SaintsField
is a Unity Inspector extension tool focusing on script fields like NaughtyAttributes but different.
Unity: 2019.1 or higher
(Yes, the project name comes from, of course, Saints Row 2)
PropertyDrawer
and DecoratorDrawer
(except SaintsEditor
, which is disabled by default), thus it will be compatible with most Unity Inspector enhancements like NaughtyAttributes
and your custom drawer.Using Unity Asset Store
Using OpenUPM
openupm add today.comes.saintsfield
Using git upm:
add to Packages/manifest.json
in your project
{
"dependencies": {
"today.comes.saintsfield": "https://github.com/TylerTemp/SaintsField.git",
// your other dependencies...
}
}
Using a unitypackage
:
Go to the Release Page to download a desired version of unitypackage
and import it to your project
Using a git submodule:
git submodule add https://github.com/TylerTemp/SaintsField.git Assets/SaintsField
If you have DOTween installed, please also ensure you do: Tools
- Demigaint
- DOTween Utility Panel
, click Create ASMDEF
If you're using unitypackage
or git submodule but you put this project under another folder rather than Assets/SaintsField
, please also do the following:
Assets/Editor Default Resources/SaintsField
.Editor/Editor Default Resources/SaintsField
into your project's Assets/Editor Default Resources/SaintsField
.
If you're using a file browser instead of Unity's project tab to copy files, you may want to exclude the .meta
file to avoid GUID conflict.3.3.1
Fix Dropdown
& AdvancedDropdown
not work on list/array.
See the full change log.
All attributes under this section can be used in your project without any extra setup.
namespace: SaintsField
RichLabel
string|null richTextXml
the content of the label, supported tag:
<color=#ff0000>red</color>
<label />
for current field name<icon=path/to/image.png />
for icon<container.Type />
for the class/struct name of the container of the field<container.Type.BaseType />
for the class/struct name of the field's container's parentnull
means no label
for icon
it will search the following path:
"Assets/Editor Default Resources/SaintsField/"
(You can override things here)"Assets/SaintsField/Editor/Editor Default Resources/SaintsField/"
(this is most likely to be when installed using unitypackage
)"Packages/today.comes.saintsfield/Editor/Editor Default Resources/SaintsField/"
(this is most likely to be when installed using upm
)Assets/Editor Default Resources/
, then fallback to built-in editor resources by name (using EditorGUIUtility.Load
)for color
it supports:
Standard Unity Rich Label colors:
aqua
, black
, blue
, brown
, cyan
, darkblue
, fuchsia
, green
, gray
, grey
, lightblue
, lime
, magenta
, maroon
, navy
, olive
, orange
, purple
, red
, silver
, teal
, white
, yellow
Some extra colors from NaughtyAttributes:
clear
, pink
, indigo
, violet
Some extra colors from UI Toolkit:
charcoalGray
, oceanicSlate
html color which is supported by ColorUtility.TryParseHtmlString
, like #RRGGBB
, #RRGGBBAA
, #RGB
, #RGBA
If it starts with $
, the leading $
will be removed and isCallback
will be set to true
. Use \$
to escape the starting $
.
bool isCallback=false
if true, the richTextXml
will be interpreted as a property/callback function, and the string value / the returned string value (tag supported) will be used as the label content.
This is override to be true
when richLabelXml
starts with $
AllowMultiple: No. A field can only have one RichLabel
Special Note:
Use it on an array/list will apply it to all the direct child element instead of the field label itself. You can use this to modify elements of an array/list field, in this way:
isCallback=true
, or the richTextXml
starts with $
using SaintsField;
[RichLabel("<color=indigo><icon=eye.png /></color><b><color=red>R</color><color=green>a</color><color=blue>i</color><color=yellow>i</color><color=cyan>n</color><color=magenta>b</color><color=pink>o</color><color=orange>w</color></b>: <color=violet><label /></color>")]
public string _rainbow;
[RichLabel("$" + nameof(LabelCallback))]
public bool _callbackToggle;
private string LabelCallback() => _callbackToggle ? "<color=green><icon=eye.png /></color> <label/>" : "<icon=eye-slash.png /> <label/>";
[Space]
[RichLabel("$" + nameof(_propertyLabel))]
public string _propertyLabel;
private string _rainbow;
[Serializable]
private struct MyStruct
{
[RichLabel("<color=green>HI!</color>")]
public float LabelFloat;
}
[SerializeField]
[RichLabel("<color=green>Fixed For Struct!</color>")]
private MyStruct _myStructWorkAround;
Here is an example of using on a array:
using SaintsField;
[RichLabel(nameof(ArrayLabels), true)]
public string[] arrayLabels;
// if you do not care about the actual value, use `object` as the first parameter
private string ArrayLabels(object _, int index) => $"<color=pink>[{(char)('A' + index)}]";
AboveRichLabel
/ BelowRichLabel
Like RichLabel
, but it's rendered above/below the field in full width of view instead.
string|null richTextXml
Same as RichLabel
bool isCallback=false
Same as RichLabel
string groupBy = ""
See GroupBy
sectionusing SaintsField;
[SerializeField]
[AboveRichLabel("┌<icon=eye.png/><label />┐")]
[RichLabel("├<icon=eye.png/><label />┤")]
[BelowRichLabel("$" + nameof(BelowLabel))]
[BelowRichLabel("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~", groupBy: "example")]
[BelowRichLabel("==================================", groupBy: "example")]
private int _intValue;
private string BelowLabel() => "└<icon=eye.png/><label />┘";
OverlayRichLabel
Like RichLabel
, but it's rendered on top of the field.
Only supports string/number type of field. Does not work with any kind of TextArea
(multiple line) and Range
.
Parameters:
string richTextXml
the content of the label, or a property/callback. Supports tags like RichLabel
If it starts with $
, the leading $
will be removed and isCallback
will be set to true
. Use \$
to escape the starting $
.
bool isCallback=false
if true, the richTextXml
will be interpreted as a property/callback function, and the string value / the returned string value (tag supported) will be used as the label content
float padding=5f
padding between your input and the label. Not work when end=true
bool end=false
when false, the label will follow the end of your input. Otherwise, it will stay at the end of the field.
string GroupBy=""
this is only for the error message box.
AllowMultiple: No
using SaintsField;
[OverlayRichLabel("<color=grey>km/s")] public double speed = double.MinValue;
[OverlayRichLabel("<icon=eye.png/>")] public string text;
[OverlayRichLabel("<color=grey>/int", padding: 1)] public int count = int.MinValue;
[OverlayRichLabel("<color=grey>/long", padding: 1)] public long longInt = long.MinValue;
[OverlayRichLabel("<color=grey>suffix", end: true)] public string atEnd;
PostFieldRichLabel
Like RichLabel
, but it's rendered at the end of the field.
Parameters:
string richTextXml
the content of the label, or a property/callback. Supports tags like RichLabel
If it starts with $
, the leading $
will be removed and isCallback
will be set to true
. Use \$
to escape the starting $
.
bool isCallback=false
if true, the richTextXml
will be interpreted as a property/callback function, and the string value / the returned string value (tag supported) will be used as the label content
float padding=5f
padding between the field and the label.
string GroupBy=""
this is only for the error message box.
AllowMultiple: Yes
using SaintsField;
[PostFieldRichLabel("<color=grey>km/s")] public float speed;
[PostFieldRichLabel("<icon=eye.png/>", padding: 0)] public GameObject eye;
[PostFieldRichLabel("$" + nameof(TakeAGuess))] public int guess;
public string TakeAGuess()
{
if(guess > 20)
{
return "<color=red>too high";
}
if (guess < 10)
{
return "<color=blue>too low";
}
return "<color=green>acceptable!";
}
InfoBox
/BelowInfoBox
Draw an info box above/below the field.
string content
The content of the info box.
If it starts with $
, the leading $
will be removed and isCallback
will be set to true
. Use \$
to escape the starting $
.
EMessageType messageType=EMessageType.Info
Message icon. Options are
None
Info
Warning
Error
string show=null
a callback name or property name for show or hide this info box.
bool isCallback=false
if true, the content
will be interpreted as a property/callback function.
If the value (or returned value) is a string, then the content will be changed
If the value is (EMessageType messageType, string content)
then both content and message type will be changed
bool above=false
Draw the info box above the field instead of below
Renamed to below
since version 3.3.0
bool below=false
Draw the info box below the field instead of above
string groupBy=""
See GroupBy
section
AllowMultiple: Yes
BelowInfoBox
is a shortcut for [InfoBox(..., below: true)]
using SaintsField;
[field: SerializeField] private bool _show;
[Space]
[InfoBox("Hi\nwrap long line content content content content content content content content content content content content content content content content content content content content content content content content content", EMessageType.None)]
[BelowInfoBox("$" + nameof(DynamicMessage), EMessageType.Warning)]
[BelowInfoBox("$" + nameof(DynamicMessageWithIcon))]
[BelowInfoBox("Hi\n toggle content ", EMessageType.Info, nameof(_show))]
public bool _content;
private (EMessageType, string) DynamicMessageWithIcon => _content ? (EMessageType.Error, "False!") : (EMessageType.None, "True!");
private string DynamicMessage() => _content ? "False" : "True";
Separator
/ BelowSeparator
Draw text, separator, spaces for field on above / below with rich text & dynamic text support.
Parameters:
string title=null
display a title. null
for no title, only separator.
If it starts with $
, the leading $
will be removed and isCallback
will be set to true
. Use \$
to escape the starting $
.
EColor color=EColor.Gray
color for the title and the separator
EAlign eAlign=EAlign.Start
how the title is positioned, options are:
EAlign.Start
EAlign.Center
EAlign.End
bool isCallback=false
when true
, use title
as a callback to get a dynamic title
int space=0
leave some space above or below the separator, like what Space
does.
bool below=false
when true
, draw the separator below the field.
using SaintsField;
[Space(50)]
[Separator("Start")]
[Separator("Center", EAlign.Center)]
[Separator("End", EAlign.End)]
[BelowSeparator("$" + nameof(Callback))]
public string s3;
public string Callback() => s3;
[Space(50)]
[Separator]
public string s1;
[Separator(10)] // this behaves like a space
[Separator("[ Hi <color=LightBlue>Above</color> ]", EColor.Aqua, EAlign.Center)]
[BelowSeparator("[ Hi <color=Silver>Below</color> ]", EColor.Brown, EAlign.Center)]
[BelowSeparator(10)]
public string hi;
[BelowSeparator]
public string s2;
This is very useful when you what to separate parent fields from the inherent:
using SaintsField;
public class SeparatorParent : MonoBehaviour
{
[BelowSeparator("End Of <b><color=Aqua><container.Type/></color></b>", EAlign.Center, space: 10)]
public string parent;
}
public class SeparatorInherent : SeparatorParent
{
public string inherent;
}
SepTitle
A separator with text. (Recommend to use Separator
instead.)
string title=null
title, null
for no title at all. Does NOT support rich textEColor color
, color for title and line separatorfloat gap = 2f
, space between title and line separatorfloat height = 2f
, height of this decoratorusing SaintsField;
[SepTitle("Separate Here", EColor.Pink)]
public string content1;
[SepTitle(EColor.Green)]
public string content2;
There are 3 general buttons:
AboveButton
will draw a button on aboveBelowButton
will draw a button on belowPostFieldButton
will draw a button at the end of the fieldAll of them have the same arguments:
string funcName
called when you click the button
string buttonLabel=null
label of the button, support tags like RichLabel
. null
means using function name as label.
If it starts with $
, the leading $
will be removed and isCallback
will be set to true
. Use \$
to escape the starting $
.
bool isCallback = false
a callback or property name for button's label, same as RichLabel
string groupBy = ""
See GroupBy
section. Does NOT work on PostFieldButton
AllowMultiple: Yes
Note: Compared to Button
in SaintsEditor
, these buttons can receive the value of the decorated field, and will not get parameter drawers.
using SaintsField;
[SerializeField] private bool _errorOut;
[field: SerializeField] private string _labelByField;
[AboveButton(nameof(ClickErrorButton), nameof(_labelByField), true)]
[AboveButton(nameof(ClickErrorButton), "Click <color=green><icon='eye.png' /></color>!")]
[AboveButton(nameof(ClickButton), "$" + nameof(GetButtonLabel), groupBy: "OK")]
[AboveButton(nameof(ClickButton), "$" + nameof(GetButtonLabel), groupBy: "OK")]
[PostFieldButton(nameof(ToggleAndError), nameof(GetButtonLabelIcon), true)]
[BelowButton(nameof(ClickButton), "$" + nameof(GetButtonLabel), groupBy: "OK")]
[BelowButton(nameof(ClickButton), "$" + nameof(GetButtonLabel), groupBy: "OK")]
[BelowButton(nameof(ClickErrorButton), "Below <color=green><icon='eye.png' /></color>!")]
public int _someInt;
private void ClickErrorButton() => Debug.Log("CLICKED!");
private string GetButtonLabel() =>
_errorOut
? "Error <color=red>me</color>!"
