DarkRewar / BaseTool

A big library of basic tools that you might need in your Unity projects.
MIT License
45 stars 6 forks source link
csharp game-development gamedev tool unity unity-editor unity-plugin unity3d unity3d-plugin

BaseTool_logo_full_baseline

commit activity last commit

Description

BaseTool contains many features that improve your daily game development. Every feature is grouped by modules, and you can enable features you want to use.

It could be used for any kind of project, at any time, by pretty anyone. It contains those key features:

Installation

This tool is made for the Unity package manager and is available for Unity 2021 LTS and further.

How to install:

Documentation

  1. Core
  2. Movement
  3. Shooter
  4. RPG [WIP]
  5. RNG
  6. UI
  7. Editor

Core

Setup Wizard

By default, BaseTool include every module in the project. Each module is an Assembly which can be enabled or disabled using the setup wizard.

To open the setup wizard, go to the topbar and open Window > BaseTool > Setup.

Core is the main module which is mandatory to let BaseTool work. Other modules are all optional. If you only want essential features, untick every module.

setup_wizard

Dev Console

You can add/remove you own command to the Console by using :

BaseTool.Console.AddCommand("<command>", "<description>", MethodCallback);

BaseTool.Console.RemoveCommand("<command>");

Here is an implementation inside a MonoBehaviour:

using BaseTool;

public class AddCustomCommand : MonoBehaviour
{
    public void OnEnable()
    {
        Console.AddCommand("<my-command>", "<description>", Callback);
    }

    public void OnDisable()
    {
        Console.RemoveCommand("<my-command>");
    }

    private void Callback(ConsoleArguments args)
    {
        Console.Write($"Callback command with {args}");
    }
}

The command callback passes a ConsoleArguments as parameter. This is a handler to parse arguments from the command.

For example, the command mycommand test 99 -h -number 123 will parse arguments like :

args[0]; // test
args[1]; // 99
args["h"]; // null
args["number"]; // 123

// You can check if an argument exists
args.Exists("h"); // true

Since 0.4.0, dev console requires a ConsoleSettings file to work. This asset contains definitions to change the toggle key code, the timescale when opened and its inclusion in build.

Currently, this file must be in the Resources folder and be named ConsoleSettings.

image

By default, to toggle the dev console, press F4 key.

image

Injector

You can "automatically" retrieve your components by using the Injector.Process() method.

To get your Awake(), OnEnable(), Start() or anything else clean, you can add attributes upon fields and properties you want to retrieve. You can use one of those five attributes following their exact method:

using BaseTool;
using UnityEngine;

[RequireComponent(typeof(Rigidbody))]
public class MyComponent : MonoBehaviour
{
    [GetComponent, SerializeField]
    private Rigidbody _rigidbody;

    [GetComponent]
    public Rigidbody Rigidbody { get; private set; }

    [GetComponentInChildren]
    public Collider ChildCollider;

    [GetComponentsInChildren]
    public Collider[] ChildrenColliders;

    [GetComponentInParent]
    public Transform ParentTransform;

    void Awake() => Injector.Process(this);
}

Cooldown

Cooldown is a class that can be used to delay a call, action or whatever you want to do. You can directly check the Cooldown.IsReady boolean or subscribe to the Cooldown.OnReady event.

Every Cooldown is updated by an internal CooldownManager, you don't have to call the Cooldown.Update() method yourself. If you want to manage the cooldown, you can set the Cooldown.SubscribeToManager to false.

