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@MattRix
Last active November 15, 2022 22:55
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Adds dividers into the inspector. Based on a brilliant idea by Matthew Wegner, see: https://twitter.com/mwegner/status/355147544818495488
//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347
//My implementation is super lazy with magic numbers everywhere! :D
#if UNITY_EDITOR
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
using System.Reflection;
//Usage: put these above the variables where you want the divider
//[RXDivider]
//[RXDivider("My header")]
//[RXDivider("My header", "My subtitle")]
public class RXDivider : PropertyAttribute
{
public string header;
public string subtitle;
public RXDivider(string header, string subtitle)
{
this.header = header;
this.subtitle = subtitle;
}
public RXDivider(string header)
{
this.header = header;
this.subtitle = "";
}
public RXDivider()
{
this.header = "";
this.subtitle = "";
}
}
[CustomPropertyDrawer (typeof(RXDivider))]
public class RXDividerDrawer : PropertyDrawer
{
public override void OnGUI (Rect rect, SerializedProperty prop, GUIContent label)
{
RXDivider att = attribute as RXDivider;
float headerHeight = 10.0f;
if(att.header != "")
{
headerHeight += 40.0f;
}
if(att.subtitle != "")
{
headerHeight += 16.0f;
}
rect.y += headerHeight;
DrawDefaultProperty(rect,prop,label, true);
rect.y -= headerHeight;
if(att.header != "")
{
rect.y += 20.0f;
//TITLE
GUIStyle headerStyle = new GUIStyle (GUI.skin.label);
headerStyle.fontSize = 15;
headerStyle.fontStyle = FontStyle.Bold;
EditorGUI.LabelField(rect,att.header,headerStyle);
rect.y += 17.0f;
}
//SUBTITLE
if(att.subtitle != "")
{
GUIStyle subtitleStyle = new GUIStyle (GUI.skin.label);
subtitleStyle.fontSize = 10;
//subtitleStyle.fontStyle = FontStyle.Italic;
EditorGUI.LabelField(rect,att.subtitle,subtitleStyle);
rect.y += 12.0f;
}
if(Event.current.type == EventType.Repaint) //draw the divider
{
rect.x = 14.0f;
rect.y += 5.0f;
rect.height = 1.0f;
rect.width -= 14.0f;
GUI.skin.box.Draw(rect,GUIContent.none,0);
}
}
public override float GetPropertyHeight(SerializedProperty prop, GUIContent label)
{
RXDivider att = attribute as RXDivider;
float headerHeight = 10.0f;
if(att.header != "")
{
headerHeight += 40.0f;
}
if(att.subtitle != "")
{
headerHeight += 16.0f;
}
return base.GetPropertyHeight(prop, label) + headerHeight;
}
private void DrawDefaultProperty(Rect rect, SerializedProperty property, GUIContent label, bool includeChildren)
{
Dictionary<string, PropertyDrawer> dictionaryOfDrawers =
typeof(PropertyDrawer).GetField("s_PropertyDrawers", BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic).GetValue(null) as Dictionary<string, PropertyDrawer>;
foreach (var entry in dictionaryOfDrawers)
{
if (entry.Value == this)
{
dictionaryOfDrawers[entry.Key] = null;
EditorGUI.PropertyField(rect, property, label, true);
dictionaryOfDrawers[entry.Key] = this;
return;
}
}
EditorGUI.PropertyField(rect, property, label, true);
}
}
#else
using System;
using UnityEngine;
public class RXDivider : PropertyAttribute
{
public string header;
public string subtitle;
public RXDivider(string header, string subtitle) {}
public RXDivider(string header) {}
public RXDivider() {}
}
#endif
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