: "No <color=green>Error</color>!";
private string GetButtonLabelIcon() => _errorOut
? "<color=red><icon='eye.png' /></color>"
: "<color=green><icon='eye.png' /></color>";
private void ClickButton(int intValue)
{
Debug.Log($"get value: {intValue}");
if(_errorOut)
{
throw new Exception("Expected exception!");
}
}
private void ToggleAndError()
{
Toggle();
if(_errorOut)
{
throw new Exception("Expected exception!");
}
}
private void Toggle() => _errorOut = !_errorOut;
GameObjectActive
A toggle button to toggle the GameObject.activeSelf
of the field.
This does not require the field to be GameObject
. It can be a component which already attached to a GameObject
.
using SaintsField;
[GameObjectActive] public GameObject _go;
[GameObjectActive] public GameObjectActiveExample _component;
SpriteToggle
A toggle button to toggle the Sprite
of the target.
The field itself must be Sprite
.
string imageOrSpriteRenderer
the target, must be either UI.Image
or SpriteRenderer
AllowMultiple: Yes
using SaintsField;
[field: SerializeField] private Image _image;
[field: SerializeField] private SpriteRenderer _sprite;
[SerializeField
, SpriteToggle(nameof(_image))
, SpriteToggle(nameof(_sprite))
] private Sprite _sprite1;
[SerializeField
, SpriteToggle(nameof(_image))
, SpriteToggle(nameof(_sprite))
] private Sprite _sprite2;
MaterialToggle
A toggle button to toggle the Material
of the target.
The field itself must be Material
.
string rendererName=null
the target, must be Renderer
(or its subClass like MeshRenderer
). When using null, it will try to get the Renderer
component from the current component
int index=0
which slot index of materials
on Renderer
you want to swap
AllowMultiple: Yes
using SaintsField;
public Renderer targetRenderer;
[MaterialToggle(nameof(targetRenderer))] public Material _mat1;
[MaterialToggle(nameof(targetRenderer))] public Material _mat2;
ColorToggle
A toggle button to toggle color for Image
, Button
, SpriteRenderer
or Renderer
The field itself must be Color
.
string compName=null
the target, must be Image
, Button
, SpriteRenderer
, or Renderer
(or its subClass like MeshRenderer
).
When using null
, it will try to get the correct component from the target object of this field by order.
When it's a Renderer
, it will change the material's .color
property.
When it's a Button
, it will change the button's targetGraphic.color
property.
int index=0
(only works for Renderer
type) which slot index of materials
on Renderer
you want to apply the color
AllowMultiple: Yes
using SaintsField;
// auto find on the target object
[SerializeField, ColorToggle] private Color _onColor;
[SerializeField, ColorToggle] private Color _offColor;
[Space]
// by name
[SerializeField] private Image _image;
[SerializeField, ColorToggle(nameof(_image))] private Color _onColor2;
[SerializeField, ColorToggle(nameof(_image))] private Color _offColor2;
Expandable
Make serializable object expandable. (E.g. ScriptableObject
, MonoBehavior
)
Known issue:
IMGUI: if the target itself has a custom drawer, the drawer will not be used, because PropertyDrawer
is not allowed to create an Editor
class, thus it'll just iterate and draw all fields in the object.
For more information about why this is impossible under IMGUI, see Issue 25
IMGUI: the Foldout
will NOT be placed at the left space like a Unity's default foldout component, because Unity limited the PropertyDrawer
to be drawn inside the rect Unity gives. Trying outside of the rect will make the target non-interactable.
But in early Unity (like 2019.1), Unity will force Foldout
to be out of rect on top leve, but not on array/list level... so you may see different outcomes on different Unity version.
UI Toolkit: ReadOnly
(and DisableIf
, EnableIf
) can NOT disable the expanded fields. This is because InspectorElement
does not work with SetEnable(false)
, neither with pickingMode=Ignore
. This can not be fixed unless Unity fixes it.
using SaintsField;
[Expandable] public ScriptableObject _scriptable;
ReferencePicker
A dropdown to pick a referenced value for Unity's SerializeReference
.
You can use this to pick non UnityObject object like interface
or polymorphism class
.
Limitation:
struct
will not get copied value (it's too tricky to deal a struct)using SaintsField;
[Serializable]
public class Base1Fruit
{
public GameObject base1;
}
[Serializable]
public class Base2Fruit: Base1Fruit
{
public int base2;
}
[Serializable]
public class Apple : Base2Fruit
{
public string apple;
public GameObject applePrefab;
}
[Serializable]
public class Orange : Base2Fruit
{
public bool orange;
}
[SerializeReference, ReferencePicker]
public Base2Fruit item;
public interface IRefInterface
{
public int TheInt { get; }
}
// works for struct
[Serializable]
public struct StructImpl : IRefInterface
{
[field: SerializeField]
public int TheInt { get; set; }
public string myStruct;
}
[Serializable]
public class ClassDirect: IRefInterface
{
[field: SerializeField, Range(0, 10)]
public int TheInt { get; set; }
}
// abstruct type will be skipped
public abstract class ClassSubAbs : ClassDirect
{
public abstract string AbsValue { get; }
}
[Serializable]
public class ClassSub1 : ClassSubAbs
{
public string sub1;
public override string AbsValue => $"Sub1: {sub1}";
}
[Serializable]
public class ClassSub2 : ClassSubAbs
{
public string sub2;
public override string AbsValue => $"Sub2: {sub2}";
}
[SerializeReference, ReferencePicker]
public IRefInterface myInterface;
ParticlePlay
A button to play a particle system of the field value, or the one on the field value.
Unity allows play ParticleSystem in the editor, but only if you selected the target GameObject. It can only play one at a time.
This decorator allows you to play multiple ParticleSystem as long as you have the expected fields.
Parameters:
string groupBy = ""
for error grouping.
Allow Multiple: No
Note: because of the limitation from Unity, it can NOT detect if a ParticleSystem
is finished playing
[ParticlePlay] public ParticleSystem particle;
// It also works if the field target has a particleSystem component
[ParticlePlay, FieldType(typeof(ParticleSystem), false)] public GameObject particle2;
This will change the look & behavior of a field.
Rate
A rating stars tool for an int
field.
Parameters:
int min
minimum value of the rating. Must be equal to or greater than 0.
When it's equal to 0, it'll draw a red slashed star to select 0
.
When it's greater than 0, it will draw min
number of fixed stars that you can not un-rate.
int max
maximum value of the rating. Must be greater than min
.
AllowMultiple: No
using SaintsField;
[Rate(0, 5)] public int rate0To5;
[Rate(1, 5)] public int rate1To5;
[Rate(3, 5)] public int rate3To5;
FieldType
Ask the inspector to display another type of field rather than the field's original type.
This is useful when you want to have a GameObject
prefab, but you want this target prefab to have a specific component (e.g. your own MonoScript
, or a ParticalSystem
). By using this you force the inspector to sign the required object that has your expected component but still gives you the original typed value to field.
This can also be used when you just want a type reference to a prefab, but Unity does not allow you to pick a prefab because "performance consideration".
Overload:
FieldTypeAttribute(Type compType, EPick editorPick = EPick.Assets | EPick.Scene, bool customPicker = true)
FieldTypeAttribute(Type compType, bool customPicker)
FieldTypeAttribute(EPick editorPick = EPick.Assets | EPick.Scene, bool customPicker = true)
For each argument:
Type compType
the type of the component you want to pick. null
for using current type
EPick editorPick
where you want to pick the component. Options are:
EPick.Assets
for assetsEPick.Scene
for scene objectsFor the default Unity picker: if no EPick.Scene
is set, will not show the scene objects. However, omit Assets
will still show the assets. This limitation is from Unity's API.
The custom picker does NOT have this limitation.
customPicker
show an extra button to use a custom picker. Disable this if you have serious performance issue.
AllowMultiple: No
using SaintsField;
[SerializeField, FieldType(typeof(SpriteRenderer))]
private GameObject _go;
[SerializeField, FieldType(typeof(FieldTypeExample))]
private ParticleSystem _ps;
// this allows you to pick a perfab with field component on, which Unity will only give an empty picker.
[FieldType(EPick.Assets)] public Dummy dummyPrefab;
Dropdown
A dropdown selector. Supports reference type, sub-menu, separator, and disabled select item.
If you want a searchable dropdown, see AdvancedDropdown
.
string funcName
callback function. Must return a DropdownList<T>
.
bool slashAsSub=true
treat /
as a sub item.
Note: In IMGUI
, this just replace /
to unicode \u2215
Division Slash ∕, and WILL have a little bit overlap with nearby characters.
AllowMultiple: No
Example
using SaintsField;
[Dropdown(nameof(GetDropdownItems))] public float _float;
public GameObject _go1;
public GameObject _go2;
[Dropdown(nameof(GetDropdownRefs))] public GameObject _refs;
private DropdownList<float> GetDropdownItems()
{
return new DropdownList<float>
{
{ "1", 1.0f },
{ "2", 2.0f },
{ "3/1", 3.1f },
{ "3/2", 3.2f },
};
}
private DropdownList<GameObject> GetDropdownRefs => new DropdownList<GameObject>
{
{_go1.name, _go1},
{_go2.name, _go2},
{"NULL", null},
};
To control the separator and disabled item
using SaintsField;
[Dropdown(nameof(GetDropdownItems))]
public Color color;
private DropdownList<Color> GetDropdownItems()
{
return new DropdownList<Color>
{
{ "Black", Color.black },
{ "White", Color.white },
DropdownList<Color>.Separator(),
{ "Basic/Red", Color.red, true }, // the third arg means it's disabled
{ "Basic/Green", Color.green },
{ "Basic/Blue", Color.blue },
DropdownList<Color>.Separator("Basic/"),
{ "Basic/Magenta", Color.magenta },
{ "Basic/Cyan", Color.cyan },
};
}
And you can always manually add it:
DropdownList<Color> dropdownList = new DropdownList<Color>();
dropdownList.Add("Black", Color.black); // add an item
dropdownList.Add("White", Color.white, true); // and a disabled item
dropdownList.AddSeparator(); // add a separator
The look in the UI Toolkit with slashAsSub: false
:
AdvancedDropdown
A dropdown selector. Supports reference type, sub-menu, separator, search, and disabled select item, plus icon.
Known Issue:
IMGUI: Using Unity's AdvancedDropdown
. Unity's AdvancedDropdown
allows to click the disabled item and close the popup, thus you can still click the disable item.
This is a BUG from Unity. I managed to "hack" it around to show again the popup when you click the disabled item, but you will see the flick of the popup.
This issue is not fixable unless Unity fixes it.
This bug only exists in IMGUI
UI Toolkit:
The group indicator uses ToolbarBreadcrumbs
. Sometimes you can see text get wrapped into lines. This is because Unity's UI Toolkit has some layout issue, that it can not has the same layout even with same elements+style+boundary size.
This issue is not fixable unless Unity fixes it. This issue might be different on different Unity (UI Toolkit) version.
Arguments
string funcName
callback function. Must return a AdvancedDropdownList<T>
.float itemHeight=-1f
height of each item. < 0
means use Unity's default value. This will not change the actual height of item, but to decide the dropdown height.float titleHeight=Default
height of the title. This will not change the actual height of title, but to decide the dropdown height.float sepHeight=Default
height of separator. This will not change the actual height of title, but to decide the dropdown height.bool useTotalItemCount=false
if true, the dropdown height will be decided using the number of all value item, thus the search result will always fit in the position without scroll. Otherwise, it'll be decided by the max height of every item page.float minHeight=-1f
minimum height of the dropdown. < 0
means no limit. Otherwise, use this as the dropdown height and ignore all the other auto height config.AdvancedDropdownList<T>
string displayName
item name to display
T value
or IEnumerable<AdvancedDropdownList<T>> children
: value means it's a value item. Otherwise it's a group of items, which the values are specified by children
bool disabled = false
if item is disabled
string icon = null
the icon for the item.
Note: setting an icon for a parent group will result an weird issue on it's sub page's title and block the items. This is not fixable unless Unity decide to fix it.
bool isSeparator = false
if item is a separator. You should not use this, but AdvancedDropdownList<T>.Separator()
instead
using SaintsField;
[AdvancedDropdown(nameof(AdvDropdown)), BelowRichLabel(nameof(drops), true)] public int drops;
public AdvancedDropdownList<int> AdvDropdown()
{
return new AdvancedDropdownList<int>("Days")
{
// a grouped value
new AdvancedDropdownList<int>("First Half")
{
// with icon
new AdvancedDropdownList<int>("Monday", 1, icon: "eye.png"),
// no icon
new AdvancedDropdownList<int>("Tuesday", 2),
},
new AdvancedDropdownList<int>("Second Half")
{
new AdvancedDropdownList<int>("Wednesday")
{
new AdvancedDropdownList<int>("Morning", 3, icon: "eye.png"),
new AdvancedDropdownList<int>("Afternoon", 8),
},
new AdvancedDropdownList<int>("Thursday", 4, true, icon: "eye.png"),
},
// direct value
new AdvancedDropdownList<int>("Friday", 5, true),
AdvancedDropdownList<int>.Separator(),
new AdvancedDropdownList<int>("Saturday", 6, icon: "eye.png"),
new AdvancedDropdownList<int>("Sunday", 7, icon: "eye.png"),
};
}
IMGUI
UI Toolkit
There is also a parser to automatically separate items as sub items using /
:
using SaintsField;
[AdvancedDropdown(nameof(AdvDropdown))] public int selectIt;
public AdvancedDropdownList<int> AdvDropdown()
{
return new AdvancedDropdownList<int>("Days")
{
{"First Half/Monday", 1, false, "star.png"}, // enabled, with icon
{"First Half/Tuesday", 2},
{"Second Half/Wednesday/Morning", 3, false, "star.png"},
{"Second Half/Wednesday/Afternoon", 4},
{"Second Half/Thursday", 5, true, "star.png"}, // disabled, with icon
"", // root separator
{"Friday", 6, true}, // disabled
"",
{"Weekend/Saturday", 7, false, "star.png"},
"Weekend/", // separator under `Weekend` group
{"Weekend/Sunday", 8, false, "star.png"},
};
}
You can use this to make a searchable dropdown:
using SaintsField;
[AdvancedDropdown(nameof(AdvDropdownNoNest))] public int searchableDropdown;
public AdvancedDropdownList<int> AdvDropdownNoNest()
{
return new AdvancedDropdownList<int>("Days")
{
{"Monday", 1},
{"Tuesday", 2, true}, // disabled
{"Wednesday", 3, false, "star.png"}, // enabled with icon
{"Thursday", 4, true, "star.png"}, // disabled with icon
{"Friday", 5},
"", // separator
{"Saturday", 6},
{"Sunday", 7},
};
}
PropRange
Very like Unity's Range
but allow you to dynamically change the range, plus allow to set range step.