You can pause and resume the cooldown by using Cooldown.Pause() and Cooldown.Resume() methods. If you want to totally stop the cooldown (and remove it from the CooldownManager) you can use the Cooldown.Stop() method.

using BaseTool;
using UnityEngine;

public class MyComponent : MonoBehaviour
{
    [SerializeField]
    private Cooldown _cooldown = 2;

    void Start()
    {
        // Event method
        _cooldown.OnReady += OnCooldownIsReady;
    }

    void Update()
    {
        // Check if the cooldown is ready and reset it
        if(_cooldown.Restart())
        {
            // Do something when cooldown is ready
        }

        // OR

        // Check if the cooldown is ready...
        if (_cooldown.IsReady)
        {
            _cooldown.Reset(); // ...and reset it
            // Do something when cooldown is ready
        }

        if(Input.GetKeyDown(KeyCode.P))
            _cooldown.Pause();
        else if(Input.GetKeyDown(KeyCode.R))
            _cooldown.Resume();
        else if(Input.GetKeyDown(KeyCode.S))
            _cooldown.Stop();
    }

    private void OnCooldownIsReady()
    {
        // Do something when cooldown is ready
    }
}

MonoSingleton

You can create a singleton MonoBehaviour directly by inheriting from the MonoSingleton.

using BaseTool;

public class MyUniquePlayer : MonoSingleton<MyUniquePlayer>
{
    public int Life = 1;
}

public class GameManager : MonoBehaviour
{
    public void UpdatePlayerLife(int damages)
    {
        MyUniquePlayer.Instance.Life -= damages;
    }
}

ValueListener

If you want to use an Observer Pattern for a value, and you don't want to implement the entire change event handler, the ValueListener<T> lets you do that for you.

You need to declare a ValueListener<T> of your type as a field or a property. I recommend to declare it as readonly to avoid losing the OnChanged event references.

Value is implicitly cast to or from the value type you want. That means you can initialize your object using the value directly (see following example).

using BaseTool;
using UnityEngine;
using UnityEngine.UI;

public class MyComponent : MonoBehaviour
{
    public readonly ValueListener<int> Lifepoints = 100;
    public readonly ValueListener<string> Nickname = new();

    public Text NameLabel;
    public Text LifeLabel;

    public void Start()
    {
        Lifepoints.OnChanged += (oldLife, newLife) => 
            LifeLabel.text = $"{oldLife} -> {newLife}/100";
        Nickname.OnChanged += (_, newName) => 
            NameLabel.text = newName;

        Nickname.Value = "MyName";
        string name = Nickname;
        Debug.Log(name);
    }
} 

SerializableDictionary

You can get dictionaries in inspector by using the SerializableDictionary class. It will serialize the dictionary but also draw it like an extended list.

using BaseTool;
using UnityEngine;

public class MyComponent : MonoBehaviour
{
    public SerializableDictionary<string, GameObject> ObjectPool;
}

The code above will display this dictionary in the inspector. It also tells you when two keys already exists in the dictionary.

serializable_dictionary_drawer

You can cast Dictionary to SerializableDictionary using .ToSerializableDictionary() method and you also can cast SerializableDictionary to Dictionary using implicit cast.

using BaseTool;
using System.Collections.Generic;
using UnityEngine;

public class Test : MonoBehaviour
{
    public SerializableDictionary<int, string> SerializedDictionary;

    public Dictionary<int, string> Dictionary;

    void Start()
    {
        // Dictionary -> SerializableDictionary
        SerializedDictionary = Dictionary.ToSerializableDictionary();
        //or
        SerializedDictionary = new(Dictionary);

        // SerializableDictionary -> Dictionary
        Dictionary = SerializedDictionary;
    }
}

Game Events

This feature allows you to create custom events using ScriptableObjects.

It is based upon three elements:

What is the purpose of this architecture? Well, it allows you to trigger multiple actions from only one trigger. For example: the player enters a zone of battle, it will close the door, spawn enemies and play the battle music.

Also, this is really useful for multi-scene game events. It is impossible to reference a gameobject from a scene to another. That's why subscribing to a SO GameEvent speed up development and let you interoperate events between runtime loaded scenes. For example: you have two loaded scenes in your level, the player passes a point that enables platforms in another scene.

You can totally inherit from those classes if you want to make custom game event, more specific or with alternate triggers.

GameEvent

In the Project window, right click in the folder you want to place the game event and then follow Create > BaseTool > Events > Game Event.

