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@LotteMakesStuff
Last active April 10, 2024 11:52
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Save LotteMakesStuff/2d3c6dc7a913ed118601db95735574de to your computer and use it in GitHub Desktop.
Having trouble finding the right property on a component cos theres just so many identical looking fields? Add some color to you inspectors! mark important property with a bright color so it always stands out, or supply a validation function so highlights show on values that would effect the current ingame logic!
// NOTE DONT put in an editor folder
using UnityEngine;
public class HighlightAttribute : PropertyAttribute
{
public HighlightColor Color;
public string ValidateMethod;
public object Value;
public HighlightAttribute(HighlightColor color = HighlightColor.Yellow, string validateMethod = null, object value = null)
{
this.Color = color;
this.ValidateMethod = validateMethod;
this.Value = value;
}
}
public enum HighlightColor
{
Red,
Pink,
Orange,
Yellow,
Green,
Blue,
Violet,
White
}
// NOTE put in a Editor folder
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
[CustomPropertyDrawer(typeof(HighlightAttribute))]
public class HighlightDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var highlightAttribute = attribute as HighlightAttribute;
bool doHighlight = true;
// do we have a validation method
if (!string.IsNullOrEmpty(highlightAttribute.ValidateMethod))
{
var t = typeof(PlayerController); //property.serializedObject.targetObject.GetType();
var m = t.GetMethod(highlightAttribute.ValidateMethod, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (m != null)
{
doHighlight = (bool)m.Invoke(property.serializedObject.targetObject, new[] { highlightAttribute.Value});
}
else
{
Debug.LogError("Invalid Validate function: " + highlightAttribute.ValidateMethod, property.serializedObject.targetObject);
}
}
if (doHighlight)
{
// get the highlight color
var color = GetColor(highlightAttribute.Color);
// create a ractangle to draw the highlight to, slightly larger than our property
var padding = EditorGUIUtility.standardVerticalSpacing;
var highlightRect = new Rect(position.x - padding, position.y - padding,
position.width + (padding * 2), position.height + (padding * 2));
// draw the highlight first
EditorGUI.DrawRect(highlightRect, color);
// make sure the propertys text is dark and easy to read over the bright highlight
var cc = GUI.contentColor;
GUI.contentColor = Color.black;
// draw the property ontop of the highlight
EditorGUI.PropertyField(position, property, label);
GUI.contentColor = cc;
}
else
{
EditorGUI.PropertyField(position, property, label);
}
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
private Color GetColor(HighlightColor color)
{
switch (color)
{
case HighlightColor.Red:
return new Color32(255, 0, 63, 255);
case HighlightColor.Pink:
return new Color32(255, 66, 160, 255);
case HighlightColor.Orange:
return new Color32(255, 128, 0, 255);
case HighlightColor.Yellow:
return new Color32(255, 211, 0, 255);
case HighlightColor.Green:
return new Color32(102, 255, 0, 255);
case HighlightColor.Blue:
return new Color32(0, 135, 189, 255);
case HighlightColor.Violet:
return new Color32(127, 0, 255, 255);
default:
return Color.white;
}
}
}
// Demo
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour
{
//[Highlight()] // add a yellow highlight
//[Highlight(HighlightColor.Green)] // add highlight with a colour you supply
//[Highlight(HighlightColor.Green, "ValidateHighlight")] // highlight with a validate function. pass in a string method name, the method must return a bool
//[Highlight(HighlightColor.Green, "ValidateHighlight", value)] // highlight with a validate function. pass in a string method name and one argument
[Highlight(HighlightColor.Green, "ValidateHighlight", PlayerState.Moving)]
public float moveSpeed;
[Highlight(HighlightColor.Red, "ValidateHighlight", PlayerState.Stopping)]
public float breakSpeed;
[Highlight(HighlightColor.Yellow, "ValidateHighlight", PlayerState.Jumping)]
public float jumpForce;
[ReadOnly] // see https://gist.github.com/LotteMakesStuff/c0a3b404524be57574ffa5f8270268ea for implementation
public PlayerState state;
bool ValidateHighlight(PlayerState checkState)//(PlayerState state)
{
return state == checkState;
}
float timer = 0;
// Update is called once per frame
void Update ()
{
timer += Time.deltaTime;
state = PlayerState.Idle;
if (timer >= 1)
state = PlayerState.Moving;
if (timer >= 2)
state = PlayerState.Stopping;
if (timer >= 3)
state = PlayerState.Jumping;
if (timer >= 4)
timer = 0;
}
}
public enum PlayerState
{
Idle,
Moving,
Stopping,
Jumping
}
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