For each argument:
string minCallback
or float min
: the minimum value of the slider, or a property/callback name.string maxCallback
or float max
: the maximum value of the slider, or a property/callback name.float step=-1f
: the step for the range. <= 0
means no limit.using SaintsField;
public int min;
public int max;
[PropRange(nameof(min), nameof(max))] public float rangeFloat;
[PropRange(nameof(min), nameof(max))] public int rangeInt;
[PropRange(nameof(min), nameof(max), step: 0.5f)] public float rangeFloatStep;
[PropRange(nameof(min), nameof(max), step: 2)] public int rangeIntStep;
MinMaxSlider
A range slider for Vector2
or Vector2Int
For each argument:
int|float min
or string minCallback
: the minimum value of the slider, or a property/callback name.
int|float max
or string maxCallback
: the maximum value of the slider, or a property/callback name.
int|float step=1|-1f
: the step of the slider, <= 0
means no limit. By default, int type use 1
and float type use -1f
float minWidth=50f
: (IMGUI Only) the minimum width of the value label. < 0
for auto size (not recommended)
float maxWidth=50f
: (IMGUI Only) the maximum width of the value label. < 0
for auto size (not recommended)
AllowMultiple: No
a full-featured example:
using SaintsField;
[MinMaxSlider(-1f, 3f, 0.3f)]
public Vector2 vector2Step03;
[MinMaxSlider(0, 20, 3)]
public Vector2Int vector2IntStep3;
[MinMaxSlider(-1f, 3f)]
public Vector2 vector2Free;
[MinMaxSlider(0, 20)]
public Vector2Int vector2IntFree;
// not recommended
[SerializeField]
[MinMaxSlider(0, 100, minWidth:-1, maxWidth:-1)]
private Vector2Int _autoWidth;
[field: SerializeField, MinMaxSlider(-100f, 100f)]
public Vector2 OuterRange { get; private set; }
[SerializeField, MinMaxSlider(nameof(GetOuterMin), nameof(GetOuterMax), 1)] public Vector2Int _innerRange;
private float GetOuterMin() => OuterRange.x;
private float GetOuterMax() => OuterRange.y;
[field: SerializeField]
public float DynamicMin { get; private set; }
[field: SerializeField]
public float DynamicMax { get; private set; }
[SerializeField, MinMaxSlider(nameof(DynamicMin), nameof(DynamicMax))] private Vector2 _propRange;
[SerializeField, MinMaxSlider(nameof(DynamicMin), 100f)] private Vector2 _propLeftRange;
[SerializeField, MinMaxSlider(-100f, nameof(DynamicMax))] private Vector2 _propRightRange;
EnumFlags
A toggle buttons group for enum flags (bit mask). It provides a button to toggle all bits on/off.
This field has compact mode and expanded mode.
For each argument:
bool autoExpand=true
: if the view is not enough to show all buttons in a row, automatically expand to a vertical group.bool defaultExpanded=false
: if true, the buttons group will be expanded as a vertical group by default.Known Issue:
autoExpand
, The buttons WILL go off-view.autoExpand=true
, defaultExpanded
will be ignoredusing SaintsField;
[Serializable, Flags]
public enum BitMask
{
None = 0, // this will be hide as we will have an all/none button
Mask1 = 1,
Mask2 = 1 << 1,
Mask3 = 1 << 2,
}
[EnumFlags] public BitMask myMask;
ResizableTextArea
This TextArea
will always grow its height to fit the content. (minimal height is 3 rows).
Note: Unlike NaughtyAttributes, this does not have a text-wrap issue.
using SaintsField;
[SerializeField, ResizableTextArea] private string _short;
[SerializeField, ResizableTextArea] private string _long;
[SerializeField, RichLabel(null), ResizableTextArea] private string _noLabel;
AnimatorParam
A dropdown selector for an animator parameter.
string animatorName=null
name of the animator. When omitted, it will try to get the animator from the current component
(Optional) AnimatorControllerParameterType animatorParamType
type of the parameter to filter
using SaintsField;
[field: SerializeField]
public Animator Animator { get; private set;}
[AnimatorParam(nameof(Animator))]
private string animParamName;
[AnimatorParam(nameof(Animator))]
private int animParamHash;
AnimatorState
A dropdown selector for animator state.
string animatorName=null
name of the animator. When omitted, it will try to get the animator from the current component
to get more useful info from the state, you can use AnimatorStateBase
/AnimatorState
type instead of string
type.
AnimatorStateBase
has the following properties:
int layerIndex
index of layerint stateNameHash
hash value of statestring stateName
actual state namefloat stateSpeed
the Speed
parameter of the statestring stateTag
the Tag
of the statestring[] subStateMachineNameChain
the sub-state machine hierarchy name list of the stateAnimatorState
added the following attribute(s):
AnimationClip animationClip
is the actual animation clip of the state (can be null). It has a length
value for the length of the clip. For more detail see Unity Doc of AnimationClipSpecial Note: using AniamtorState
/AnimatorStateBase
with OnValueChanged
, you can get a AnimatorStateChanged
on the callback (rather than the value of the field).
This is because AnimatorState
expected any class/struct with satisfied fields.
using SaintsField;
[AnimatorState, OnValueChanged(nameof(OnChanged))]
public string stateName;
#if UNITY_EDITOR
[AnimatorState, OnValueChanged(nameof(OnChangedState))]
#endif
public AnimatorState state;
// This does not have a `animationClip`, thus it won't include a resource when serialized: only pure data.
[AnimatorState, OnValueChanged(nameof(OnChangedState))]
public AnimatorStateBase stateBase;
private void OnChanged(string changedValue) => Debug.Log(changedValue);
#if UNITY_EDITOR
private void OnChangedState(AnimatorStateChanged changedValue) => Debug.Log($"layerIndex={changedValue.layerIndex}, AnimatorControllerLayer={changedValue.layer}, AnimatorState={changedValue.state}, animationClip={changedValue.animationClip}, subStateMachineNameChain={string.Join("/", changedValue.subStateMachineNameChain)}");
#endif
Layer
A dropdown selector for layer.
Note: want a bitmask layer selector? Unity already has it. Just use public LayerMask myLayerMask;
using SaintsField;
[Layer] public string layerString;
[Layer] public int layerInt;
// Unity supports multiple layer selector
public LayerMask myLayerMask;
Scene
A dropdown selector for a scene in the build list, plus a "Edit Scenes In Build..." option to directly open the "Build Settings" window where you can change building scenes.
using SaintsField;
[Scene] public int _sceneInt;
[Scene] public string _sceneString;
SortingLayer
A dropdown selector for sorting layer, plus a "Edit Sorting Layers..." option to directly open "Sorting Layers" tab from "Tags & Layers" inspector where you can change sorting layers.
using SaintsField;
[SortingLayer] public string _sortingLayerString;
[SortingLayer] public int _sortingLayerInt;
Tag
A dropdown selector for a tag.
using SaintsField;
[Tag] public string tag;
InputAxis
A string dropdown selector for an input axis, plus a "Open Input Manager..." option to directly open "Input Manager" tab from "Project Settings" window where you can change input axes.
using SaintsField;
[InputAxis] public string inputAxis;
LeftToggle
A toggle button on the left of the bool field. Only works on boolean field.
IMGUI: To use with RichLabel
, you need to add 6 spaces ahead as a hack
using SaintsField;
[LeftToggle] public bool myToggle;
[LeftToggle, RichLabel(" <color=green><label />")] public bool richToggle;
CurveRange
A curve drawer for AnimationCurve
which allow to set bounds and color
Override 1:
Vector2 min = Vector2.zero
bottom left for boundsVector2 max = Vector2.one
top right for boundsEColor color = EColor.Green
curve line colorOverride 2:
float minX = 0f
bottom left x for boundsfloat minY = 0f
bottom left y for boundsfloat maxX = 1f
top right x for boundsfloat maxY = 1f
top right y for boundsEColor color = EColor.Green
curve line colorusing SaintsField;
[CurveRange(-1, -1, 1, 1)]
public AnimationCurve curve;
[CurveRange(EColor.Orange)]
public AnimationCurve curve1;
[CurveRange(0, 0, 5, 5, EColor.Red)]
public AnimationCurve curve2;
ProgressBar
A progress bar for float
or int
field. This behaves like a slider but more fancy.
Note: Unlike NaughtyAttributes (which is read-only), this is interactable.
Parameters:
float minValue=0
| string minCallback=null
: minimum value of the sliderfloat maxValue=100
| string maxCallback=null
: maximum value of the sliderfloat step=-1
: the growth step of the slider, <= 0
means no limit.EColor color=EColor.OceanicSlate
: filler colorEColor backgroundColor=EColor.CharcoalGray
: background colorstring colorCallback=null
: a callback or property name for the filler color. The function must return a EColor
, Color
, a name of EColor
/Color
, or a hex color string (starts with #
). This will override color
parameter.string backgroundColorCallback=null
: a callback or property name for the background color.string titleCallback=null
: a callback for displaying the title. The function signature is:
string TitleCallback(float curValue, float min, float max, string label);
rich text is not supported here
using SaintsField;
[ProgressBar(10)] public int myHp;
// control step for float rather than free value
[ProgressBar(0, 100f, step: 0.05f, color: EColor.Blue)] public float myMp;
[Space]
public int minValue;
public int maxValue;
[ProgressBar(nameof(minValue)
, nameof(maxValue) // dynamic min/max
, step: 0.05f
, backgroundColorCallback: nameof(BackgroundColor) // dynamic background color
, colorCallback: nameof(FillColor) // dynamic fill color
, titleCallback: nameof(Title) // dynamic title, does not support rich label
),
]
[RichLabel(null)] // make this full width
public float fValue;
private EColor BackgroundColor() => fValue <= 0? EColor.Brown: EColor.CharcoalGray;
private Color FillColor() => Color.Lerp(Color.yellow, EColor.Green.GetColor(), Mathf.Pow(Mathf.InverseLerp(minValue, maxValue, fValue), 2));
private string Title(float curValue, float min, float max, string label) => curValue < 0 ? $"[{label}] Game Over: {curValue}" : $"[{label}] {curValue / max:P}";
ResourcePath
A tool to pick an resource path (a string) with:
Parameters:
EStr eStr = EStr.Resource
: which kind of string value you expected:
Resource
: a resource pathAssetDatabase
: an asset path. You should NOT use this unless you know what you are doing.Guid
: the GUID of the target object. You should NOT use this unless you know what you are doing.bool freeSign=false
:
true
to allow to sign any object, and gives a message if the signed value does not match.
false
to only allow to sign matched object, and trying to prevent the change if it's illegal.
bool customPicker=true
: use a custom object pick that only display objects which meet the requirements
Type compType
: the type of the component. It can be a component, or an object like GameObject
, Sprite
. The field will be this type. It can NOT be an interface
params Type[] requiredTypes
: a list of required components or interfaces you want. Only objects with all of the types can be signed.
AllowMultiple: No
Known Issue: IMGUI, manually sign a null object by using Unity's default pick will sign an empty string instead of null. Use custom pick to avoid this inconsistency.
using SaintsField;
// resource: display as a MonoScript, requires a BoxCollider
[ResourcePath(typeof(Dummy), typeof(BoxCollider))]
[InfoBox(nameof(myResource), true)]
public string myResource;
// AssetDatabase path
[Space]
[ResourcePath(EStr.AssetDatabase, typeof(Dummy), typeof(BoxCollider))]
[InfoBox(nameof(myAssetPath), true)]
public string myAssetPath;
// GUID
[Space]
[ResourcePath(EStr.Guid, typeof(Dummy), typeof(BoxCollider))]
[InfoBox(nameof(myGuid), true)]
public string myGuid;
// prefab resource
[ResourcePath(typeof(GameObject))]
[InfoBox(nameof(resourceNoRequire), true)]
public string resourceNoRequire;
// requires to have a Dummy script attached, and has interface IMyInterface
[ResourcePath(typeof(Dummy), typeof(IMyInterface))]
[InfoBox(nameof(myInterface), true)]
public string myInterface;
AssetPreview
Show an image preview for prefabs, Sprite, Texture2D, etc. (Internally use AssetPreview.GetAssetPreview
)
Note: Recommended to use AboveImage
/BelowImage
for image/sprite/texture2D.
int width=-1
preview width, -1 for original image size that returned by Unity. If it's greater than current view width, it'll be scaled down to fit the view. Use int.MaxValue
to always fit the view width.
int height=-1
preview height, -1 for auto resize (with the same aspect) using the width
EAlign align=EAlign.End
Align of the preview image. Options are Start
, End
, Center
, FieldStart
bool above=false
if true, render above the field instead of below
string groupBy=""
See the GroupBy
section
AllowMultiple: No
using SaintsField;
[AssetPreview(20, 100)] public Texture2D _texture2D;
[AssetPreview(50)] public GameObject _go;
[AssetPreview(above: true)] public Sprite _sprite;
AboveImage
/BelowImage
Show an image above/below the field.
string image = null
An image to display. This can be a property or a callback, which returns a Sprite
, Texture2D
, SpriteRenderer
, UI.Image
, UI.RawImage
or UI.Button
.
If it's null, it'll try to get the image from the field itself.
string maxWidth=-1
preview max width, -1 for original image size. If it's greater than current view width, it'll be scaled down to fit the view. . Use int.MaxValue
to always fit the view width.
int maxHeight=-1
preview max height, -1 for auto resize (with the same aspect) using the width
EAlign align=EAlign.Start
Align of the preview image. Options are Start
, End
, Center
, FieldStart
string groupBy=""
See the GroupBy
section
AllowMultiple: No
using SaintsField;
[AboveImage(nameof(spriteField))]
// size and group
[BelowImage(nameof(spriteField), maxWidth: 25, groupBy: "Below1")]
[BelowImage(nameof(spriteField), maxHeight: 20, align: EAlign.End, groupBy: "Below1")]
public Sprite spriteField;
// align
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.FieldStart)]
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.Start)]
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.Center)]
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.End)]
public string alignField;
OnValueChanged
Call a function every time the field value is changed
string callback
the callback function name
It'll try to pass the new value and the index (only if it's in an array/list). You can set the corresponding parameter in your callback if you want to receive them.
AllowMultiple: Yes
Special Note: AnimatorState
will have a different OnValueChanged
parameter passed in. See AnimatorState
for more detail.
using SaintsField;
// no params
[OnValueChanged(nameof(Changed))]
public int value;
private void Changed()
{
Debug.Log($"changed={value}");
}
// with params to get the new value
[OnValueChanged(nameof(ChangedAnyType))]
public GameObject go;
// it will pass the index too if it's inside an array/list
[OnValueChanged(nameof(ChangedAnyType))]
public SpriteRenderer[] srs;
// it's ok to set it as the super class
private void ChangedAnyType(object anyObj, int index=-1)
{
Debug.Log($"changed={anyObj}@{index}");
}
ReadOnly
/DisableIf
/EnableIf
A tool to set field enable/disable status. Supports callbacks (function/field/property) and enum types. by using multiple arguments and decorators, you can make logic operation with it.
ReadOnly
equals DisableIf
, EnableIf
is the opposite of DisableIf
Arguments:
For callback (functions, fields, properties):
(Optional) EMode editorMode=EMode.Edit | EMode.Play
Condition: if it should be in edit mode or play mode for Editor. By default (omitting this parameter) it does not check the mode at all.
object by...
callbacks or attributes for the condition.
AllowMultiple: Yes
For ReadOnly
/DisableIf
: The field will be disabled if ALL condition is true (and
operation)
For EnableIf
: The field will be enabled if ANY condition is true (or
operation)
For multiple attributes: The field will be disabled if ANY condition is true (or
operation)
Logic example:
EnableIf(A)
== DisableIf(!A)
EnableIf(A, B)
== EnableIf(A || B)
== DisableIf(!(A || B))
== DisableIf(!A && !B)
[EnableIf(A), EnableIf(B)]
== [DisableIf(!A), DisableIf(!B)]
== DisableIf(!A || !B)
A simple example:
using SaintsField;
[ReadOnly(nameof(ShouldBeDisabled))] public string disableMe;
private bool ShouldBeDisabled // change the logic here
{
return true;
}
It also supports enum
types. The syntax is like this:
using SaintsField;
[Serializable]
public enum EnumToggle
{
Off,
On,
}
public EnumToggle enum1;
[ReadOnly(nameof(enum1), EnumToggle.On)] public string enumReadOnly;
A more complex example:
using SaintsField;
[Serializable]
public enum EnumToggle
{
Off,
On,
}
public EnumToggle enum1;
public EnumToggle enum2;
public bool bool1;
public bool bool2 {
return true;
}
// example of checking two normal callbacks and two enum callbacks
[EnableIf(nameof(bool1), nameof(bool2), nameof(enum1), EnumToggle.On, nameof(enum2), EnumToggle.On)] public string bool12AndEnum12;
A more complex example about logic operation:
using SaintsField;
[ReadOnly] public string directlyReadOnly;
[SerializeField] private bool _bool1;
[SerializeField] private bool _bool2;
[SerializeField] private bool _bool3;
[SerializeField] private bool _bool4;
[SerializeField]
[ReadOnly(nameof(_bool1))]
[ReadOnly(nameof(_bool2))]
[RichLabel("readonly=1||2")]
private string _ro1and2;
[SerializeField]
[ReadOnly(nameof(_bool1), nameof(_bool2))]
[RichLabel("readonly=1&&2")]
private string _ro1or2;
[SerializeField]
[ReadOnly(nameof(_bool1), nameof(_bool2))]
[ReadOnly(nameof(_bool3), nameof(_bool4))]
[RichLabel("readonly=(1&&2)||(3&&4)")]
private string _ro1234;
EMode example:
using SaintsField;
public bool boolVal;
[DisableIf(EMode.Edit)] public string disEditMode;
[DisableIf(EMode.Play)] public string disPlayMode;
[DisableIf(EMode.Edit, nameof(boolVal))] public string disEditAndBool;
[DisableIf(EMode.Edit), DisableIf(nameof(boolVal))] public string disEditOrBool;
[EnableIf(EMode.Edit)] public string enEditMode;
[EnableIf(EMode.Play)] public string enPlayMode;
[EnableIf(EMode.Edit, nameof(boolVal))] public string enEditOrBool;
// dis=!editor || dis=!bool => en=editor&&bool
[EnableIf(EMode.Edit), EnableIf(nameof(boolVal))] public string enEditAndBool;
It also supports value comparison like ==
, >
, <=
. Read more in the "Value Comparison for Show/Hide/Enable/Disable-If" section.
ShowIf
/ HideIf
Show or hide the field based on a condition. . Supports callbacks (function/field/property) and enum types. by using multiple arguments and decorators, you can make logic operation with it.
Arguments:
(Optional) EMode editorMode=EMode.Edit | EMode.Play
Condition: if it should be in edit mode or play mode for Editor. By default (omitting this parameter) it does not check the mode at all.
object by...
callbacks or attributes for the condition.
AllowMultiple: Yes
You can use multiple ShowIf
, HideIf
, and even a mix of the two.
For ShowIf
: The field will be shown if ALL condition is true (and
operation)
For HideIf
: The field will be hidden if ANY condition is true (or
operation)
For multiple attributes: The field will be shown if ANY condition is true (or
operation)
For example, [ShowIf(A...), ShowIf(B...)]
will be shown if ShowIf(A...) || ShowIf(B...)
is true.
HideIf
is the opposite of ShowIf
. Please note "the opposite" is like the logic operation, like !(A && B)
is !A || !B
, !(A || B)
is !A && !B
.
HideIf(A)
== ShowIf(!A)
HideIf(A, B)
== HideIf(A || B)
== ShowIf(!(A || B))
== ShowIf(!A && !B)
[Hideif(A), HideIf(B)]
== [ShowIf(!A), ShowIf(!B)]
== ShowIf(!A || !B)
A simple example:
using SaintsField;
[ShowIf(nameof(ShouldShow))]
public int showMe;
public bool ShouldShow() // change the logic here
{
return true;
}
It also supports enum
types. The syntax is like this:
using SaintsField;
[Serializable]
public enum EnumToggle
{
Off,
On,
}
public EnumToggle enum1;
[ShowIf(nameof(enum1), EnumToggle.On)] public string enum1Show;
A more complex example:
using SaintsField;
[Serializable]
public enum EnumToggle
{
Off,
On,
}
public EnumToggle enum1;
public EnumToggle enum2;
public bool bool1;
public bool bool2 {
return true;
}
// example of checking two normal callbacks and two enum callbacks
[ShowIf(nameof(bool1), nameof(bool2), nameof(enum1), EnumToggle.On, nameof(enum2), EnumToggle.On)] public string bool12AndEnum12;
A more complex example about logic operation:
using SaintsField;
public bool _bool1;
public bool _bool2;
public bool _bool3;
public bool _bool4;
[ShowIf(nameof(_bool1))]
[ShowIf(nameof(_bool2))]
[RichLabel("<color=red>show=1||2")]
public string _showIf1Or2;
[ShowIf(nameof(_bool1), nameof(_bool2))]
[RichLabel("<color=green>show=1&&2")]
public string _showIf1And2;
[HideIf(nameof(_bool1))]
[HideIf(nameof(_bool2))]
[RichLabel("<color=blue>show=!1||!2")]
public string _hideIf1Or2;
[HideIf(nameof(_bool1), nameof(_bool2))]
[RichLabel("<color=yellow>show=!(1||2)=!1&&!2")]
public string _hideIf1And2;
[ShowIf(nameof(_bool1))]
[HideIf(nameof(_bool2))]
[RichLabel("<color=magenta>show=1||!2")]
public string _showIf1OrNot2;
[ShowIf(nameof(_bool1), nameof(_bool2))]
[ShowIf(nameof(_bool3), nameof(_bool4))]
[RichLabel("<color=orange>show=(1&&2)||(3&&4)")]
public string _showIf1234;
[HideIf(nameof(_bool1), nameof(_bool2))]
[HideIf(nameof(_bool3), nameof(_bool4))]
[RichLabel("<color=pink>show=!(1||2)||!(3||4)=(!1&&!2)||(!3&&!4)")]
public string _hideIf1234;
Example about EMode:
using SaintsField;
public bool boolValue;
[ShowIf(EMode.Edit)] public string showEdit;
[ShowIf(EMode.Play)] public string showPlay;
[ShowIf(EMode.Edit, nameof(boolValue))] public string showEditAndBool;
[ShowIf(EMode.Edit), ShowIf(nameof(boolValue))] public string showEditOrBool;
[HideIf(EMode.Edit)] public string hideEdit;
[HideIf(EMode.Play)] public string hidePlay;
[HideIf(EMode.Edit, nameof(boolValue))] public string hideEditOrBool;
[HideIf(EMode.Edit), HideIf(nameof(boolValue))] public string hideEditAndBool;
It also supports value comparison like ==
, >
, <=
. Read more in the "Value Comparison for Show/Hide/Enable/Disable-If" section.
Required
Reminding a given reference type field to be required.
This will check if the field value is a truly
value, which means:
ValuedType
like struct
will always be truly
because struct
is not nullable and Unity will fill a default value for it no matter whatint
, float
(because only 0
is not truly
) or bool
, but it's still allowed if you insistParameters:
string errorMessage = null
Error message. Default is {label} is required
using SaintsField;
[Required("Add this please!")] public Sprite _spriteImage;
// works for the property field
[field: SerializeField, Required] public GameObject Go { get; private set; }
[Required] public UnityEngine.Object _object;
[SerializeField, Required] private float _wontWork;
[Serializable]
public struct MyStruct
{
public int theInt;
}
[Required]
public MyStruct myStruct;
ValidateInput
Validate the input of the field when the value changes.
string callback
is the callback function to validate the data.
Parameters:
Return:
string
, then null
or empty string for valid, otherwise, the string will be used as the error messagebool
, then true
for valid, false
for invalid with message "`{label}` is invalid`"AllowMultiple: Yes
using SaintsField;
// string callback
[ValidateInput(nameof(OnValidateInput))]
public int _value;
private string OnValidateInput() => _value < 0 ? $"Should be positive, but gets {_value}" : null;
// property validate
[ValidateInput(nameof(boolValidate))]
public bool boolValidate;
// bool callback
[ValidateInput(nameof(BoolCallbackValidate))]
public string boolCallbackValidate;
private bool BoolCallbackValidate() => boolValidate;
// with callback params
[ValidateInput(nameof(ValidateWithReqParams))]
public int withReqParams;
private string ValidateWithReqParams(int v) => $"ValidateWithReqParams: {v}";
// with optional callback params
[ValidateInput(nameof(ValidateWithOptParams))]
public int withOptionalParams;
private string ValidateWithOptParams(string sth="a", int v=0) => $"ValidateWithOptionalParams[{sth}]: {v}";
// with array index callback
[ValidateInput(nameof(ValidateValArr))]
public int[] valArr;
private string ValidateValArr(int v, int index) => $"ValidateValArr[{index}]: {v}";
MinValue
/ MaxValue
Limit for int/float field
They have the same overrides:
float value
: directly limit to a number value
string valueCallback
: a callback or property for limit
AllowMultiple: Yes
using SaintsField;
public int upLimit;
[MinValue(0), MaxValue(nameof(upLimit))] public int min0Max;
[MinValue(nameof(upLimit)), MaxValue(10)] public float fMinMax10;
GetComponent
Automatically sign a component to a field, if the field value is null and the component is already attached to current target. (First one found will be used)
Type compType = null
The component type to sign. If null, it'll use the field type.
string groupBy = ""
For error message grouping.
AllowMultiple: No
using SaintsField;
[GetComponent] public BoxCollider otherComponent;
[GetComponent] public GameObject selfGameObject; // get the GameObject itself
[GetComponent] public RectTransform selfRectTransform; // useful for UI
[GetComponent] public GetComponentExample selfScript; // yeah you can get your script itself
[GetComponent] public Dummy otherScript; // other script
GetComponentInChildren
Automatically sign a component to a field, if the field value is null and the component is already attached to itself or its child GameObjects. (First one found will be used)
NOTE: Like GetComponentInChildren
by Unity, this will check the target object itself.
bool includeInactive = false
Should inactive children be included? true
to include inactive children.
Type compType = null
The component type to sign. If null, it'll use the field type.
bool excludeSelf = false
When true
, skip checking the target itself.
string groupBy = ""
For error message grouping.
AllowMultiple: No
using SaintsField;
[GetComponentInChildren] public BoxCollider childBoxCollider;
// by setting compType, you can sign it as a different type
[GetComponentInChildren(compType: typeof(Dummy))] public BoxCollider childAnotherType;
// and GameObject field works too
[GetComponentInChildren(compType: typeof(BoxCollider))] public GameObject childBoxColliderGo;
FindComponent
Automatically find a component under the current target. This is very similar to Unity's transform.Find
, except it accepts many paths, and it's returning value is not limited to transform
string path
a path to searchparams string[] paths
more paths to searchusing SaintsField;
[FindComponent("sub/dummy")] public Dummy subDummy;
[FindComponent("sub/dummy")] public GameObject subDummyGo;
[FindComponent("sub/noSuch", "sub/dummy")] public Transform subDummyTrans;
GetComponentInParent
/ GetComponentInParents
Automatically sign a component to a field, if the field value is null and the component is already attached to its parent GameObject(s). (First one found will be used)
Note:
GetComponentInParent
, this will check the target object itself.GetComponentInParent
will only check the target & its direct parent. GetComponentInParents
will search all the way up to the root.Parameters:
(For GetComponentInParents
only) bool includeInactive = false
Should inactive GameObject be included? true
to include inactive GameObject.
Note: only GetComponentInParents
has this parameter!
Type compType = null
The component type to sign. If null, it'll use the field type.
string groupBy = ""
For error message grouping.
AllowMultiple: No
using SaintsField;
[GetComponentInParent] public SpriteRenderer directParent;
[GetComponentInParent(typeof(SpriteRenderer))] public GameObject directParentDifferentType;
[GetComponentInParent] public BoxCollider directNoSuch;
[GetComponentInParents] public SpriteRenderer searchParent;
[GetComponentInParents(compType: typeof(SpriteRenderer))] public GameObject searchParentDifferentType;
[GetComponentInParents] public BoxCollider searchNoSuch;
GetComponentInScene
Automatically sign a component to a field, if the field value is null and the component is in the currently opened scene. (First one found will be used)
bool includeInactive = false
Should inactive GameObject be included? true
to include inactive GameObject.
Type compType = null
The component type to sign. If null, it'll use the field type.
string groupBy = ""
For error message grouping.
AllowMultiple: No
using SaintsField;
[GetComponentInScene] public Dummy dummy;
// by setting compType, you can sign it as a different type
[GetComponentInScene(compType: typeof(Dummy))] public RectTransform dummyTrans;
// and GameObject field works too
[GetComponentInScene(compType: typeof(Dummy))] public GameObject dummyGo;
GetComponentByPath
Automatically sign a component to a field by a given path.
(Optional)EGetComp config
Options are:
EGetComp.ForceResign
: when the target changed (e.g. you delete/create one), automatically resign the new correct component.EGetComp.NoResignButton
: do not display a resign button when the target mismatches.string paths...
Paths to search.
AllowMultiple: Yes. But not necessary.
The path
is a bit like html's XPath
but with less functions:
Path | Meaning |
---|---|
/ |
Separator. Using at start means the root of the current scene. |
// |
Separator. Any descendant children |
. |
Node. Current node |
.. |
Node. Parent node |
* |
All nodes |
name | Node. Any nodes with this name |
[last()] |
Index Filter. Last of results |
[index() > 1] |
Index Filter. Node index that is greater than 1 |
[0] |
Index Filter. First node in the results |
For example:
./sth
or sth
: direct child object of current object named sth
.//sth
: any descendant child under current. (descendant::sth)..//sth
: first go to parent, then find the direct child named sth
/sth
: top level node in current scene named sth
//sth
: first go to top level, then find the direct child named sth
///sth
: first go to top level, then find any node named sth
./get/sth[1]
: the child named get
of current node, then the second node named sth
in the direct children list of get
using SaintsField;
// starting from root, search any object with name "Dummy"
[GetComponentByPath("///Dummy")] public GameObject dummy;
// first child of current object
[GetComponentByPath("./*[1]")] public GameObject direct1;
// child of current object which has index greater than 1
[GetComponentByPath("./*[index() > 1]")] public GameObject directPosTg1;
// last child of current object
[GetComponentByPath("./*[last()]")] public GameObject directLast;
// re-sign the target if mis-match
[GetComponentByPath(EGetComp.NoResignButton | EGetComp.ForceResign, "./DirectSub")] public GameObject directSubWatched;
// without "ForceResign", it'll display a reload button if mis-match
// with multiple paths, it'll search from left to right
[GetComponentByPath("/no", "./DirectSub1")] public GameObject directSubMulti;
// if no match, it'll show an error message
[GetComponentByPath("/no", "///sth/else/../what/.//ever[last()]/goes/here")] public GameObject notExists;
GetPrefabWithComponent
Automatically sign a prefab to a field, if the field value is null and the prefab has the component. (First one found will be used)
Recommended to use it with FieldType
!
Type compType = null
The component type to sign. If null, it'll use the field type.
string groupBy = ""
For error message grouping.
AllowMultiple: No
using SaintsField;
[GetPrefabWithComponent] public Dummy dummy;
// get the prefab itself
[GetPrefabWithComponent(compType: typeof(Dummy))] public GameObject dummyPrefab;
// works so good with `FieldType`
[GetPrefabWithComponent(compType: typeof(Dummy)), FieldType(typeof(Dummy))] public GameObject dummyPrefabFieldType;
GetScriptableObject
Automatically sign a ScriptableObject
file to this field. (First one found will be used)
Recommended to use it with Expandable
!
string pathSuffix=null
the path suffix for this ScriptableObject
. null
for no limit. for example: if it's /Resources/mySo
, it will only sign the file whose path is ends with /Resources/mySo.asset
, like Assets/proj/Resources/mySo.asset
using SaintsField;
[GetScriptableObject] public Scriptable mySo;
[GetScriptableObject("RawResources/ScriptableIns")] public Scriptable mySoSuffix;
AddComponent
Automatically add a component to the current target if the target does not have this component. (This will not sign the component added)
Recommended to use it with GetComponent
!
Type compType = null
The component type to add. If null, it'll use the field type.
string groupBy = ""
For error message grouping.
AllowMultiple: Yes
using SaintsField;
[AddComponent, GetComponent] public Dummy dummy;
[AddComponent(typeof(BoxCollider)), GetComponent] public GameObject thisObj;
ButtonAddOnClick
Add a callback to a button's onClick
event. Note this at this point does only supports callback with no arguments.
Note: SaintsEditor
has a more powerful OnButtonClick
. If you have SaintsEditor
enabled, it's recommended to use OnButtonClick
instead.
string funcName
the callback function namestring buttonComp=null
the button component name.
If null, it'll try to get the button component by this order:
Button
component from the field itselfButton
component from the current targetIf it's not null, the search order will be:
using SaintsField;
[GetComponent, ButtonAddOnClick(nameof(OnClick))] public Button button;
private void OnClick()
{
Debug.Log("Button clicked!");
}
RequireType
Allow you to specify the required component(s) or interface(s) for a field.
If the signed field does not meet the requirement, it'll:
freeSign=false
freeSign=true
customPicker
will allow you to pick an object which are already meet the requirement(s).
Overload:
RequireTypeAttribute(bool freeSign = false, bool customPicker = true, params Type[] requiredTypes)
RequireTypeAttribute(bool freeSign, params Type[] requiredTypes)
RequireTypeAttribute(EPick editorPick, params Type[] requiredTypes)
RequireTypeAttribute(params Type[] requiredTypes)
For each argument:
bool freeSign=false
If true, it'll allow you to sign any object to this field, and display an error message if it does not meet the requirement(s).
Otherwise, it will try to prevent the change.
bool customPicker=true
Show a custom picker to pick an object. The showing objects are already meet the requirement(s).
EPick editorPick=EPick.Assets | EPick.Scene
The picker type for the custom picker. EPick.Assets
for assets, EPick.Scene
for scene objects.
params Type[] requiredTypes
The required component(s) or interface(s) for this field.
AllowMultiple: No
using SaintsField;
public interface IMyInterface {}
public class MyInter1: MonoBehaviour, IMyInterface {}
public class MySubInter: MyInter1 {}
public class MyInter2: MonoBehaviour, IMyInterface {}
[RequireType(typeof(IMyInterface))] public SpriteRenderer interSr;
[RequireType(typeof(IMyInterface), typeof(SpriteRenderer))] public GameObject interfaceGo;
[RequireType(true, typeof(IMyInterface))] public SpriteRenderer srNoPickerFreeSign;
[RequireType(true, typeof(IMyInterface))] public GameObject goNoPickerFreeSign;
ArraySize
A decorator that limit the size of the array or list.
Note: Because of the limitation of PropertyDrawer
:
Enable SaintsEditor
if possible, otherwise:
Parameters:
int size
the size of the array or liststring groupBy = ""
for error message groupingusing SaintsField;
[ArraySize(3)]
public string[] myArr;
SaintsRow
SaintsRow
attribute allows you to draw Button
, Layout
, ShowInInspector
, DOTweenPlay
etc (all SaintsEditor
attributes) in a Serializable
object (usually a class or a struct).
This attribute does NOT need SaintsEditor
enabled. It's an out-of-box tool.
Parameters:
bool inline=false
If true, it'll draw the Serializable
inline like it's directly in the MonoBehavior
AllowMultiple: No
Special Note:
PropertyDrawer
, and decorators from SaintsEditor
works on this target. Which means, using third party's PropertyDrawer
is fine, but decorator of Editor level (e.g. Odin's Button
, NaughtyAttributes' Button
) will not work.ELayout.Horizontal
does not work hereDOTweenPlay
might be a bit buggy displaying the playing/pause/stop status for each function.using SaintsField;
using SaintsField.Playa;
[Serializable]
public struct Nest
{
public string nest2Str; // normal field
[Button] // function button
private void Nest2Btn() => Debug.Log("Call Nest2Btn");
// static field (non serializable)
[ShowInInspector] public static Color StaticColor => Color.cyan;
// const field (non serializable)
[ShowInInspector] public const float Pi = 3.14f;
// normal attribute drawer works as expected
[BelowImage(maxWidth: 25)] public SpriteRenderer spriteRenderer;
[DOTweenPlay] // DOTween helper
private Sequence PlayColor()
{
return DOTween.Sequence()
.Append(spriteRenderer.DOColor(Color.red, 1f))
.Append(spriteRenderer.DOColor(Color.green, 1f))
.Append(spriteRenderer.DOColor(Color.blue, 1f))
.SetLoops(-1);
}
[DOTweenPlay("Position")]
private Sequence PlayTween2()
{
return DOTween.Sequence()
.Append(spriteRenderer.transform.DOMove(Vector3.up, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.right, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.down, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.left, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.zero, 1f))
;
}
}
[SaintsRow]
public Nest n1;
alternatively, you can make a drawer for your data type to omit [SaintsRow]
everywhere:
using SaintsField.Editor.Playa;
[CustomPropertyDrawer(typeof(Nest))]
public class MySaintsRowAttributeDrawer: SaintsRowAttributeDrawer {}
To show a Serializable
inline like it's directly in the MonoBehavior
:
using SaintsField;
[Serializable]
public struct MyStruct
{
public int structInt;
public bool structBool;
}
[SaintsRow(inline: true)]
public MyStruct myStructInline;
public string normalStringField;
These tools are for Unity Addressable. It's there only if you have Addressable
installed.
Namespace: SaintsField.Addressable
If you encounter issue because of version incompatible with your installation, you can add a macro SAINTSFIELD_ADDRESSABLE_DISABLE
to disable this component (See "Add a Macro" section for more information)
AddressableLabel
A picker to select an addressable label.
using SaintsField.Addressable;
[AddressableLabel]
public string addressableLabel;
AddressableAddress
A picker to select an addressable address (key).
string group = null
the Addressable group name. null
for all groups
params string[] orLabels
the addressable label names to filter. Only entries
with this label will be shown. null
for no filter.
If it requires multiple labels, use A && B
, then only entries with both labels will be shown.
If it requires any of the labels, just pass them separately, then entries with either label will be shown. For example, pass "A && B", "C"
will show entries with both A
and B
label, or with C
label.
Allow Multiple: No
using SaintsField.Addressable;
[AddressableAddress] // from all group
public string address;
[AddressableAddress("Packed Assets")] // from this group
public string addressInGroup;
[AddressableAddress(null, "Label1", "Label2")] // either has label `Label1` or `Label2`
public string addressLabel1Or2;
// must have both label `default` and `Label1`
// or have both label `default` and `Label2`
[AddressableAddress(null, "default && Label1", "default && Label2")]
public string addressLabelAnd;
These tools are for Unity AI Navigation (NavMesh
). It's there only if you have AI Navigation
installed.
Namespace: SaintsField.AiNavigation
Adding marco SAINTSFIELD_AI_NAVIGATION_DISABLED
to disable this component. (See "Add a Macro" section for more information)
NavMeshAreaMask
Select NavMesh
area bit mask for an integer field. (So the integer value can be used in SamplePathPosition
)
using SaintsField.AiNavigation;
[NavMeshAreaMask]
public int areaMask;
NavMeshArea
Select a NavMesh
area for a string or an interger field.
bool isMask=true
if true, it'll use the bit mask, otherwise, it'll use the area value. Has no effect if the field is a string.
string groupBy = ""
for error message grouping
Allow Multiple: No
using SaintsField.AiNavigation;
[NavMeshArea] // then you can use `areaSingleMask1 | areaSingleMask2` to get multiple masks
public int areaSingleMask;
[NavMeshArea(false)] // then you can use `1 << areaValue` to get areaSingleMask
public int areaValue;
[NavMeshArea] // then you can use `NavMesh.GetAreaFromName(areaName)` to get areaValue
public int areaName;
SaintsArray
/SaintsList
Unity does not allow to serialize two dimensional array or list. SaintsArray
and SaintsList
are there to help.
using SaintsField;
// two dimensional array
public SaintsArray<GameObject>[] gameObjects2;
public SaintsArray<SaintsArray<GameObject>> gameObjects2Nest;
// four dimensional array, if you like.
// it can be used with array, but ensure the `[]` is always at the end.
public SaintsArray<SaintsArray<SaintsArray<GameObject>>>[] gameObjects4;
SaintsArray
implements IReadOnlyList
, SaintsList
implements IList
:
using SaintsField;
// SaintsArray
GameObject firstGameObject = saintsArrayGo[0];
Debug.Log(saintsArrayGo.value); // the actual array value
// SaintsList
saintsListGo.Add(new GameObject());
saintsListGo.RemoveAt(0);
Debug.Log(saintsListGo.value); // the actual list value
These two can be easily converted to array/list:
using SaintsField;
// SaintsArray to Array
GameObject[] arrayGo = saintsArrayGo;
// Array to SaintsArray
SaintsArray<GameObject> expSaintsArrayGo = (SaintsArray<GameObject>)arrayGo;
// SaintsList to List
List<GameObject> ListGo = saintsListGo;
// List to SaintsList
SaintsList<GameObject> expSaintsListGo = (SaintsList<GameObject>)ListGo;
Because it's actually a struct, you can also implement your own Array/List, using [SaintsArray]
. Here is an example of customize your own struct:
using SaintsField;
// example: using IWrapProp so you don't need to specify the type name everytime
[Serializable]
public class MyList : IWrapProp
{
[SerializeField] public List<string> myStrings;
#if UNITY_EDITOR
public string EditorPropertyName => nameof(myStrings);
#endif
}
[SaintsArray]
public MyList[] myLis;
// example: any Serializable which hold a serialized array/list is fine
[Serializable]
public struct MyArr
{
[RichLabel(nameof(MyInnerRichLabel), true)]
public int[] myArray;
private string MyInnerRichLabel(object _, int index) => $"<color=pink> Inner [{(char)('A' + index)}]";
}
[RichLabel(nameof(MyOuterLabel), true), SaintsArray("myArray")]
public MyArr[] myArr;
private string MyOuterLabel(object _, int index) => $"<color=Lime> Outer {index}";
alternatively, you can make a custom drawer for your data type to avoid adding [SaintsArray]
to every field:
// Put it under an Editor folder, or with UNITY_EDITOR
#if UNITY_EDITOR
using SaintsField.Editor.Drawers.TypeDrawers;
[CustomPropertyDrawer(typeof(MyList))]
public class MyArrayDrawer: SaintsArrayDrawer {}
#endif
SaintsInterface<,>
SaintsInterface
is a simple tool to serialize a UnityEngine.Object
(usually your script component) with a required interface.
You can access the interface with the .I
field, and actual object with .V
field.
It provides a drawer to let you only select the object that implements the interface.
For SaintsInterface<TObject, TInterface>
:
TObject
a serializable type. Use Component
(for your MonoBehavior
), ScriptableObject
or even UnityEngine.Object
(for any serializable object) if you only want any limitation. Don't use GameObject
.TInterface
the interface type..I
: the interface value, which is the instance of TInterface
.V
: the actual object value, which is the instance of TObject
using SaintsField;
public SaintsInterface<Component, IInterface1> myInter1;
// for old unity
[Serializable]
public class Interface1 : SaintsInterface<Component, IInterface1>
{
}
public Interface1 myInherentInterface1;
private void Awake()
{
Debug.Log(myInter1.I); // the actual interface
Debug.Log(myInter1.V); // the actual serialized object
}
Special Note:
Though you can inherit SaintsInterface
, but don't inherit it with 2 steps of generic, for example:
// Don't do this!
class AnyObjectInterface<T>: SaintsInterface<UnityEngine.Object, T> {}
class MyInterface: AnyObjectInterface<IInterface1> {}
The drawer will fail for AnyObjectInterface
and MyInterface
because in Unity's C# runtime, it can not report correctly generic arguments.
For more information, see the comment of the answer in this stackoverflow.
SaintsField
is a UnityEditor.Editor
level component.
Namespace: SaintsField.Playa
Compared with NaughtyAttributes
and MarkupAttributes
:
NaughtyAttributes
has Button
, and has a way to show a non-field property(ShowNonSerializedField
, ShowNativeProperty
), but it does not retain the order of these fields, but only draw them at the end. It has layout functions (Foldout
, BoxGroup
) but it has not Tab
layout, and much less powerful compared to MarkupAttributes
. It's IMGUI only.MarkupAttributes
is super powerful in layout, but it does not have a way to show a non-field property. It's IMGUI only. It also supports shader editor.SaintsEditor
Layout
like markup attributes. Compared to MarkupAttributes
, it allows a non-field property (e.g. a button or a ShowInInspector
inside a group) (like OdinInspector
). it has LayoutGrooup
/LayoutEnd
for convenience coding.Button
(with less functions) and a way to show a non-field property (ShowInInspector
).[Ordered]
when it can not get the order (c# does not allow to obtain all the orders).UI Toolkit
and IMGUI
.Please note, any Editor
level component can not work together with each other (it will not cause trouble, but only one will actually work). Which means, OdinInspector
, NaughtyAttributes
, MarkupAttributes
, SaintsEditor
can not work together.
If you are interested, here is how to use it.
Window
- Saints
- Apply SaintsEditor
. After the project finish re-compile, go Window
- Saints
- SaintsEditor
to tweak configs.
If you want to do it manually, check ApplySaintsEditor.cs for more information
DOTweenPlay
A method decorator to play a DOTween
animation returned by the method.
The method should not have required parameters, and need to return a Tween
or a Sequence
(Sequence
is actually also a tween).
Parameters:
[Optional] string label = null
the label of the button. Use method name if null. Rich label not supported.ETweenStop stopAction = ETweenStop.Rewind
the action after the tween is finished or killed. Options are:
None
: do nothingComplete
: complete the tween. This only works if the tween get killedRewind
: rewind to the start stateusing SaintsField.Playa;
using SaintsField;
[GetComponent]
public SpriteRenderer spriteRenderer;
[DOTweenPlay]
private Sequence PlayColor()
{
return DOTween.Sequence()
.Append(spriteRenderer.DOColor(Color.red, 1f))
.Append(spriteRenderer.DOColor(Color.green, 1f))
.Append(spriteRenderer.DOColor(Color.blue, 1f))
.SetLoops(-1); // Yes you can make it a loop
}
[DOTweenPlay("Position")]
private Sequence PlayTween2()
{
return DOTween.Sequence()
.Append(spriteRenderer.transform.DOMove(Vector3.up, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.right, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.down, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.left, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.zero, 1f))
;
}
The first row is global control. Stop it there will stop all preview.
The check of each row means auto play when you click the start in the global control.
Setup
To use DOTweenPlay
: Tools
- Demigaint
- DOTween Utility Panel
, click Create ASMDEF
DOTweenPlayGroup
/ DOTweenPlayEnd
A convenient way to add many method to DOTweenPlay
.
using SaintsField.Playa;
[DOTweenPlayGroup(groupBy: "Color")]
private Sequence PlayColor()
{
return DOTween.Sequence()
.Append(spriteRenderer.DOColor(Color.red, 1f))
.Append(spriteRenderer.DOColor(Color.green, 1f))
.Append(spriteRenderer.DOColor(Color.blue, 1f))
.SetLoops(-1);
}
private Sequence PlayColor2() // this will be automaticlly added to DOTweenPlay
{
return DOTween.Sequence()
.Append(spriteRenderer.DOColor(Color.cyan, 1f))
.Append(spriteRenderer.DOColor(Color.magenta, 1f))
.Append(spriteRenderer.DOColor(Color.yellow, 1f))
.SetLoops(-1);
}
// this will be automaticlly added to DOTweenPlay
// Note: if you want to add this in DOTweenPlay but also stop the grouping, use:
// [DOTweenPlay("Color", keepGrouping: false)]
private Sequence PlayColor3()
{
return DOTween.Sequence()
.Append(spriteRenderer.DOColor(Color.yellow, 1f))
.Append(spriteRenderer.DOColor(Color.magenta, 1f))
.Append(spriteRenderer.DOColor(Color.cyan, 1f))
.SetLoops(-1);
}
[DOTweenPlayEnd("Color")]
public Sequence DoNotIncludeMe() => DOTween.Sequence(); // this will NOT be added
Button
Draw a button for a function. If the method have arguments (required or optional), it'll draw inputs for these arguments.
string buttonLabel = null
the button label. If null, it'll use the function name.using SaintsField.Playa;
[Button]
private void EditorButton()
{
Debug.Log("EditorButton");
}
[Button("Label")]
private void EditorLabeledButton()
{
Debug.Log("EditorLabeledButton");
}
Example with arguments:
using SaintsField.Playa;
[Button]
private void OnButtonParams(UnityEngine.Object myObj, int myInt, string myStr = "hi")
{
Debug.Log($"{myObj}, {myInt}, {myStr}");
}
ShowInInspector
Show a non-field property.
using SaintsField.Playa;
// const
[ShowInInspector, Ordered] public const float MyConstFloat = 3.14f;
// static
[ShowInInspector, Ordered] public static readonly Color MyColor = Color.green;
// auto-property
[ShowInInspector, Ordered]
public Color AutoColor
{
get => Color.green;
set {}
}
Ordered
SaintsEditor
uses reflection to get each field. However, c# reflection does not give all the orders: PropertyInfo
, MethodInfo
and FieldInfo
does not order with each other.
Thus, if the order is incorrect, you can use [Ordered]
to specify the order. But also note: Ordered
ones are always after the ones without an Ordered
. So if you want to add it, add it to every field.
using SaintsField.Playa;
[Ordered] public string myStartField;
[ShowInInspector, Ordered] public const float MyConstFloat = 3.14f;
[ShowInInspector, Ordered] public static readonly Color MyColor = Color.green;
[ShowInInspector, Ordered]
public Color AutoColor
{
get => Color.green;
set {}
}
[Button, Ordered]
private void EditorButton()
{
Debug.Log("EditorButton");
}
[Ordered] public string myOtherFieldUnderneath;
Layout
A layout decorator to group fields.
string groupBy
the grouping key. Use /
to separate different groups and create sub groups.ELayout layout=ELayout.Vertical
the layout of the current group. Note this is a EnumFlag
, means you can mix with options.bool keepGrouping=false
: See LayoutStart
belowfloat marginTop = -1f
add some space before the layout. -1
for using default spacing.float marginBottom = -1f
add some space after the layout. -1
for using default spacing.Options are:
Vertical
Horizontal
Background
draw a background color for the whole groupTitle
show the titleTitleOut
make title
more visible. Add this will by default add Title
. On IMGUI
it will draw an separator between title and the rest of the content.
On UI Toolkit
it will draw a background color for the title.Foldout
allow to fold/unfold this group. If you have no Tab
on, then this will automatically add Title
Collapse
Same as Foldout
but is collapsed by default.Tab
make this group a tab page separated rather than grouping itTitleBox
= Background | Title | TitleOut
FoldoutBox
= Background | Title | TitleOut | Foldout
CollapseBox
= Background | Title | TitleOut | Collapse
Known Issue
Horizental
style is buggy, for the following reasons:
HorizontalScope
does NOT shrink when there are many items, and will go off-view without a scrollbar. Both Odin
and Markup-Attributes
have the same issue. However, Markup-Attribute
uses labelWidth
to make the situation a bit better, which SaintsEditor
does not provide (at this point at least).Appearance
Example
using SaintsField;
using SaintsField.Playa;
[Layout("Titled", ELayout.Title | ELayout.TitleOut)]
public string titledItem1, titledItem2;
// title
[Layout("Titled Box", ELayout.Background | ELayout.TitleOut)]
public string titledBoxItem1;
[Layout("Titled Box")] // you can omit config when you already declared one somewhere (no need to be the first one)
public string titledBoxItem2;
// foldout
[LayoutStart("Collapse", ELayout.CollapseBox)]
public string collapseItem1;
public string collapseItem2;
[LayoutStart("Foldout", ELayout.FoldoutBox)]
public string foldoutItem1;
public string foldoutItem2;
// tabs
[Layout("Tabs", ELayout.Tab | ELayout.Collapse)]
[LayoutStart("./Tab1")]
public string tab1Item1;
public int tab1Item2;
[LayoutStart("../Tab2")]
public string tab2Item1;
public int tab2Item2;
[LayoutStart("../Tab3")]
public string tab3Item1;
public int tab3Item2;
// nested groups
[LayoutStart("Nested", ELayout.Background | ELayout.TitleOut)]
public int nestedOne;
[LayoutStart("./Nested Group 1", ELayout.TitleOut)]
public int nestedTwo;
public int nestedThree;
[LayoutStart("./Nested Group 2", ELayout.TitleOut)]
public int nestedFour;
public string nestedFive;
// Unlabeled Box
[Layout("Unlabeled Box", ELayout.Background)]
public int unlabeledBoxItem1, unlabeledBoxItem2;
// Foldout In A Box
[Layout("Foldout In A Box", ELayout.Foldout | ELayout.Background | ELayout.TitleOut)]
public int foldoutInABoxItem1, foldoutInABoxItem2;
// Complex example. Button and ShowInInspector works too
[Ordered]
[Layout("Root", ELayout.Tab | ELayout.Foldout | ELayout.Background)]
[Layout("Root/V1")]
[SepTitle("Basic", EColor.Pink)]
public string hv1Item1;
[Ordered]
[Layout("Root/V1/buttons", ELayout.Horizontal)]
[Button("Root/V1 Button1")]
public void RootV1Button()
{
Debug.Log("Root/V1 Button");
}
[Ordered]
[Layout("Root/V1/buttons")]
[Button("Root/V1 Button2")]
public void RootV1Button2()
{
Debug.Log("Root/V1 Button");
}
[Ordered]
[Layout("Root/V1")]
[ShowInInspector]
public static Color color1 = Color.red;
[Ordered]
[DOTweenPlay("Tween1", "Root/V1")]
public Tween RootV1Tween1()
{
return DOTween.Sequence();
}
[Ordered]
[DOTweenPlay("Tween2", "Root/V1")]
public Tween RootV1Tween2()
{
return DOTween.Sequence();
}
[Ordered]
[Layout("Root/V1")]
public string hv1Item2;
// public string below;
[Ordered]
[Layout("Root/V2")]
public string hv2Item1;
[Ordered]
[Layout("Root/V2/H", ELayout.Horizontal), RichLabel(null)]
public string hv2Item2, hv2Item3;
[Ordered]
[Layout("Root/V2")]
public string hv2Item4;
[Ordered]
[Layout("Root/V3", ELayout.Horizontal)]
[ResizableTextArea, RichLabel(null)]
public string hv3Item1, hv3Item2;
[Ordered]
[Layout("Root/Buggy")]
[InfoBox("Sadly, Horizontal is buggy either in UI Toolkit or IMGUI", above: true)]
public string buggy = "See below:";
[Ordered]
[Layout("Root/Buggy/H", ELayout.Horizontal)]
public string buggy1, buggy2, buggy3;
[Ordered]
[Layout("Title+Tab", ELayout.Tab | ELayout.TitleBox)]
[Layout("Title+Tab/g1")]
public string titleTabG11, titleTabG21;
[Ordered]
[Layout("Title+Tab/g2")]
public string titleTabG12, titleTabG22;
[Ordered]
[Layout("All Together", ELayout.Tab | ELayout.Foldout | ELayout.Title | ELayout.TitleOut | ELayout.Background)]
[Layout("All Together/g1")]
public string allTogetherG11, allTogetherG21;
[Ordered]
[Layout("All Together/g2")]
public string allTogetherG12, allTogetherG22;
LayoutStart
/ LayoutEnd
LayoutStart
allows you to continuously grouping fields with layout, until a new group appears. LayoutEnd
will stop the grouping.
LayoutStart(name)
is the same as Layout(name, keepGrouping: true)
For LayoutStart
:
string groupBy
same as Layout
ELayout layout=0
same as Layout
float marginTop = -1f
same as Layout
float marginBottom = -1f
same as Layout
For LayoutEnd
:
string groupBy=null
same as Layout
. When null
, close all existing groups.It supports ./SubGroup
to create a nested subgroup:
using SaintsField.Playa;
[LayoutStart("Root", ELayout.FoldoutBox)]
public string root1;
public string root2;
[LayoutStart("./Sub", ELayout.FoldoutBox)] // equals "Root/Sub"
public string sub1;
public string sub2;
[LayoutEnd(".")]
[LayoutStart("./Another", ELayout.FoldoutBox)] // equals "Root/Another"
public string another1;
public string another2;
[LayoutEnd(".")] // equals "Root"
public string root3; // this should still belong to "Root"
public string root4;
[LayoutEnd] // this should close any existing group
public string outOfAll;
[LayoutStart("Tabs", ELayout.Tab | ELayout.Collapse)]
[LayoutStart("./Tab1")]
public string tab1Item1;
public int tab1Item2;
[LayoutEnd(".")]
[LayoutStart("./Tab2")]
public string tab2Item1;
public int tab2Item2;
example of using LayoutStart
with LayoutEnd
:
using SaintsField.Playa;
public string beforeGroup;
[LayoutStart("Group", ELayout.Background | ELayout.TitleOut)]
public string group1;
public string group2; // starts from this will be automatically grouped into "Group"
public string group3;
[LayoutEnd("Group")] // this will end the "Group"
public string afterGroup;
example of using new group name to stop grouping:
using SaintsField.Playa;
public string breakBefore;
[LayoutStart("break", ELayout.Background | ELayout.TitleOut)]
public string breakGroup1;
public string breakGroup2;
// this group will stop the grouping of "break"
[LayoutStart("breakIn", ELayout.Background | ELayout.TitleOut)]
public string breakIn1;
public string breakIn2;
[LayoutStart("break")] // this will be grouped into "break", and also end the "breakIn" group
public string breakGroup3;
public string breakGroup4;
[LayoutEnd("break")] // end, it will not be grouped
public string breakAfter;
example of using keepGrouping: false
to stop grouping, but keep the last one in group:
using SaintsField.Playa;
public string beforeGroupLast;
[LayoutStart("GroupLast")]
public string groupLast1;
public string groupLast2;
public string groupLast3;
[Layout("GroupLast", ELayout.Background | ELayout.TitleOut)] // close this group, but be included
public string groupLast4;
public string afterGroupLast;
PlayaShowIf
/PlayaHideIf
This is the same as ShowIf
, HideIf
, plus it's allowed to be applied to array, Button
, ShowInInspector
Different from ShowIf
/HideIf
:
using SaintsField.Playa;
public bool boolValue;
[PlayaHideIf] public int[] justHide;
[PlayaShowIf] public int[] justShow;
[PlayaHideIf(nameof(boolValue))] public int[] hideIf;
[PlayaShowIf(nameof(boolValue))] public int[] showIf;
[PlayaHideIf(EMode.Edit)] public int[] hideEdit;
[PlayaHideIf(EMode.Play)] public int[] hidePlay;
[PlayaShowIf(EMode.Edit)] public int[] showEdit;
[PlayaShowIf(EMode.Play)] public int[] showPlay;
[ShowInInspector, PlayaHideIf(nameof(boolValue))] public const float HideIfConst = 3.14f;
[ShowInInspector, PlayaShowIf(nameof(boolValue))] public const float ShowIfConst = 3.14f;
[ShowInInspector, PlayaHideIf(EMode.Edit)] public const float HideEditConst = 3.14f;
[ShowInInspector, PlayaHideIf(EMode.Play)] public const float HidePlayConst = 3.14f;
[ShowInInspector, PlayaShowIf(EMode.Edit)] public const float ShowEditConst = 3.14f;
[ShowInInspector, PlayaShowIf(EMode.Play)] public const float ShowPlayConst = 3.14f;
[ShowInInspector, PlayaHideIf(nameof(boolValue))] public static readonly Color HideIfStatic = Color.green;
[ShowInInspector, PlayaShowIf(nameof(boolValue))] public static readonly Color ShowIfStatic = Color.green;
[ShowInInspector, PlayaHideIf(EMode.Edit)] public static readonly Color HideEditStatic = Color.green;
[ShowInInspector, PlayaHideIf(EMode.Play)] public static readonly Color HidePlayStatic = Color.green;
[ShowInInspector, PlayaShowIf(EMode.Edit)] public static readonly Color ShowEditStatic = Color.green;
[ShowInInspector, PlayaShowIf(EMode.Play)] public static readonly Color ShowPlayStatic = Color.green;
[Button, PlayaHideIf(nameof(boolValue))] private void HideIfBtn() => Debug.Log("HideIfBtn");
[Button, PlayaShowIf(nameof(boolValue))] private void ShowIfBtn() => Debug.Log("ShowIfBtn");
[Button, PlayaHideIf(EMode.Edit)] private void HideEditBtn() => Debug.Log("HideEditBtn");
[Button, PlayaHideIf(EMode.Play)] private void HidePlayBtn() => Debug.Log("HidePlayBtn");
[Button, PlayaShowIf(EMode.Edit)] private void ShowEditBtn() => Debug.Log("ShowEditBtn");
[Button, PlayaShowIf(EMode.Play)] private void ShowPlayBtn() => Debug.Log("ShowPlayBtn");
It also supports value comparison like ==
, >
, <=
. Read more in the "Value Comparison for Show/Hide/Enable/Disable-If" section.
PlayaEnableIf
/PlayaDisableIf
This is the same as EnableIf
, DisableIf
, plus it can be applied to array, Button
Different from EnableIf
/DisableIf
in the following:
Expandable
, EnumFlags
, the foldout button will also be disabled. For this case, use DisableIf
/EnableIf
instead.using SaintsField.Playa;
[PlayaDisableIf] public int[] justDisable;
[PlayaEnableIf] public int[] justEnable;
[PlayaDisableIf(nameof(boolValue))] public int[] disableIf;
[PlayaEnableIf(nameof(boolValue))] public int[] enableIf;
[PlayaDisableIf(EMode.Edit)] public int[] disableEdit;
[PlayaDisableIf(EMode.Play)] public int[] disablePlay;
[PlayaEnableIf(EMode.Edit)] public int[] enableEdit;
[PlayaEnableIf(EMode.Play)] public int[] enablePlay;
[Button, PlayaDisableIf(nameof(boolValue))] private void DisableIfBtn() => Debug.Log("DisableIfBtn");
[Button, PlayaEnableIf(nameof(boolValue))] private void EnableIfBtn() => Debug.Log("EnableIfBtn");
[Button, PlayaDisableIf(EMode.Edit)] private void DisableEditBtn() => Debug.Log("DisableEditBtn");
[Button, PlayaDisableIf(EMode.Play)] private void DisablePlayBtn() => Debug.Log("DisablePlayBtn");
[Button, PlayaEnableIf(EMode.Edit)] private void EnableEditBtn() => Debug.Log("EnableEditBtn");
[Button, PlayaEnableIf(EMode.Play)] private void EnablePlayBtn() => Debug.Log("EnablePlayBtn");
It also supports value comparison like ==
, >
, <=
. Read more in the "Value Comparison for Show/Hide/Enable/Disable-If" section.
PlayaArraySize
Deprecated. Use ArraySize
instead.
PlayaRichLabel
This is like RichLabel
, but it can change label of an array/list
Please note: at the moment it only works for serialized property, and is only tested on array/list. It's suggested to use RichLabel
for non-array/list
serialized fields.
Parameters:
string richTextXml
the rich text xml for the label. Note: custom rich label tag created by this project only works in UI Toolkit mode.bool isCallback=false
if it's a callback (a method/property/field)using SaintsField.Playa;
[PlayaRichLabel("<color=lame>It's Labeled!")]
public List<string> myList;
[PlayaRichLabel(nameof(MethodLabel), true)]
public string[] myArray;
private string MethodLabel(string[] values)
{
return $"<color=green><label /> {string.Join("", values.Select(_ => "<icon=star.png />"))}";
}
PlayaInfoBox
/PlayaBelowInfoBox
This is like InfoBox
, but it can be applied to array/list/button etc.
string content
The content of the info box.
If it starts with $
, the leading $
will be removed and isCallback
will be set to true
. Use \$
to escape the starting $
.
EMessageType messageType=EMessageType.Info
Message icon. Options are
None
Info
Warning
Error
string show=null
a callback name or property name for show or hide this info box.
bool isCallback=false
if true, the content
will be interpreted as a property/callback function.
If the value (or returned value) is a string, then the content will be changed
If the value is (EMessageType messageType, string content)
then both content and message type will be changed
bool below=false
Draw the info box below the field instead of above
string groupBy=""
See GroupBy
section
AllowMultiple: Yes
using SaintsField.Playa;
[PlayaInfoBox("Please Note: special label like <icon=star.png/> only works for <color=lime>UI Toolkit</color> <color=red>(not IMGUI)</color> in InfoBox.")]
[PlayaBelowInfoBox("$" + nameof(DynamicFromArray))] // callback
public string[] strings = {};
public string dynamic;
private string DynamicFromArray(string[] value) => value.Length > 0? string.Join("\n", value): "null";
[PlayaInfoBox("MethodWithButton")]
[Button("Click Me!")]
[PlayaBelowInfoBox("GroupExample", groupBy: "group")]
[PlayaBelowInfoBox("$" + nameof(dynamic), groupBy: "group")]
public void MethodWithButton()
{
}
[PlayaInfoBox("Method")]
[PlayaBelowInfoBox("$" + nameof(dynamic))]
public void Method()
{
}
OnButtonClick
This is a method decorator, which will bind this method to the target button's click event.
Parameters:
string buttonTarget=null
the target button. null
to get it form the current target.object value=null
the value passed to the method. Note unity only support bool
, int
, float
, string
and UnityEngine.Object
. To pass a UnityEngine.Object
, use a string name of the target, and set the isCallback
parameter to true
bool isCallback=false
: when value
is a string, set this to true
to obtain the actual value from a method/property/fieldusing SaintsField.Playa;
[OnButtonClick]
public void OnButtonClickVoid()
{
Debug.Log("OnButtonClick Void");
}
[OnButtonClick(value: 2)]
public void OnButtonClickInt(int value)
{
Debug.Log($"OnButtonClick ${value}");
}
[OnButtonClick(value: true)]
public void OnButtonClickBool(bool value)
{
Debug.Log($"OnButtonClick ${value}");
}
[OnButtonClick(value: 0.3f)]
public void OnButtonClickFloat(float value)
{
Debug.Log($"OnButtonClick ${value}");
}
private GameObject ThisGo => this.gameObject;
[OnButtonClick(value: nameof(ThisGo), isCallback: true)]
public void OnButtonClickComp(UnityEngine.Object value)
{
Debug.Log($"OnButtonClick ${value}");
}
Note:
OnEvent
This is a method decorator, which will bind this method to the target UnityEvent
(allows generic type) invoke event.
Parameters:
string eventTarget
the target UnityEvent
. If you have dot in it, it will first find the field (or property/function), then find the target event on the found field using the name after the dot(s) recursively. object value=null
the value passed to the method. Note unity only support bool
, int
, float
, string
and UnityEngine.Object
. To pass a UnityEngine.Object
, use a string name of the target, and set the isCallback
parameter to true
bool isCallback=false
: when value
is a string, set this to true
to obtain the actual value from a method/property/fieldNote:
Example:
public UnityEvent<int, int> intIntEvent;
[OnEvent(nameof(intIntEvent))]
public void OnInt2(int int1, int int2) // dynamic parameter binding
{
}
[OnEvent(nameof(intIntEvent), value: 1)]
public void OnInt1(int int1) // static parameter binding
{
}
Example of using dot(s):
// CustomEventChild.cs
public class CustomEventChild : MonoBehaviour
{
[field: SerializeField] private UnityEvent<int> _intEvent;
}
// CustomEventExample.cs
public class CustomEventExample : SaintsMonoBehaviour
{
public CustomEventChild _child;
// it will find the `_intEvent` on the `_child` field
[OnEvent(nameof(_child) + "._intEvent")]
public void OnChildInt(int int1)
{
}
}
ListDrawerSettings
Allow you to search and paging a large list/array.
Parameters:
bool searchable = false
: allow search in the list/arrayint numberOfItemsPerPage = 0
: how many items per page by default. <=0
means no pagingusing SaintsField.Playa;
[Serializable]
public struct MyData
{
public int myInt;
public string myString;
public GameObject myGameObject;
public string[] myStrings;
}
[ListDrawerSettings(searchable: true, numberOfItemsPerPage: 3)]
public MyData[] myDataArr;
The first input is where you can search. The next input can adjust how many items per page. The last part is the paging.
group with any decorator that has the same groupBy
for this field. The same group will share even the width of the view width between them.
This only works for decorator draws above or below the field. The above drawer will not groupd with the below drawer, and vice versa.
""
means no group.
This applies to ShowIf
, HideIf
, EnableIf
, DisableIf
, PlayaShowIf
, PlayaHideIf
, PlayaEnableIf
, PlayaDisableIf
.
These decorators accept many objects.
By Default
Passing many strings, each string is represent either a field, property or a method. SaintsField will check the value accordingly. If it's a method, it'll also receive the field's value and index if it's inside an array/list.
Value Equality
You can also pass a string, then followed by a value you want to compare with. For example:
using SaintsField;
public int myInt;
[EnableIf(nameof(myInt), 2] public int enableIfEquals2;
This field will only be enabled if the myInt
is equal to 2
.
This can be mixed with many pairs:
using SaintsField;
public int myInt1;
public int myInt2;
[EnableIf(nameof(myInt1), 2, nameof(myInt2), 3] public int enableIfMultipleCondition;
multiple conditions are logically chained accordingly. See each section of these decorators for more information.
Value Comparison
The string can have !
prefix to negate the comparison.
And ==
, !=
, >
etc. suffix for more comparison you want. The suffix supports:
Comparison Suffixes:
==
: equal to the next parameter==$
: equal, but the value is a callback by the next parameter!=
: not equal to the next parameter>
: greater than the next parameter>$
: greater than, but the value is a callback by the next parameter<
: less than the next parameter<$
: less than, but the value is a callback by the next parameter>=
: greater or equal to the next parameter>=$
: greater or equal, but the value is a callback by the next parameter<=
: less or equal to the next parameter<=$
: less or equal, but the value is a callback by the next parameterBitwise Suffixes:
&
: bitwise and with the next parameter&$
: bitwise and, but the value is a callback by the next parameter^
: bitwise xor with the next parameter^$
: bitwise xor, but the value is a callback by the next parameter&==
: bitwise has flag of the next parameter&==$
: bitwise has flag, but the value is a callback by the next parameterSome examples:
using SaintsField;
public bool boolValue;
[EnableIf("!" + nameof(boolValue)), RichLabel("Reverse!")] public string boolValueEnableN;
[Range(0, 2)] public int int01;
[EnableIf(nameof(int01), 1), RichLabel("default")] public string int01Enable1;
[EnableIf(nameof(int01) + ">=", 1), RichLabel(">=1")] public string int01EnableGe1;
[EnableIf("!" + nameof(int01) + "<=", 1), RichLabel("! <=1")] public string int01EnableNLe1;
[Range(0, 2)] public int int02;
// we need the "==$" to tell the next string is a value callback, not a condition checker
[EnableIf(nameof(int01) + "==$", nameof(int02)), RichLabel("==$")] public string int01Enable1Callback;
[EnableIf(nameof(int01) + "<$", nameof(int02)), RichLabel("<$")] public string int01EnableLt1Callback;
[EnableIf("!" + nameof(int01) + ">$", nameof(int02)), RichLabel("! >$")] public string int01EnableNGt1Callback;
// example of bitwise
[Serializable]
public enum EnumOnOff
{
A = 1,
B = 1 << 1,
}
[Space]
[Range(0, 3)] public int enumOnOffBits;
[EnableIf(nameof(enumOnOffBits) + "&", EnumOnOff.A), RichLabel("&01")] public string bitA;
[EnableIf(nameof(enumOnOffBits) + "^", EnumOnOff.B), RichLabel("^10")] public string bitB;
[EnableIf(nameof(enumOnOffBits) + "&==", EnumOnOff.B), RichLabel("hasFlag(B)")] public string hasFlagB;
Default Value Comparison
When passing the parameters, any parameter that is not a string, means it's a value comparison to the previous one.
(Which also means, to compare with a literal string value, you need to suffix the previous string with ==
)
[ShowIf(nameof(MyFunc), 3)]
means it will check if the result of MyFunc
equals to 3
.
However, if the later parameter is a bitMask (an enum with [Flags]
), it'll check if the target has the required bit on:
using SaintsField;
[Flags, Serializable]
public enum EnumF
{
A = 1,
B = 1 << 1,
}
[EnumFlags]
public EnumF enumF;
[EnableIf(nameof(enumF), EnumF.A), RichLabel("hasFlag(A)")] public string enumFEnableA;
[EnableIf(nameof(enumF), EnumF.B), RichLabel("hasFlag(B)")] public string enumFEnableB;
[EnableIf(nameof(enumF), EnumF.A | EnumF.B), RichLabel("hasFlag(A | B)")] public string enumFEnableAB;
Pick a way that is most convenient for you:
Using Saints Menu
Go to Window
- Saints
to enable/disable functions you want
Using csc.rsp
Assets/csc.rsp
Write marcos like this:
#"Disable DOTween"
-define:SAINTSFIELD_DOTWEEN_DISABLE
#"Disable Addressable"
-define:SAINTSFIELD_ADDRESSABLE_DISABLE
#"Disable AI Navigation"
-define:SAINTSFIELD_AI_NAVIGATION_DISABLED
#"Disable UI Toolkit"
-define:SAINTSFIELD_UI_TOOLKIT_DISABLE
#"Apply SaintsEditor project wide"
-define:SAINTSFIELD_SAINTS_EDITOR_APPLY
#"Disable SaintsEditor IMGUI constant repaint"
-define:SAINTSFIELD_SAINTS_EDITOR_IMGUI_CONSTANT_REPAINT_DISABLE
Note: csc.rsp
can override settings by Saints Menu.
Using project settings
Edit
- Project Settings
- Player
, find your platform, then go Other Settings
- Script Compliation
- Scripting Define Symbols
to add your marcos. Don't forget to click Apply
before closing the window.
Directly using on list/array will apply to every direct element of the list, this is a limit from Unity.
Unlike NaughtyAttributes, SaintsField
does not need a AllowNesting
attribute to work on nested element.
public class ArrayLabelExample : MonoBehaviour
{
// works for list/array
[Scene] public int[] myScenes;
[System.Serializable]
public struct MyStruct
{
public bool enableFlag;
[AboveRichLabel("No need for `[AllowNesting]`, it just works")]
public int integer;
}
public MyStruct myStruct;
}
SaintsField
only uses PropertyDrawer
to draw the field, and will properly fall back to the rest drawers if there is one.
This works for both 3rd party drawer, your custom drawer, and Unity's default drawer.
However, Unity only allows decorators to be loaded from top to bottom, left to right. Any drawer that does not properly handle the fallback
will override PropertyDrawer
follows by. Thus, ensure SaintsField
is always the first decorator.
An example of working with NaughtyAttributes:
using SaintsField;
[RichLabel("<color=green>+NA</color>"),
NaughtyAttributes.CurveRange(0, 0, 1, 1, NaughtyAttributes.EColor.Green),
NaughtyAttributes.Label(" ") // a little hack for label issue
]
public AnimationCurve naCurve;
[RichLabel("<color=green>+Native</color>"), Range(0, 5)]
public float nativeRange;
// this wont work. Please put `SaintsField` before other drawers
[Range(0, 5), RichLabel("<color=green>+Native</color>")]
public float nativeRangeHandled;
// this wont work too. Please put `SaintsField` before other drawers
[NaughtyAttributes.CurveRange(0, 0, 1, 1, NaughtyAttributes.EColor.Green)]
[RichLabel("<color=green>+NA</color>")]
public AnimationCurve naCurveHandled;
SaintsField
is designed to be compatible with other drawers if
the drawer itself respects the GUIContent
argument in OnGUI
for IMGUI, or add unity-label
class to Label for UI Toolkit
NOTE: NaughtyAttributes
(IMGUI) uses property.displayName
instead of GUIContent
. You need to set Label(" ")
if you want to use RichLabel
.
Might not work very well with NaughtyAttributes
's meta attributes because they are editor level components.
if the drawer hijacks the CustomEditor
, it must fall to the rest drawers
NOTE: In many cases Odin
does not fallback to the rest drawers, but only to Odin
and Unity's default drawers. So sometimes things will not work with Odin
Special Note:
NaughtyAttributes uses only IMGUI. If you're using Unity 2022.2+, NaughtyAttributes
's editor will try fallback default drawers and Unity will decide to use UI Toolkit rendering SaintsField
and cause troubles.
Please disable SaintsField
's UI Toolkit ability by Window
- Saints
- Disable UI Toolkit Support
(See "Add a Macro" section for more information)
My (not full) test about compatibility:
Label
hack.