GameEventTrigger

This is the component you should use to trigger game events. It is recommended to use a Collider with this component because it depends on OnTriggerEnter() and/or OnCollisionEnter() Unity calls to work properly.

Property Type Description
Trigger Once bool If checked, this component will trigger the event only once.
Trigger Type GameEventTriggerType How the game event will be processed: Trigger, Collision or both.
Trigger Tags List<string> List of authorized tags that will trigger the event.
Game Event GameEvent The game event SO to trigger (optional).
Generic Events UnityEvent Additional callbacks that you can use (optional).

game_event_trigger.png

GameEventReceiver

This is the component you should use to process callbacks from a game event. You can add it on any elements you want, as long as the objects is active (to allow event subscription in the OnEnable() method).

Property Type Description
Game Event GameEvent The game event SO to listen to.
OnTriggered UnityEvent Additional callbacks that you can use (optional).

game_event_receiver.png

Class Extensions

This package contains many class extensions for mainly Unity primary classes. Here are the current extensions:

Go to the full documentation : Class Extensions

Math Utils

Methods available from the MathUtils static class:

Modulo(int index, int count)

Because % is broken on C# when you want to get a negative modulo (e.g. you want the index -1 of an array), this method is a replacement of the symbol.

using BaseTool; 

MathUtils.Modulo(1, 5); // = 1
MathUtils.Modulo(6, 5); // = 1
MathUtils.Modulo(-1, 5); // = 4
MathUtils.Modulo(-3, 5); // = 2

Approximately(float a, float b, float tolerance = 0.001f)

The UnityEngine.Mathf.Approximately method is useful but not enough tolerant if you want to check values that are too different.

For example: if you want to make a deadzone on your Vector3 magnitude when it goes lower than 0.01f, the Mathf.Approximately(vector.magnitude, 0) could return false if your magnitude is too high.

using BaseTool; 

MathUtils.Approximately(0.1f, 0.001f); // true
MathUtils.Approximately(1, 0.001f); // false

MathUtils.Approximately(1.1f, 1.2f, 0.2f); // true
MathUtils.Approximately(1.1f, 1.2f, 0.05f); // false

IsPointInsidePolygon(Vector2 point, Vector2[] polygon)

Check if a point is inside a polygon (determined by a list of Vector2). Also exists for Vector2Int by using IsPointInsidePolygon(Vector2Int point, Vector2Int[] polygon).

using BaseTool;

List<Vector2> square = new()
{
   new(0, 0),
   new(0, 1),
   new(1, 1),
   new(1, 0)
};

MathUtils.IsPointInsidePolygon(new Vector2(0.5f, 0.5f), points)); // true
MathUtils.IsPointInsidePolygon(new Vector2(-1, -1), points)); // false

Note: currently, there are no Vector3 equivalent.

TickManager

The TickManager component allows you to create a system that sends a tick every x seconds. You can define the delay between two ticks by modifying the Tick Duration field. You can also make the TickManager a singleton by checking Make Singleton (it will convert it to a singleton at Awake, don't do that at runtime!).

To add the component, you can go to Add Component > BaseTool > Core > Tick Manager. You can have more than one TickManager on a singleton GameObject, but it is highly recommended to use only one TickManager (as singleton) or seperate them between multiple GameObjects.

tick_manager_component

You can subscribe to the tick event from the inspector (using UnityEvent) or the OnTick event action.

using BaseTool;
using UnityEngine;

public class TickerTest : MonoBehaviour
{
    [SerializeField] private TickManager _tickManager;

    void Start()
    {
        _tickManager.OnTick += OnTick;
    }

    private void OnTick() => Debug.Log("OnTick()");
}

If you want to add more custom tick, you can create a struct that implements the ICustomTick interface, and create you own tick logic. The interface implements the ShouldTick(ulong tick) method where tick is the current number of ticks elapsed since the beginning of the game.

