# 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) _Advanced inspector attributes for Unity_ ![Tri-Inspector-Demo](https://user-images.githubusercontent.com/26966368/168415510-819b4fc0-d5ea-4795-b67f-7bd20b2f6adb.png) - [Attributes](#Attributes) - [Misc](#Misc) - [Validation](#Validation) - [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) ## Attributes ### Misc #### ShowInInspector Shows non-serialized property in the inspector. ![ShowInInspector](https://user-images.githubusercontent.com/26966368/168230693-a1a389a6-1a3b-4b94-b4b5-0764e88591f4.png) ```csharp private float _field; [ShowInInspector] public float ReadOnlyProperty => _field; [ShowInInspector] public float EditableProperty { get => _field; set => _field = value; } ``` #### PropertyOrder Changes property order in the inspector. ![PropertyOrder](https://user-images.githubusercontent.com/26966368/168231223-c6628a8d-0d0a-47c1-8850-dc4e789fa14f.png) ```csharp public float first; [PropertyOrder(0)] public float second; ``` #### ReadOnly Makes property non-editable in the inspector. ![ReadOnly](https://user-images.githubusercontent.com/26966368/168231817-948ef153-eb98-42fb-88ad-3e8d17925b43.png) ```csharp [ReadOnly] public Vector3 vec; ``` #### OnValueChanged Invokes callback on property modification. ```csharp [OnValueChanged(nameof(OnMaterialChanged))] public Material mat; private void OnMaterialChanged() { Debug.Log("Material changed!"); } ``` ### Validation Tri Inspector has some builtin validators such as `missing reference` and `type mismatch` error. Additionally you can mark out your code with validation attributes or even write own validators. ![Builtin-Validators](https://user-images.githubusercontent.com/26966368/168232996-04de69a5-91c2-45d8-89b9-627b498db2ce.png) #### Required ![Required](https://user-images.githubusercontent.com/26966368/168233232-596535b4-bab8-462e-b5d8-7a1c090e5143.png) ```csharp [Required] public Material mat; ``` #### ValidateInput ![ValidateInput](https://user-images.githubusercontent.com/26966368/168233592-b4dcd4d4-88ec-4213-a2e5-667719feb0b8.png) ```csharp [ValidateInput(nameof(ValidateTexture))] public Texture tex; private TriValidationResult ValidateTexture() { if (tex == null) return TriValidationResult.Error("Tex is null"); if (!tex.isReadable) return TriValidationResult.Warning("Tex must be readable"); return TriValidationResult.Valid; } ``` ### Styling #### HideLabel ```csharp [HideLabel] ``` #### LabelText ```csharp [LabelText("My Label")] ``` #### LabelWidth ```csharp [LabelWidth(100)] ``` #### GUIColor ```csharp [GUIColor(0, 1, 0)] ``` #### Space ```csharp [Space] ``` #### Indent ```csharp [Indent] ``` #### Title ```csharp [Title("My Title")] public int val; ``` #### Header ```csharp [Header("My Header")] ``` #### PropertySpace ```csharp [PropertySpace(SpaceBefore = 10, SpaceAfter = 20)] ``` #### PropertyTooltip ```csharp [PropertyTooltip("My Tooltip")] ``` #### InlineEditor ![InlineEditor](https://user-images.githubusercontent.com/26966368/168234617-86a7f500-e635-46f8-90f2-5696e5ae7e63.png) ```csharp [InlineEditor] public Material mat; ``` #### InlineProperty ![InlineProperty](https://user-images.githubusercontent.com/26966368/168234909-1e6bec90-18ed-4d56-91ca-fe09118e1b72.png) ```csharp public MinMax rangeFoldout; [InlineProperty(LabelWidth = 40)] public MinMax rangeInline; [Serializable] public class MinMax { public int min; public int max; } ``` ### Collections #### ListDrawerSettings ![ListDrawerSettings](https://user-images.githubusercontent.com/26966368/168235372-1a460037-672c-424f-b2f0-6bf4641c0119.png) ```csharp [ListDrawerSettings(Draggable = true, HideAddButton = false, HideRemoveButton = false, AlwaysExpanded = false)] public List list; ``` ### Conditionals #### ShowIf ```csharp public bool visible; [ShowIf(nameof(visible))] public float val; ``` #### HideIf ```csharp public bool visible; [HideIf(nameof(visible))] public float val; ``` #### EnableIf ```csharp public bool visible; [EnableIf(nameof(visible))] public float val; ``` #### DisableIf ```csharp public bool visible; [DisableIf(nameof(visible))] public float val; ``` #### HideInPlayMode / ShowInPlayMode ```csharp [HideInPlayMode] [ShowInPlayMode] ``` #### DisableInPlayMode / EnableInPlayMode ```csharp [DisableInPlayMode] [EnableInPlayMode] ``` #### HideInEditMode / ShowInEditMode ```csharp [HideInEditMode] [ShowInEditMode] ``` #### DisableInEditMode / EnableInEditMode ```csharp [DisableInEditMode] [EnableInEditMode] ``` ### Buttons #### Button ![Button](https://user-images.githubusercontent.com/26966368/168235907-2b5ed6d4-d00b-4cd6-999c-432abd0a2230.png) ```csharp [Button("Click me!")] private void DoButton() { Debug.Log("Button clicked!"); } ``` ### Debug #### ShowDrawerChain ```csharp [ShowDrawerChain] ``` ### Groups ![Groups](https://user-images.githubusercontent.com/26966368/168236396-b28eba4a-7fe7-4a5c-b185-55fabf1aabf5.png) ```csharp [DeclareHorizontalGroup("header")] [DeclareBoxGroup("header/left", Title = "My Left Box")] [DeclareVerticalGroup("header/right")] [DeclareBoxGroup("header/right/top", Title = "My Right Box")] [DeclareTabGroup("header/right/tabs")] [DeclareBoxGroup("body")] public class GroupDemo : MonoBehaviour { [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; [Group("body")] public string body1; [Group("body")] public string body2; [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; [Group("header/right"), Button("Click me!")] public void MyButton() { } } ``` ### Customization #### Custom Drawers
Custom Value Drawer ```csharp using TriInspector; using UnityEditor; using UnityEngine; [assembly: RegisterTriValueDrawer(typeof(BoolDrawer), TriDrawerOrder.Fallback)] public class BoolDrawer : TriValueDrawer { public override float GetHeight(float width, TriValue propertyValue, TriElement next) { return EditorGUIUtility.singleLineHeight; } public override void OnGUI(Rect position, TriValue propertyValue, TriElement next) { var value = propertyValue.Value; EditorGUI.BeginChangeCheck(); value = EditorGUI.Toggle(position, propertyValue.Property.DisplayNameContent, value); if (EditorGUI.EndChangeCheck()) { propertyValue.Value = value; } } } ```
Custom Attribute Drawer ```csharp using TriInspector; using UnityEditor; using UnityEngine; [assembly: RegisterTriAttributeDrawer(typeof(LabelWidthDrawer), TriDrawerOrder.Decorator)] public class LabelWidthDrawer : TriAttributeDrawer { public override void OnGUI(Rect position, TriProperty property, TriElement next) { var oldLabelWidth = EditorGUIUtility.labelWidth; EditorGUIUtility.labelWidth = Attribute.Width; next.OnGUI(position); EditorGUIUtility.labelWidth = oldLabelWidth; } } ```
Custom Group Drawer ```csharp using TriInspector; using TriInspector.Elements; [assembly: RegisterTriGroupDrawer(typeof(TriBoxGroupDrawer))] public class TriBoxGroupDrawer : TriGroupDrawer { public override TriPropertyCollectionBaseElement CreateElement(DeclareBoxGroupAttribute attribute) { // ... } } ```
#### Validators
Custom Value Validator ```csharp using TriInspector; [assembly: RegisterTriValueValidator(typeof(MissingReferenceValidator<>))] public class MissingReferenceValidator : TriValueValidator where T : UnityEngine.Object { public override TriValidationResult Validate(TriValue propertyValue) { // ... } } ```
Custom Attribute Validators ```csharp using TriInspector; [assembly: RegisterTriAttributeValidator(typeof(RequiredValidator), ApplyOnArrayElement = true)] public class RequiredValidator : TriAttributeValidator { public override TriValidationResult Validate(TriProperty property) { // ... } } ```
#### Property Processors
Custom Property Hide Processor ```csharp using TriInspector; using UnityEngine; [assembly: RegisterTriPropertyHideProcessor(typeof(HideInPlayModeProcessor))] public class HideInPlayModeProcessor : TriPropertyHideProcessor { public override bool IsHidden(TriProperty property) { return Application.isPlaying; } } ```
Custom Property Disable Processor ```csharp using TriInspector; using UnityEngine; [assembly: RegisterTriPropertyDisableProcessor(typeof(DisableInPlayModeProcessor))] public class DisableInPlayModeProcessor : TriPropertyDisableProcessor { public override bool IsDisabled(TriProperty property) { return Application.isPlaying; } } ```
## How to Install Minimal Unity Version is 2020.3. Library distributed as git package ([How to install package from git URL](https://docs.unity3d.com/Manual/upm-ui-giturl.html))
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. Then in `ProjectSettings`/`TriInspector` enable `Full` mode for Tri Inspector. ## License Tri-Inspector is [MIT licensed](./LICENSE.md).