Tri-Inspector/README.md

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# Tri Inspector [![Github license](https://img.shields.io/github/license/codewriter-packages/Tri-Inspector.svg?style=flat-square)](#) [![Unity 2020.3](https://img.shields.io/badge/Unity-2020.3+-2296F3.svg?style=flat-square)](#) ![GitHub package.json version](https://img.shields.io/github/package-json/v/codewriter-packages/Tri-Inspector?style=flat-square)
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_Advanced inspector attributes for Unity_
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- [Attributes](#Attributes)
- [Misc](#Misc)
- [Styling](#Styling)
- [Collections](#Collections)
- [Conditionals](#Conditionals)
- [Buttons](#Buttons)
- [Debug](#Debug)
- [Groups](#Groups)
- [Customization](#Customization)
- [Custom Drawers](#Custom-Drawers)
- [Validators](#Validators)
- [Property Processors](#Property-Processors)
- [How to Install](#How-to-Install)
- [License](#License)
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## Attributes
### Misc
#### ShowInInspector
```csharp
private float field;
[ShowInInspector]
public float ReadOnlyProperty => field;
[ShowInInspector]
public float EditableProperty
{
get => field;
set => field = value;
}
```
#### PropertyOrder
```csharp
[PropertyOrder(1)]
```
#### ReadOnly
```csharp
[ReadOnly]
```
#### Required
```csharp
[Required]
```
#### OnValueChanged
```csharp
[OnValueChanged(nameof(OnMaterialChanged))]
public Material mat;
private void OnMaterialChanged()
{
Debug.Log("Material changed!");
}
```
#### ValidateInput
```csharp
[ValidateInput(nameof(ValidateTexture))]
public Textute tex;
private TriValidationResult ValidateTexture()
{
if (tex == null) return TriValidationResult.Error("Tex is null");
return TriValidationResult.Valid;
}
```
### Styling
#### HideLabel
```csharp
[HideLabel]
```
#### LabelText
```csharp
[LabelText("My Label")]
```
#### LabelWidth
```csharp
[LabelWidth(100)]
```
#### GUIColor
```csharp
[GUIColor(0, 1, 0)]
```
#### Space
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```csharp
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[Space]
```
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#### Indent
```csharp
[Indent]
```
#### Title
```csharp
[Title("My Title")]
```
#### Header
```csharp
[Header("My Header")]
```
#### PropertySpace
```csharp
[PropertySpace(SpaceBefore = 10,
SpaceAfter = 20)]
```
#### PropertyTooltip
```csharp
[PropertyTooltip("My Tooltip")]
```
#### InlineEditor
```csharp
[InlineEditor]
```
#### InlineProperty
```csharp
[InlineProperty]
```
### Collections
#### ListDrawerSettings
```csharp
[ListDrawerSettings(Draggable = true,
HideAddButton = false,
HideRemoveButton = false,
AlwaysExpanded = true]
```
### Conditionals
#### HideInPlayMode / ShowInPlayMode
```csharp
[HideInPlayMode] [ShowInPlayMode]
```
#### DisableInPlayMode / EnableInPlayMode
```csharp
[DisableInPlayMode] [EnableInPlayMode]
```
#### HideInEditMode / ShowInEditMode
```csharp
[HideInEditMode] [ShowInEditMode]
```
#### DisableInEditMode / EnableInEditMode
```csharp
[DisableInEditMode] [EnableInEditMode]
```
### Buttons
#### Button
```csharp
[Button("My Button")]
private void DoButton()
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{
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Debug.Log("Button clicked!");
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}
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```
### Debug
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#### ShowDrawerChain
```csharp
[ShowDrawerChain]
```
### Groups
```csharp
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[DeclareHorizontalGroup("header")]
[DeclareBoxGroup("header/left", Title = "My Left Box")]
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[DeclareVerticalGroup("header/right")]
[DeclareBoxGroup("header/right/top", Title = "My Right Box")]
[DeclareTabGroup("header/right/tabs")]
[DeclareBoxGroup("body")]
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public class GroupDemo : MonoBehaviour
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{
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[Group("header/left")] public bool prop1;
[Group("header/left")] public int prop2;
[Group("header/left")] public string prop3;
[Group("header/left")] public Vector3 prop4;
[Group("header/right/top")] public string rightProp;
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[Group("body")] public string body1;
[Group("body")] public string body2;
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[Group("header/right/tabs"), Tab("One")] public float tabOne;
[Group("header/right/tabs"), Tab("Two")] public float tabTwo;
[Group("header/right/tabs"), Tab("Three")] public float tabThree;
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[Group("header/right"), Button]
public void MyButton()
{
}
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}
```
