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Editor extension that adds a tool to automagically generate boilerplate custom inspector code~ YES! Just drop it into a folder called 'Editor' and it adds a 'custom inspector' option into the Project window!
using UnityEngine;
using UnityEditor;
using System.IO;
public static class CustomInspectorCreator
{
[MenuItem("Assets/Create/Custom Inspector", priority = 81)]
static void CreateInsptorEditorClass()
{
foreach (var script in Selection.objects)
{
BuildEditorFile(script);
}
AssetDatabase.Refresh();
}
[MenuItem("Assets/Create/Custom Inspector", priority = 81, validate = true)]
static bool ValidateCreateInsptorEditorClass()
{
foreach (var script in Selection.objects)
{
string path = AssetDatabase.GetAssetPath(script);
if (script.GetType() != typeof(MonoScript))
return false;
if (!path.EndsWith(".cs"))
return false;
if (path.Contains("Editor"))
return false;
}
return true;
}
static void BuildEditorFile(Object obj)
{
MonoScript monoScript = obj as MonoScript;
if (monoScript == null)
{
Debug.Log("ERROR: Cannot generate a custom inspector, Selected script was not a MonoBehavior");
return;
}
string assetPath = AssetDatabase.GetAssetPath(obj);
var filename = Path.GetFileNameWithoutExtension(assetPath);
string script = "";
string scriptNamespace = monoScript.GetClass().Namespace;
if (scriptNamespace == null)
{
// No namespace, use the default template
script = string.Format(template, filename);
}
else
{
script = string.Format(namespaceTemplate, filename, scriptNamespace);
}
// make sure a editor folder exists for us to put this script into...
var editorFolder = Path.GetDirectoryName(assetPath) + "/Editor";
if (!Directory.Exists(editorFolder))
{
Directory.CreateDirectory(editorFolder);
}
if (File.Exists(editorFolder + "/" + filename + "Inspector.cs"))
{
Debug.Log("ERROR: " +filename + "Inspector.cs already exists.");
return;
}
// finally write out the new editor~
File.WriteAllText(editorFolder + "/" + filename + "Inspector.cs", script);
}
#region Templates
static readonly string template = @"using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
[CustomEditor(typeof({0}))]
//[CanEditMultipleObjects]
public class {0}Inspector : Editor
{{
void OnEnable()
{{
// TODO: find properties we want to work with
//serializedObject.FindProperty();
}}
public override void OnInspectorGUI()
{{
// Update the serializedProperty - always do this in the beginning of OnInspectorGUI.
serializedObject.Update();
// TODO: Draw UI here
//EditorGUILayout.PropertyField();
DrawDefaultInspector();
// Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI.
serializedObject.ApplyModifiedProperties();
}}
}}
";
static readonly string namespaceTemplate = @"using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
namespace {1}
{{
[CustomEditor(typeof({0}))]
//[CanEditMultipleObjects]
public class {0}Inspector : Editor
{{
void OnEnable()
{{
// TODO: find properties we want to work with
//serializedObject.FindProperty();
}}
public override void OnInspectorGUI()
{{
// Update the serializedProperty - always do this in the beginning of OnInspectorGUI.
serializedObject.Update();
// TODO: Draw UI here
//EditorGUILayout.PropertyField();
DrawDefaultInspector();
// Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI.
serializedObject.ApplyModifiedProperties();
}}
}}
}}
";
#endregion
}
@pharan

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@pharan pharan commented Jan 21, 2017

ValidateCreateInsptorEditorClass() needs a check for when nothing is selected (ie, Selection.objects.Length == 0).
Otherwise, line 30 throws an IndexOutOfRangeException whenever you just right-click on the Project panel.

Other than that, I love it! And nice code form too. Very readable and self-documenting. Thanks for sharing it!
I was meaning to write this editor script for myself but I always kept putting it off.

@LotteMakesStuff

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@LotteMakesStuff LotteMakesStuff commented Jan 22, 2017

@pharan ahh thanks for the report!! I had already updated the gist just before i saw that comment to support multiple file selections, that change cleaned up ValidateCreateInsptorEditorClass() and should also totally fix that exception too. worth an upgrade :3

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