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November 8, 2019 06:50
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Unity inspector extender - show properties (get/set/ref get) and simply invokable methods in inspector
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using System.Linq; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
[CanEditMultipleObjects] | |
[CustomEditor(typeof(MonoBehaviour), true)] | |
public class InspectorExtender : Editor { | |
public override void OnInspectorGUI() { | |
base.OnInspectorGUI(); | |
var properties = target | |
.GetType() | |
.GetProperties() | |
.Where(p => p.CanRead && p.DeclaringType.IsSubclassOf(typeof(MonoBehaviour))) | |
.ToArray(); | |
var style = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter }; | |
if (properties.Length != 0) { | |
EditorGUILayout.Separator(); | |
EditorGUILayout.LabelField("Properties", style); | |
} | |
foreach (var p in properties) { | |
var type = p.PropertyType; | |
try { | |
object value = p.GetValue(target); | |
if (type == typeof(int)) { | |
value = EditorGUILayout.IntField(p.Name, (int)value); | |
} | |
else if (type == typeof(float)) { | |
value = EditorGUILayout.FloatField(p.Name, (float)value); | |
} | |
else if (type == typeof(string)) { | |
value = EditorGUILayout.TextField(p.Name, (string)value); | |
} | |
else if (type.IsEnum) { | |
value = EditorGUILayout.EnumPopup(p.Name, (System.Enum)value); | |
} | |
else if (type.IsSubclassOf(typeof(Object))) { | |
value = EditorGUILayout.ObjectField(p.Name, (Object)value, p.PropertyType, false); | |
} | |
else { | |
continue; | |
} | |
if (p.CanWrite) { | |
p.SetValue(target, value); | |
} | |
} | |
catch { | |
continue; | |
} | |
} | |
var methods = target | |
.GetType() | |
.GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly) | |
.Where(m => m.GetParameters().Length == 0) | |
.ToArray(); | |
if (methods.Length != 0) { | |
EditorGUILayout.Separator(); | |
EditorGUILayout.LabelField("Methods", style); | |
} | |
var go = ((MonoBehaviour)target).gameObject; | |
foreach (var m in methods) { | |
if (GUILayout.Button($"{m.ReturnType.Name} {m.Name}()")) { | |
m.Invoke(target, new object[0]); | |
if (!EditorApplication.isPlaying) { | |
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(go.scene); | |
} | |
} | |
} | |
} | |
} |
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