
// the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
using System;
using System.Diagnostics;
using UnityEngine;
namespace FronkonGames.GameWork.Foundation
{
/// <summary> Int/Float field attribute. </summary>
[Conditional("UNITY_EDITOR")]
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property)]
public class FieldLessEqualAttribute : PropertyAttribute
{
public readonly float lessEqual;
public readonly float reset;
public FieldLessEqualAttribute(float lessEqual, float reset = 0.0f)
{
this.lessEqual = lessEqual;
this.reset = Mathf.Min(reset, lessEqual);
}
}
}