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Genericized #Unity3D SerializedProperty value access, an extension that should be part of the API.
/// @creator: Slipp Douglas Thompson
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>.
/// @purpose: Genericized Unity3D SerializedProperty value access.
/// @why: Because this functionality should be built-into Unity.
/// @usage: Use as you would a native SerializedProperty method;
/// e.g. `Debug.Log(mySerializedProperty.Value<Color>());`
/// @intended project path: Assets/Plugins/Editor/UnityEditor Extensions/SerializedPropertyValueExtension.cs
/// @interwebsouce: https://gist.github.com/capnslipp/8516384
using System;
using System.Reflection;
using System.Collections.Generic; // for: KeyValuePair<,>
using UnityEngine;
using UnityEditor;
public static class SerializedPropertyValueExtension
{
/// @note: switch/case derived from the decompilation of SerializedProperty's internal SetToValueOfTarget() method.
public static ValueT Value<ValueT>(this SerializedProperty thisSP)
{
Type valueType = typeof(ValueT);
// First, do special Type checks
if (valueType.IsEnum)
return (ValueT)Enum.ToObject(valueType, thisSP.enumValueIndex);
// Next, check for literal UnityEngine struct-types
// @note: ->object->ValueT double-casts because C# is too dumb to realize that that the ValueT in each situation is the exact type needed.
// e.g. `return thisSP.colorValue` spits _error CS0029: Cannot implicitly convert type `UnityEngine.Color' to `ValueT'_
// and `return (ValueT)thisSP.colorValue;` spits _error CS0030: Cannot convert type `UnityEngine.Color' to `ValueT'_
if (typeof(Color).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.colorValue;
else if (typeof(LayerMask).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.intValue;
else if (typeof(Vector2).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.vector2Value;
else if (typeof(Vector3).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.vector3Value;
else if (typeof(Rect).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.rectValue;
else if (typeof(AnimationCurve).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.animationCurveValue;
else if (typeof(Bounds).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.boundsValue;
else if (typeof(Gradient).IsAssignableFrom(valueType))
return (ValueT)(object)SafeGradientValue(thisSP);
else if (typeof(Quaternion).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.quaternionValue;
// Next, check if derived from UnityEngine.Object base class
if (typeof(UnityEngine.Object).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.objectReferenceValue;
// Finally, check for native type-families
if (typeof(int).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.intValue;
else if (typeof(bool).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.boolValue;
else if (typeof(float).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.floatValue;
else if (typeof(string).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.stringValue;
else if (typeof(char).IsAssignableFrom(valueType))
return (ValueT)(object)thisSP.intValue;
// And if all fails, throw an exception.
throw new NotImplementedException("Unimplemented propertyType "+thisSP.propertyType+".");
}
public static dynamic Value(this SerializedProperty thisSP)
{
switch (thisSP.propertyType) {
case SerializedPropertyType.Integer:
return thisSP.intValue;
case SerializedPropertyType.Boolean:
return thisSP.boolValue;
case SerializedPropertyType.Float:
return thisSP.floatValue;
case SerializedPropertyType.String:
return thisSP.stringValue;
case SerializedPropertyType.Color:
return thisSP.colorValue;
case SerializedPropertyType.ObjectReference:
return thisSP.objectReferenceValue;
case SerializedPropertyType.LayerMask:
return thisSP.intValue;
case SerializedPropertyType.Enum:
int enumI = thisSP.enumValueIndex;
return new KeyValuePair<int, string>(enumI, thisSP.enumNames[enumI]);
case SerializedPropertyType.Vector2:
return thisSP.vector2Value;
case SerializedPropertyType.Vector3:
return thisSP.vector3Value;
case SerializedPropertyType.Rect:
return thisSP.rectValue;
case SerializedPropertyType.ArraySize:
return thisSP.intValue;
case SerializedPropertyType.Character:
return (char)thisSP.intValue;
case SerializedPropertyType.AnimationCurve:
return thisSP.animationCurveValue;
case SerializedPropertyType.Bounds:
return thisSP.boundsValue;
case SerializedPropertyType.Gradient:
return SafeGradientValue(thisSP);
case SerializedPropertyType.Quaternion:
return thisSP.quaternionValue;
default:
throw new NotImplementedException("Unimplemented propertyType "+thisSP.propertyType+".");
}
}
/// Access to SerializedProperty's internal gradientValue property getter, in a manner that'll only soft break (returning null) if the property changes or disappears in future Unity revs.
static Gradient SafeGradientValue(SerializedProperty sp)
{
BindingFlags instanceAnyPrivacyBindingFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
PropertyInfo propertyInfo = typeof(SerializedProperty).GetProperty(
"gradientValue",
instanceAnyPrivacyBindingFlags,
null,
typeof(Gradient),
new Type[0],
null
);
if (propertyInfo == null)
return null;
Gradient gradientValue = propertyInfo.GetValue(sp, null) as Gradient;
return gradientValue;
}
}
@r0bbie
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r0bbie commented Aug 7, 2015

Hugely useful - thanks for this!

@Theby
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Theby commented Aug 26, 2015

Usefull but for some reason when I try to use this for a LayerMask it gives the next error:

"InvalidCastException: Cannot cast from source type to destination type.
CustomPlugins.SerializedPropertyValueExtension.Value[LayerMask](UnityEditor.SerializedProperty thisSP) (at Assets/Plugins/SerializedPropertyValueExtension.cs:28)
PlayerCustomEditor.OnInspectorGUI () (at Assets/Editor/Player/PlayerCustomEditor.cs:35)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1162)
UnityEditor.DockArea:OnGUI()"

I testing with:

SerializedObject myScript = new SerializedObject(target);
SerializedProperty WhatIsGround = myScript.FindProperty("WhatIsGround");

Debug.Log(WhatIsGround.Value< LayerMask >());

@memBrainStudios
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memBrainStudios commented Apr 24, 2016

public static dynamic Value(this SerializedProperty thisSP)

dynamic generates an error "Cannot define a class or member that utilizes 'dynamic' because the compiler required type 'System.Runtime.CompilerServices.DynamicAttribute' cannot be found. Are you missing a reference?"

How do I fix this? I'm using VisualStudio 2015 Enterprise Edition with Unity integration.

@kimsama
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kimsama commented Aug 10, 2016

As long as I know the version of c# in Unity does not support dynamic which is available over c# 4.0

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