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![GroupDemo Preview](https://user-images.githubusercontent.com/26966368/151707658-2e0c2e33-17d5-4cbb-8f83-d7d394ced6b6.png)
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### Customization
#### Custom Drawers
<details>
<summary>Custom Value Drawer</summary>
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```csharp
using TriInspector;
using UnityEditor;
using UnityEngine;
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[assembly: RegisterTriValueDrawer(typeof(BoolDrawer), TriDrawerOrder.Fallback)]
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public class BoolDrawer : TriValueDrawer<bool>
{
public override float GetHeight(float width, TriValue<bool> propertyValue, TriElement next)
{
return EditorGUIUtility.singleLineHeight;
}
public override void OnGUI(Rect position, TriValue<bool> propertyValue, TriElement next)
{
var value = propertyValue.Value;
EditorGUI.BeginChangeCheck();
value = EditorGUI.Toggle(position, propertyValue.Property.DisplayNameContent, value);
if (EditorGUI.EndChangeCheck())
{
propertyValue.Value = value;
}
}
}
```
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</details>
<details>
<summary>Custom Attribute Drawer</summary>
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```csharp
using TriInspector;
using UnityEditor;
using UnityEngine;
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[assembly: RegisterTriAttributeDrawer(typeof(LabelWidthDrawer), TriDrawerOrder.Decorator)]
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public class LabelWidthDrawer : TriAttributeDrawer<LabelWidthAttribute>
{
public override void OnGUI(Rect position, TriProperty property, TriElement next)
{
var oldLabelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = Attribute.Width;
next.OnGUI(position);
EditorGUIUtility.labelWidth = oldLabelWidth;
}
}
```
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</details>
<details>
<summary>Custom Group Drawer</summary>
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```csharp
using TriInspector;
using TriInspector.Elements;
[assembly: RegisterTriGroupDrawer(typeof(TriBoxGroupDrawer))]
public class TriBoxGroupDrawer : TriGroupDrawer<DeclareBoxGroupAttribute>
{
public override TriPropertyCollectionBaseElement CreateElement(DeclareBoxGroupAttribute attribute)
{
// ...
}
}
```
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</details>
#### Validators
<details>
<summary>Custom Value Validator</summary>
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```csharp
using TriInspector;
[assembly: RegisterTriValueValidator(typeof(MissingReferenceValidator<>))]
public class MissingReferenceValidator<T> : TriValueValidator<T>
where T : UnityEngine.Object
{
public override TriValidationResult Validate(TriValue<T> propertyValue)
{
// ...
}
}
```
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</details>
<details>
<summary>Custom Attribute Validators</summary>
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```csharp
using TriInspector;
[assembly: RegisterTriAttributeValidator(typeof(RequiredValidator), ApplyOnArrayElement = true)]
public class RequiredValidator : TriAttributeValidator<RequiredAttribute>
{
public override TriValidationResult Validate(TriProperty property)
{
// ...
}
}
```
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</details>
#### Property Processors
<details>
<summary>Custom Property Hide Processor</summary>
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```csharp
using TriInspector;
using UnityEngine;
[assembly: RegisterTriPropertyHideProcessor(typeof(HideInPlayModeProcessor))]
public class HideInPlayModeProcessor : TriPropertyHideProcessor<HideInPlayModeAttribute>
{
public override bool IsHidden(TriProperty property)
{
return Application.isPlaying;
}
}
```
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</details>
<details>
<summary>Custom Property Disable Processor</summary>
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```csharp
using TriInspector;
using UnityEngine;
[assembly: RegisterTriPropertyDisableProcessor(typeof(DisableInPlayModeProcessor))]
public class DisableInPlayModeProcessor : TriPropertyDisableProcessor<DisableInPlayModeAttribute>
{
public override bool IsDisabled(TriProperty property)
{
return Application.isPlaying;
}
}
```
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</details>
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## How to Install
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Minimal Unity Version is 2020.3.
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Library distributed as git package ([How to install package from git URL](https://docs.unity3d.com/Manual/upm-ui-giturl.html))
<br>Git URL: `https://github.com/codewriter-packages/Tri-Inspector.git`
After installing the package, you need to unpack the `Installer.unitypackage` that comes with the package
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## License
Tri-Inspector is [MIT licensed](./LICENSE.md).