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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### Usage
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```csharp
using System;
using TriInspector;
using UnityEngine;
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public class BasicSample : MonoBehaviour
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{
[PropertyOrder(1)]
[HideLabel, LabelText("My Label"), LabelWidth(100)]
[GUIColor(0, 1, 0), Space, Indent, ReadOnly]
[Title("My Title"), Header("My Header")]
[PropertySpace(SpaceBefore = 10, SpaceAfter = 20)]
[PropertyTooltip("My Tooltip")]
public float unityField;
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[Required]
public Material mat;
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[InlineEditor]
public SampleScriptableObject objectReference;
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[HideInPlayMode, ShowInPlayMode]
[DisableInPlayMode, EnableInPlayMode]
[HideInEditMode, ShowInEditMode]
[DisableInEditMode, EnableInEditMode]
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public float conditional;
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[PropertyOrder(3)]
[EnableInPlayMode]
[Button("Click Me!")]
private void CustomButton()
{
Debug.Log("Button clicked!");
}
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[ShowInInspector]
public float ReadonlyProperty => 123f;
[ShowInInspector]
public float EditableProperty
{
get => unityField;
set => unityField = value;
}
[InlineProperty(LabelWidth = 60)]
public Config config = new Config();
[Serializable]
public class Config
{
public Vector3 position;
public float rotation;
}
}
[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`
## License
Tri-Inspector is [MIT licensed](./LICENSE.md).