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Displays the fields of a ScriptableObject in the inspector
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// Developed by Tom Kail at Inkle | |
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
// Must be placed within a folder named "Editor" | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Extends how ScriptableObject object references are displayed in the inspector | |
/// Shows you all values under the object reference | |
/// Also provides a button to create a new ScriptableObject if property is null. | |
/// </summary> | |
[CustomPropertyDrawer(typeof(ScriptableObject), true)] | |
public class ExtendedScriptableObjectDrawer : PropertyDrawer { | |
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { | |
var totalHeight = EditorGUIUtility.singleLineHeight; | |
if (property.objectReferenceValue == null || !(property.objectReferenceValue is ScriptableObject) || !AreAnySubPropertiesVisible(property)) return totalHeight; | |
if (property.isExpanded) { | |
var data = property.objectReferenceValue as ScriptableObject; | |
if (data == null) return EditorGUIUtility.singleLineHeight; | |
using var serializedObject = new SerializedObject(data); | |
var prop = serializedObject.GetIterator(); | |
if (prop.NextVisible(true)) | |
do { | |
if (prop.name == "m_Script") continue; | |
var subProp = serializedObject.FindProperty(prop.name); | |
var height = EditorGUI.GetPropertyHeight(subProp, null, true) + EditorGUIUtility.standardVerticalSpacing; | |
totalHeight += height; | |
} while (prop.NextVisible(false)); | |
// Add a tiny bit of height if open for the background | |
totalHeight += EditorGUIUtility.standardVerticalSpacing; | |
} | |
return totalHeight; | |
} | |
const int buttonWidth = 66; | |
static readonly List<string> ignoreClassFullNames = new() {"TMPro.TMP_FontAsset"}; | |
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { | |
EditorGUI.BeginProperty(position, label, property); | |
var type = GetFieldType(); | |
if (type == null || ignoreClassFullNames.Contains(type.FullName)) { | |
EditorGUI.PropertyField(position, property, label); | |
EditorGUI.EndProperty(); | |
return; | |
} | |
ScriptableObject propertySO = null; | |
if (!property.hasMultipleDifferentValues && property.serializedObject.targetObject != null && property.serializedObject.targetObject is ScriptableObject) propertySO = (ScriptableObject) property.serializedObject.targetObject; | |
var propertyRect = Rect.zero; | |
var guiContent = new GUIContent(property.displayName); | |
var foldoutRect = new Rect(position.x, position.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight); | |
if (property.objectReferenceValue != null && AreAnySubPropertiesVisible(property)) { | |
property.isExpanded = EditorGUI.Foldout(foldoutRect, property.isExpanded, guiContent, true); | |
} else { | |
// So yeah having a foldout look like a label is a weird hack | |
// but both code paths seem to need to be a foldout or | |
// the object field control goes weird when the codepath changes. | |
// I guess because foldout is an interactable control of its own and throws off the controlID? | |
foldoutRect.x += 12; | |
EditorGUI.Foldout(foldoutRect, property.isExpanded, guiContent, true, EditorStyles.label); | |
} | |
var indentedPosition = EditorGUI.IndentedRect(position); | |
var indentOffset = indentedPosition.x - position.x; | |
propertyRect = new Rect(position.x + (EditorGUIUtility.labelWidth - indentOffset), position.y, position.width - (EditorGUIUtility.labelWidth - indentOffset), EditorGUIUtility.singleLineHeight); | |
if (propertySO != null || property.objectReferenceValue == null) propertyRect.width -= buttonWidth; | |
EditorGUI.ObjectField(propertyRect, property, type, GUIContent.none); | |
if (GUI.changed) property.serializedObject.ApplyModifiedProperties(); | |
var buttonRect = new Rect(position.x + position.width - buttonWidth, position.y, buttonWidth, EditorGUIUtility.singleLineHeight); | |
if (property.propertyType == SerializedPropertyType.ObjectReference && property.objectReferenceValue != null) { | |
var data = (ScriptableObject) property.objectReferenceValue; | |
if (property.isExpanded) { | |
// Draw a background that shows us clearly which fields are part of the ScriptableObject | |
GUI.Box(new Rect(0, position.y + EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing - 1, Screen.width, position.height - EditorGUIUtility.singleLineHeight - EditorGUIUtility.standardVerticalSpacing), ""); | |
EditorGUI.indentLevel++; | |
using var serializedObject = new SerializedObject(data); | |
// Iterate over all the values and draw them | |
var prop = serializedObject.GetIterator(); | |
var y = position.y + EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; | |
if (prop.NextVisible(true)) | |
do { | |
// Don't bother drawing the class file | |
if (prop.name == "m_Script") continue; | |
var height = EditorGUI.GetPropertyHeight(prop, new GUIContent(prop.displayName), true); | |