The following example shows how to create a custom tick that process every two ticks only:

using BaseTool;
using UnityEngine;

public struct EveryTwoTicks : ICustomTick
{
    public bool ShouldTick(ulong tick) => tick % 2 == 0;
}

public class TickerTest : MonoBehaviour
{
    [SerializeField] private TickManager _tickManager;

    private void OnEnable()
    {
        _tickManager.RegisterCustomTick<EveryTwoTicks>(OnEveryTwoTicks);
    }

    private void OnDisable()
    {
        _tickManager.UnregisterCustomTick<EveryTwoTicks>(OnEveryTwoTicks);
    }

    private void EveryTwoTicks() => Debug.Log("EveryTwoTicks()");
}

Tree

A generic tree system following a parent/child link. Here is a following example based on a GameObject hierarchy (but would work for a file, UI or node hierarchy too).

using BaseTool;
using UnityEngine;

// Create a tree from a GameObject
Tree<GameObject> cameraTree = new(GameObject.Find("Camera"));
// Add a child to the camera tree
cameraTree.AddChild(GameObject.Find("WeaponRender"));

// Create a tree from a GameObject
Tree<GameObject> tree = new(GameObject.Find("Root"));
// Add a child from a GameObject
tree.AddChild(GameObject.Find("PlayerRender"));
// Add a tree to anothe tree
tree.AddChild(cameraTree);

tree.Parent; // = null
tree.Current; // = Root (GameObject)
cameraTree.Parent; // = tree (Tree<GameObject>)

foreach(Tree<GameObject> child in tree)
{
    child.Parent;
    child.Current;
    child.Children;
}

Interfaces

IDamageable

Interface used to expose a component that can take damages (from a hit, an attack or a fall).

public interface IDamageable
{
    public void TakeDamages(double damages);
}

Movement

The Movement module contains most of the components used for movement, jump, camera rotation. You can enable it, if you want to create one of the following game archetype:

By default, the Movement module is enabled but can be disabled in the Setup Wizard. This module is located under the BaseTool.Movement namespace.

Components

OldMovementInput

If you are not using the new input system, you can add this component on your player to quickly set up a player movement based on the old input system.

This component manages a IMovable and/or a IJumpable component ; if they are found, the inputs are processed and sent to the component.

FirstPersonController

This component manages a first-person view based on a GameObject/Camera hierarchy. In this kind an architecture, the component is placed at the root of the player object hierarchy. Then, the Camera is under, as a child. The FirstPersonController references the camera, using GetComponentInChildren or referencing it from the inspector.

first_person_structure

Caution : this component requires a Rigidbody to work properly and is not using the Unity CharacterController.

SideViewController

A light side-view controller. It only manages the movement of the object. The architecture is quite simple, you need to add this component on the element that can move, on its root (recommended).

TopDownController

This component is used to get a 2.5D-like movement (action-rpgs like Diablo, Torchlight, Minecraft Dungeons...). You must add the component on the player's root from Add Component > BaseTool > Movement > Top Down Controller.

top_down_controller

The camera must not be a child of the player ; you can use the SimpleCameraController or Cinemachine to follow the player.

JumpController

This component allows any object to jump, with a quick setup.

jump_controller

Property Description
Rigidbody The Rigidbody of the jumpable element.
Jump Force The velocity to apply when the element needs to jump.
Fall Multiplier The velocity multiplier when the element is falling.
Jump Count The number of allowed jumps.
Ground Mask The LayerMask to check when the element touches the ground.
Ground Check Offset The Vector3 offset if your collision check is not on the ground.
Ground Check Size The radius of the collision check.
Coyote Effect Delay The delay of the coyote effect ; the time allowed to the element to jump even if it is not on the ground anymore.

