Skip to content

Instantly share code, notes, and snippets.

@AGulev
Forked from t0chas/CustomEditorBase.cs
Created April 3, 2016 17:15
Show Gist options
  • Star 1 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save AGulev/e49eb1ee23195c059b040d13ec438a2d to your computer and use it in GitHub Desktop.
Save AGulev/e49eb1ee23195c059b040d13ec438a2d to your computer and use it in GitHub Desktop.
Default Custom Inspector-Editor for Unity3D with ReorderableLists for arrays handling
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.Collections.Generic;
using UnityEditor.AnimatedValues;
[CustomEditor(typeof(UnityEngine.Object), true, isFallback = true)]
[CanEditMultipleObjects]
public class CustomEditorBase : Editor
{
private Dictionary<string, ReorderableListProperty> reorderableLists;
protected virtual void OnEnable()
{
this.reorderableLists = new Dictionary<string, ReorderableListProperty>(10);
}
~CustomEditorBase()
{
this.reorderableLists.Clear();
this.reorderableLists = null;
}
public override void OnInspectorGUI()
{
EditorGUILayout.LabelField("Custom Editor", EditorStyles.centeredGreyMiniLabel);
Color cachedGuiColor = GUI.color;
serializedObject.Update();
var property = serializedObject.GetIterator();
var next = property.NextVisible(true);
if (next)
do
{
GUI.color = cachedGuiColor;
this.HandleProperty(property);
} while (property.NextVisible(false));
serializedObject.ApplyModifiedProperties();
}
protected void HandleProperty(SerializedProperty property)
{
//Debug.LogFormat("name: {0}, displayName: {1}, type: {2}, propertyType: {3}, path: {4}", property.name, property.displayName, property.type, property.propertyType, property.propertyPath);
bool isdefaultScriptProperty = property.name.Equals("m_Script") && property.type.Equals("PPtr<MonoScript>") && property.propertyType == SerializedPropertyType.ObjectReference && property.propertyPath.Equals("m_Script");
bool cachedGUIEnabled = GUI.enabled;
if (isdefaultScriptProperty)
GUI.enabled = false;
//var attr = this.GetPropertyAttributes(property);
if (property.isArray && property.propertyType != SerializedPropertyType.String)
this.HandleArray(property);
else
EditorGUILayout.PropertyField(property, property.isExpanded);
if (isdefaultScriptProperty)
GUI.enabled = cachedGUIEnabled;
}
protected void HandleArray(SerializedProperty property)
{
var listData = this.GetReorderableList(property);
listData.IsExpanded.target = property.isExpanded;
if ((!listData.IsExpanded.value && !listData.IsExpanded.isAnimating) || (!listData.IsExpanded.value && listData.IsExpanded.isAnimating))
{
EditorGUILayout.BeginHorizontal();
property.isExpanded = EditorGUILayout.ToggleLeft(string.Format("{0}[]", property.displayName), property.isExpanded, EditorStyles.boldLabel);
EditorGUILayout.LabelField(string.Format("size: {0}", property.arraySize));
EditorGUILayout.EndHorizontal();
}
else {
if (EditorGUILayout.BeginFadeGroup(listData.IsExpanded.faded))
listData.List.DoLayoutList();
EditorGUILayout.EndFadeGroup();
}
}
protected object[] GetPropertyAttributes(SerializedProperty property)
{
return this.GetPropertyAttributes<PropertyAttribute>(property);
}
protected object[] GetPropertyAttributes<T>(SerializedProperty property) where T : System.Attribute
{
System.Reflection.BindingFlags bindingFlags = System.Reflection.BindingFlags.GetField
| System.Reflection.BindingFlags.GetProperty
| System.Reflection.BindingFlags.IgnoreCase
| System.Reflection.BindingFlags.Instance
| System.Reflection.BindingFlags.NonPublic
| System.Reflection.BindingFlags.Public;
if (property.serializedObject.targetObject == null)
return null;
var targetType = property.serializedObject.targetObject.GetType();
var field = targetType.GetField(property.name, bindingFlags);
if (field != null)
return field.GetCustomAttributes(typeof(T), true);
return null;
}
private ReorderableListProperty GetReorderableList(SerializedProperty property)
{
ReorderableListProperty ret = null;
if (this.reorderableLists.TryGetValue(property.name, out ret))
{
ret.Property = property;
return ret;
}
ret = new ReorderableListProperty(property);
this.reorderableLists.Add(property.name, ret);
return ret;
}
#region Inner-class ReorderableListProperty
private class ReorderableListProperty
{
public AnimBool IsExpanded { get; private set; }
/// <summary>
/// ref http://va.lent.in/unity-make-your-lists-functional-with-reorderablelist/
/// </summary>
public ReorderableList List { get; private set; }
private SerializedProperty _property;
public SerializedProperty Property
{
get { return this._property; }
set
{
this._property = value;
this.List.serializedProperty = this._property;
}
}
public ReorderableListProperty(SerializedProperty property)
{
this.IsExpanded = new AnimBool(property.isExpanded);
this.IsExpanded.speed = 1f;
this._property = property;
this.CreateList();
}
~ReorderableListProperty()
{
this._property = null;
this.List = null;
}
private void CreateList()
{
bool dragable = true, header = true, add = true, remove = true;
this.List = new ReorderableList(this.Property.serializedObject, this.Property, dragable, header, add, remove);
this.List.drawHeaderCallback += rect => this._property.isExpanded = EditorGUI.ToggleLeft(rect, this._property.displayName, this._property.isExpanded, EditorStyles.boldLabel);
this.List.onCanRemoveCallback += (list) => { return this.List.count > 0; };
this.List.drawElementCallback += this.drawElement;
this.List.elementHeightCallback += (idx) => { return Mathf.Max(EditorGUIUtility.singleLineHeight, EditorGUI.GetPropertyHeight(this._property.GetArrayElementAtIndex(idx), GUIContent.none, true)) + 4.0f; };
}
private void drawElement(Rect rect, int index, bool active, bool focused)
{
//rect.height = 16;
rect.height = EditorGUI.GetPropertyHeight(this._property.GetArrayElementAtIndex(index), GUIContent.none, true);
rect.y += 1;
EditorGUI.PropertyField(rect, this._property.GetArrayElementAtIndex(index), GUIContent.none, true);
this.List.elementHeight = rect.height + 4.0f;
}
}
#endregion
}
#pragma strict
var myInt : int = 5;
var myFloat: float = 10.56;
public var players : GameObject[];
public var floats : float[];
public var numbers : int[];
public var vectors : Vector3[];
function Start () {
}
function Update () {
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
//using System;
[System.Flags]
public enum Stuff{
Coke = 1 << 0,
Hamburguer = 1 << 1,
Pizza = 1 << 2,
Hotdog = 1 << 3,
Pepsi = 1 << 4,
Beer = 1 << 5,
BuffaloWings = 1 << 6,
IceCream = 1 << 7,
}
[System.Serializable]
public struct SomeOtherData
{
public int aNumber;
[Range(0f, 1f)]
public float anotherNumber;
public Vector3 position;
}
public class Tester : MonoBehaviour {
public int aNumber;
public int AFloat;
[Range(0f, 100f)]
public float AFloatRangeAttr;
public string aString;
public int[] aNumerArray;
public float[] aFloatArray;
[Range(0.0f, 100.0f)]
public float[] anotherFloatArray;
[SerializeField]
private List<Stuff> privateListOfStuff;
[SerializeField]
private SomeOtherData NestedData;
[SerializeField]
private AudioMixerClip mixerClip;
[SerializeField]
private AudioMixerClip[] mixerClips;
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment