Hi i really love your plugin, just tried it out, im always having too many properties, so i hacked together a cheap search box on top of my inspectors.
It breaks the layout and just draws them by type. Its more like a search feature for properties.
I use it constantly, it safes a lot of time, but its not super performant.
If you like it integrate it into markup attributes or change it (just merged it with your editor, seems to work) please go ahead.
Anyone else feel free to use it, i use it since years with unity 2019/2020.
[CustomEditor(typeof(MonoBehaviour), true)]
[CanEditMultipleObjects]
public class CustomMonoBehaviourInspector : MarkedUpEditor
{
internal static bool DoDrawDefaultInspector(SerializedObject obj, string search)
{
EditorGUI.BeginChangeCheck();
obj.UpdateIfRequiredOrScript();
// Loop through properties and create one field (including children) for each top level property.
SerializedProperty property = obj.GetIterator();
bool expanded = true;
search = search.ToLower();
while (property.NextVisible(true))
{
using (new EditorGUI.DisabledScope("m_Script" == property.propertyPath))
{
bool found = SearchForMatchesRecrusiv(search, property, true);
if (found)
{
if (property.depth >= 1)
{
String nName = property.propertyPath;
nName = nName.Replace("." + property.name, "." + property.displayName);
nName = nName.Replace(".", " » ");
EditorGUILayout.PropertyField(property, new GUIContent(nName), true);
}
else
{
EditorGUILayout.PropertyField(property, true);
}
// D.Bla(property + " ok " + property.name + " " + property.displayName + " " + property.depth + " no value");
}
}
expanded = false;
}
obj.ApplyModifiedProperties();
return EditorGUI.EndChangeCheck();
}
private static bool SearchForMatchesRecrusiv(string search, SerializedProperty property, bool isFirstLayer = true)
{
bool found = false;
if (property.name.ToLower().Contains(search))
{
found = true;
}
if (property.displayName.ToLower().Contains(search))
{
found = true;
}
if (property.propertyType == SerializedPropertyType.ObjectReference)
{
if (property.objectReferenceValue != null)
{
if (property.objectReferenceValue.name.ToLower().Contains(search))
{
found = true;
}
}
}
else if (property.propertyType == SerializedPropertyType.String)
{
bool innerF = property.stringValue.ToLower().Contains(search);
if (innerF)
{
found = true;
}
}
else if (property.propertyType == SerializedPropertyType.Generic)
{
/*
SerializedProperty prop = property.Copy();
SerializedProperty endProperty = prop.GetEndProperty();
while (prop.NextVisible(true) && !SerializedProperty.EqualContents(prop, endProperty))
{
bool foundInner = SearchForMatchesRecrusiv(search, prop, false);
if (foundInner)
{
// found = true;
}
}
*/
}
return found;
}
//Unity's built-in editor
/* Editor defaultEditor; //MarkedUp
MarkedUpEditor markupEditor;
Transform transform;
*/// FoldoutAttributeHandler _foldout;
protected void OnEnable()
{
currentSearch = EditorPrefs.GetString(GetTargetId(), "");
base.OnEnable();
}
public string GetTargetId()
{
return "tx_search_" + target.GetInstanceID();
}
protected void OnDisable()
{
//When OnDisable is called, the default editor we created should be destroyed to avoid memory leakage.
//Also, make sure to call any required methods like OnDisable
// _foldout?.OnDisable();
/*
Debug.Log("ON DISABLE");
MethodInfo disableMethod = defaultEditor.GetType().GetMethod("OnDisable", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (disableMethod != null)
disableMethod.Invoke(defaultEditor, null);
DestroyImmediate(defaultEditor);*/
base.OnDisable();
}
public string currentSearch = "";
public int wasFocused = 0;
internal string searchBefore = "";
public override void OnInspectorGUI()
{
Rect rs = EditorGUILayout.BeginHorizontal();
GUI.SetNextControlName("MyTextField");
Color defaultbackgroundColor = GUI.backgroundColor;
Color defaultColor = GUI.color;
if (!string.IsNullOrEmpty(currentSearch))
{
// GUI.color = Color.;
}
currentSearch = EditorGUILayout.TextField(currentSearch, GUILayout.Width(EditorGUIUtility.currentViewWidth * 0.83f));
rs.x += rs.width * 0.85f;
rs.width *= 0.15f;
if (wasFocused > 0)
{
EditorGUI.FocusTextInControl("MyTextField");
wasFocused--;
}
if (!string.IsNullOrEmpty(currentSearch))
{
GUI.color = defaultColor;
GUI.backgroundColor = Color.yellow;
}
if (GUI.Button(rs, "X"))
{
GUIUtility.keyboardControl = 0;
currentSearch = "";
wasFocused = 6;
// EditorGUI.FocusTextInControl("MyTextField");
}
if (!string.IsNullOrEmpty(currentSearch))
{
GUI.backgroundColor = defaultColor;
}
if (currentSearch != searchBefore)
EditorPrefs.SetString(GetTargetId(), currentSearch);
searchBefore = currentSearch;
// EditorGUILayout.LabelField("Local Space", EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
if (!string.IsNullOrEmpty(currentSearch))
{
DoDrawDefaultInspector(serializedObject, currentSearch);
}
else
{
//defaultEditor.OnInspectorGUI();
base.OnInspectorGUI();
// defaultEditor.OnInspectorGUI();
}
GUI.enabled = true;
}
}
Hi i really love your plugin, just tried it out, im always having too many properties, so i hacked together a cheap search box on top of my inspectors.
It breaks the layout and just draws them by type. Its more like a search feature for properties. I use it constantly, it safes a lot of time, but its not super performant. If you like it integrate it into markup attributes or change it (just merged it with your editor, seems to work) please go ahead. Anyone else feel free to use it, i use it since years with unity 2019/2020.