Interfaces

IMovable

This interface can be used to expose a component as a moving object. It is used to send movement inputs. See OldMovementInput and FirstPersonController for more information.

public interface IMovable
{
    void Move(Vector2 move);

    void Rotate(Vector2 rotation);
}

IJumpable

This interface can be used to expose a component as a jumping object. It is used to send jump inputs. See OldMovementInput and FirstPersonController for more information.

public interface IJumpable
{
    public bool CanJump { get; }

    public void Jump();
}

Shooter

The Shooter module contains most of the components used for weapons related games. You can enable it, if you want to create one of the following game archetype:

By default, the Shooter module is enabled but can be disabled in the Setup Wizard. This module is located under the BaseTool.Shooter namespace.

Sample

The package include a shooter sample project using most of the primary components to begin creating an FPS game.

Components

OldShootInput

Simple component that handles input (from the old input system) and calls IShootable shoot and reload methods. It could be used with the ShootController component as well.

ShootController

This component can be added from the AddComponent menu by following BaseTool > Shooter > Shoot Controller. It implements IShootable and IShootController interfaces.

It authorizes a GameObject to use a shoot logic and send shoot and reload information to other components.

WeaponController

This component can be added from the AddComponent menu by following BaseTool > Shooter > Weapon Controller.

It is used to update, instantiate and swap weapons.

WeaponSwitcher

This component can be added from the AddComponent menu by following BaseTool > Shooter > Weapon Switcher.

WeaponProjectile

This component can be added from the AddComponent menu by following BaseTool > Shooter > Weapon Projectile.

It is used to add the projectile behaviour on a GameObject. This is for weapon purpose ; if a weapon must shoot projectiles instead of a raycast, the GameObject must have this component.

Interfaces

IShootable

This interface must be used on a component that can shoot. E.g. the player or enemies. It forces the implementation of shooting and reloading method.

public interface IShootable
{
    public bool CanShoot { get; }
    public void ShootPressed();
    public void ShootReleased();
    public void Reload();
}

IShootController

This interface must be used by a component that declares and exposes its shooting callbacks. It is not mandatory but allows other components to understand that some logics could be executed in the shoot process. For example, when you want a component that triggers animations when it shoots.

public interface IShootController
{
    public event Action OnStartShoot;
    public event Action OnStopShoot;
    public event Action OnReload;
}

Weapon

Weapon

This is the main object used for every weapon. You can create any type of weapon using this base. To create a new one, right click in your project window, then Create > BaseTool > Shooter > Weapon.

WeaponCategory

This object refers to a category that could be assigned to a weapon. It is used to sort weapons or identify ammos. To create a new one, right click in your project window, then Create > BaseTool > Shooter > Weapon Category.

RPG

[still in development]

RNG

PonderateRandom

Many games uses randomizer tweaked to let some elements happens more times than others. It is called "ponderate randomisation". You can create your own by using PonderateRandom class and add weight on each element ; allowing some to happen more or less than others.

using BaseTool;
using UnityEngine;

var cheatedDice = new PonderateRandom<string> {
    { "One", 1 },
    { "Two", 1 },
    { "Three", 0.5f }, // the three happens twice less than others
    { "Four", 1 },
    { "Five", 1 },
    { "Six", 2 }, // the six happens twice more than others
};

// use UnityEngine.Random
Debug.Log(cheatedDice.Get());

// use System.Random
var random = new System.Random(1);
Debug.Log(cheatedDice.Get(random)); // always be "Two"
Debug.Log(cheatedDice.Get(random)); // always be "One"

Deck

If you want to make a card game, you need to store those cards into a deck. That's the purpose of Deck<T>. It inherits from the PonderateRandom<T> class.

You can define your deck directly from the inspector, with card quantity. Thus, you can Fill() the deck at start and Draw() cards whenever you want.

[SerializeField]
private Deck<GameObject> _deck;

_deck.Fill();
GameObject element = _deck.Draw();

Sample

poker_sample

If you want to understand how the RNG module and Deck<T> work, you can use the Poker Sample from the BaseTool package manager page's.

UI

The UI module contains most of the components used to manage user interfaces. You can enable it, if you want to use a simple UI navigation workflow based on parenthood views architecture.

This module uses the UnityEngine.UI system and does not support UnityEngine.UIElements (UI Toolkit) yet.

By default, the UI module is enabled but can be disabled in the Setup Wizard. This module is located under the BaseTool.UI namespace.

Workflow

The UI module follows the official Unity UI recommendations about optimization and organization. Meaning that you must set up a specific UI workflow to use the module:

  1. Any view must inherit from the View class ;
  2. Each view must have a Canvas component ;
  3. Views must be opened and closed using the Navigation class only ;
  4. Sub-views must be children of a parent view in the Unity GameObject hierarchy ; and
  5. Every view must be in the scene at start with its canvas disabled.

See the sample for more examples.

View

What is called a view is a page of an element that can be displayed or opened by the user (like the inventory, settings, pause menu...). Any view created must inherit from the View class that automatically registers the component to the Navigation.

Caution: using UI GameObject that could be a view without inheriting from View could brake the navigation workflow.

You can create a view from the template by right click in your assets project : Create > BaseTool > UI > View Class.

using BaseTool.UI;

public class MyView : View
{
    // Called when the view is opened
    public override void OnNavigateFrom(View fromView, NavigationArgs args)
    {
        base.OnNavigateFrom(toView, args);
    }

    // Called when the view is closed
    public override void OnNavigateTo(View toView, NavigationArgs args)
    {
        base.OnNavigateTo(toView, args);
    }
}
Methods and properties Description
Properties
Tree Get the full tree of the view, knowing its parent and its children.
Parent Get the parent view (if it exists).
IsVisible Returns true if the view is displayed (child or not).
Methods
Display(boolean) Display (or hide) the view and its parent.
OnNavigateFrom(View, NavigationArgs) Method called by the Navigation when the view is displayed (navigated from another view passed by parameter).
OnNavigateTo(View, NavigationArgs) Method called by the Navigation when the view is closed (when navigation wants to open another view passed by parameter).

Navigation

The Navigation class must be the only way to display or hide views. This is because it uses a navigation history to go backward. You can add the BackBehaviour component anywhere in your scene to add this behaviour (or handle the back yourself).

Methods Description
Open<View>() Open the view following the type in parameter.
Close<View>() Close the view following the type in parameter.
Back() Close the current view and open the previous one.
Clear() Hide every views and clear the navigation history.

The basic workflow, if you properly set up your views, is :

using BaseTool.UI;

// View on the root UI
public class HomeView : View {}

// View on the root UI
public class SettingsView : View {}

// View inside the SettingsView
public class AudioSettingsView : View {}

Navigation.Open<HomeView>(); // will open the HomeView
Navigation.Open<SettingsView>(); // will open SettingsView

Navigation.Back(); // will close the SettingsView and open the HomeView

Navigation.Open<AudioSettingsView>(); // will open the AudioSettingsView

//will open the AudioSettingsView that is inside the SettingsView
Navigation.Open<SettingsView, AudioSettingsView>(); 

The Open() method can be used to open differents views. If you made a view "unique", that only exists once, you can use the Navigation.Open<T>() method. But, if the view you want to open exists multiple times, and could be different depending on the context, you can open the view by a path search using two generics: Navigation.Open<T1, T2>() ; like the example in the code upper.

You can also pass arguments when you want to open the view. Arguments will be sent to the OnNavigateTo() on the closing view and OnNavigateFrom() on the opening view.

using BaseTool.UI;

public class UserArgs : NavigationArgs
{
    public string Email;
    public string Password;
}

public class UserView : View 
{
    public override void OnNavigateFrom(View fromView, NavigationArgs args)
    {
        if(args is UserArgs userArgs)
        {
            ConnectToServer(userArgs.Email, userArgs.Password);
        }
    }

    private void ConnectToServer(string user, string pass)
    {
        // do something with data
    }
}

Sample

The package include a UI sample project that contains scripts to understand the navigation workflow.

You can download it from the package manager, in the BaseTool sample tab.