EditorGUI.PropertyField(new Rect(position.x, y, position.width - buttonWidth, height), prop, true); | |
y += height + EditorGUIUtility.standardVerticalSpacing; | |
} while (prop.NextVisible(false)); | |
if (GUI.changed) | |
serializedObject.ApplyModifiedProperties(); | |
EditorGUI.indentLevel--; | |
} | |
} else { | |
if (GUI.Button(buttonRect, "Create")) { | |
var selectedAssetPath = "Assets"; | |
if (property.serializedObject.targetObject is MonoBehaviour) { | |
var ms = MonoScript.FromMonoBehaviour((MonoBehaviour) property.serializedObject.targetObject); | |
selectedAssetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(ms)); | |
} | |
property.objectReferenceValue = CreateAssetWithSavePrompt(type, selectedAssetPath); | |
} | |
} | |
property.serializedObject.ApplyModifiedProperties(); | |
EditorGUI.EndProperty(); | |
} | |
// Allows calling this drawer from GUILayout rather than as a property drawer, which can be useful for custom inspectors | |
public static T DrawScriptableObjectField<T>(GUIContent label, T objectReferenceValue, ref bool isExpanded) where T : ScriptableObject { | |
var position = EditorGUILayout.BeginVertical(); | |
var guiContent = label; | |
var foldoutRect = new Rect(position.x, position.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight); | |
if (objectReferenceValue != null) { | |
isExpanded = EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true); | |
} else { | |
// So yeah having a foldout look like a label is a weird hack | |
// but both code paths seem to need to be a foldout or | |
// the object field control goes weird when the codepath changes. | |
// I guess because foldout is an interactable control of its own and throws off the controlID? | |
foldoutRect.x += 12; | |
EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true, EditorStyles.label); | |
} | |
EditorGUILayout.BeginHorizontal(); | |
objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent(" "), objectReferenceValue, typeof(T), false) as T; | |
if (objectReferenceValue != null) { | |
EditorGUILayout.EndHorizontal(); | |
if (isExpanded) DrawScriptableObjectChildFields(objectReferenceValue); | |
} else { | |
if (GUILayout.Button("Create", GUILayout.Width(buttonWidth))) { | |
var selectedAssetPath = "Assets"; | |
var newAsset = CreateAssetWithSavePrompt(typeof(T), selectedAssetPath); | |
if (newAsset != null) objectReferenceValue = (T) newAsset; | |
} | |
EditorGUILayout.EndHorizontal(); | |
} | |
EditorGUILayout.EndVertical(); | |
return objectReferenceValue; | |
} | |
static void DrawScriptableObjectChildFields<T>(T objectReferenceValue) where T : ScriptableObject { | |
// Draw a background that shows us clearly which fields are part of the ScriptableObject | |
EditorGUI.indentLevel++; | |
EditorGUILayout.BeginVertical(GUI.skin.box); | |
using var serializedObject = new SerializedObject(objectReferenceValue); | |
// Iterate over all the values and draw them | |
var prop = serializedObject.GetIterator(); | |
if (prop.NextVisible(true)) | |
do { | |
// Don't bother drawing the class file | |
if (prop.name == "m_Script") continue; | |
EditorGUILayout.PropertyField(prop, true); | |
} while (prop.NextVisible(false)); | |
if (GUI.changed) | |
serializedObject.ApplyModifiedProperties(); | |
EditorGUILayout.EndVertical(); | |
EditorGUI.indentLevel--; | |
} | |
// Creates a new ScriptableObject via the default Save File panel | |
static ScriptableObject CreateAssetWithSavePrompt(Type type, string path) { | |
path = EditorUtility.SaveFilePanelInProject("Save ScriptableObject", type.Name + ".asset", "asset", "Enter a file name for the ScriptableObject.", path); | |
if (path == "") return null; | |
var asset = ScriptableObject.CreateInstance(type); | |
AssetDatabase.CreateAsset(asset, path); | |
AssetDatabase.SaveAssets(); | |
AssetDatabase.Refresh(); | |
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate); | |
EditorGUIUtility.PingObject(asset); | |
return asset; | |
} | |
Type GetFieldType() { | |
if (fieldInfo == null) return null; | |
var type = fieldInfo.FieldType; | |
if (type.IsArray) type = type.GetElementType(); | |
else if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(List<>)) type = type.GetGenericArguments()[0]; | |
return type; | |
} | |
static bool AreAnySubPropertiesVisible(SerializedProperty property) { | |
var data = (ScriptableObject) property.objectReferenceValue; | |
if (null != data) { | |
using var serializedObject = new SerializedObject(data); | |
var prop = serializedObject.GetIterator(); | |
// Check for any visible property excluding m_script | |
while (prop.NextVisible(true)) { | |
if (prop.name == "m_Script") | |
continue; | |
return true; | |
} | |
} | |
return false; | |
} | |
} |
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Hm I don't have time to dig into this, sorry! I would try not discarding the serialized objects in this class and seeing if that makes any difference, but if not it sounds like it could be a problem with how the SerializiedDictionary drawer works?