Editor

Misc Buttons

The package contains useful buttons/links directly accesible from the Window menu. Here are their functions:

Todo List

If you go to Window > BaseTool > Todo List, you can get an editor window that opens. It will list you every TODO and FIXME entries found in your project.

todo_list.png

Entries are grouped by assemblies and can be filtered by tags. You can also bind developers to entries. How does it work? In your C# script, inside your project, you can add todo and fixme comments. The tool will detect them and add them to the list. To add some, you must follow those rules:

You can see some following examples:

//TODO a normal todo
//todo can be case insensitive
//Todo(@MyDeveloperName) : you can add names and punctation
//Todo(@MyName #core #engine #gameplay) : you can also add tags to filter entries
//Fixme : will be displayed
//Fix works like fixme

MinMaxAttribute

This attribute allows you to put a slider range for a value in the inspector. It is used to create a range using Vector2.

min_max_attribute

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    [MinMax(0, 20)]
    public Vector2 MinMaxTest = new(5, 15);

    public bool IsValueInRange(float value) => 
        value.IsBetween(MinMaxTest.x, MinMaxTest.y);
}

IfAttribute

This attribute can display its property from inspector only if condition is checked.

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    public bool UseProjectile = true;

    [If(nameof(UseProjectile))]
    public GameObject ProjectilePrefab;

    public float ProjectileSpeed = 1f;

    [If("ProjectileSpeed > 1")]
    public GameObject ProjectileFX;
}

IfNotAttribute

This attribute can hide its property from inspector only if condition is checked.

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    public bool UseRaycast = true;

    [IfNot(nameof(UseRaycast))]
    public GameObject ProjectilePrefab;

    public float ProjectileSpeed = 1f;

    [If("ProjectileSpeed > 1")]
    public GameObject ProjectileFX;
}

EnableIfAttribute

This attribute can mark its field as readonly in the inspector if the condition is false.

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    public bool IsStrong = true;

    [EnableIf(nameof(IsStrong))]
    public float Strength = 10f;

    [EnableIf("!IsStrong")]
    public float NonStrength = 10f;
}

DisableIfAttribute

This attribute can mark its field as readonly in the inspector if the condition is true.

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    public bool IsStrong = true;

    [DisableIf("!IsStrong")]
    public float Strength = 10f;

    [DisableIf(nameof(IsStrong))]
    public float NonStrength = 10f;
}

ReadOnlyAttribute

This attribute can mark the field or property as disabled in inspector (unchangeable).

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    [ReadOnly]
    public int Lifepoints = 10;
}

SuffixAttribute

This attribute can place a text as suffix in the input field in inspector.

suffix_attribute

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    [Suffix("m/s")]
    public float Velocity = 10f;
}

PrefixAttribute

This attribute can place a text as prefix before the input field in inspector.

prefix_attribute

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    [Prefix("m/s")]
    public float Velocity = 10f;
}

MessageAttribute

You can add a [Message] attribute before a field to display a message in the inspector. You need to pass the message as the first parameter, and you can precise which type of message you want (None, Info, Warning or Error).

[MessageAttribute(string message, MessageAttribute.MessageType type = MessageAttribute.MessageType.Info)]

There also is three shortcut to write those messages: InfoMessage, WarningMessage and ErrorMessage.

using BaseTool;
using UnityEngine;

public class MyClass : MonoBehaviour
{
    [Message("This is a normal message")]
    public float _hello;

    [WarningMessage("This is a warning message")]
    public float _helloWarning;

    [Message("This is an error message", MessageAttribute.MessageType.Error)]
    public float _helloError;
}

message_attribute

ButtonAttribute

You can add a [Button] attribute before a method to display a button in the inspector. When clicked, it will execute the method linked to the button attribute.

using BaseTool;
using UnityEngine;

public class ButtonTest : MonoBehaviour
{
    [Button]
    public void DoSomething()
    {
        Debug.Log("Method called from inspector");
    }
}

button_attribute