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Editor | ||
Editor.Extras | ||
Runtime | ||
Unity.InternalAPIEditorBridge.012 | ||
.editorconfig | ||
.gitignore | ||
Editor.Extras.meta | ||
Editor.meta | ||
Installer.unitypackage | ||
Installer.unitypackage.meta | ||
LICENSE.md | ||
LICENSE.md.meta | ||
package.json | ||
package.json.meta | ||
README.md | ||
README.md.meta | ||
Runtime.meta | ||
Unity.InternalAPIEditorBridge.012.meta |
Tri Inspector
Advanced inspector attributes for Unity
Usage
using System;
using TriInspector;
using UnityEngine;
public class BasicSample : MonoBehaviour
{
[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;
[Required]
public Material mat;
[ValidateInput(nameof(ValidateTexture))]
public Texture tex;
[InlineEditor]
public SampleScriptableObject objectReference;
[HideInPlayMode, ShowInPlayMode]
[DisableInPlayMode, EnableInPlayMode]
[HideInEditMode, ShowInEditMode]
[DisableInEditMode, EnableInEditMode]
public float conditional;
[PropertyOrder(3)]
[EnableInPlayMode]
[Button("Click Me!")]
private void CustomButton()
{
Debug.Log("Button clicked!");
}
[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;
}
private TriValidationResult ValidateTexture()
{
if (tex == null) return TriValidationResult.Error("Tex is null");
return TriValidationResult.Valid;
}
}
[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]
public void MyButton()
{
}
}
Customization
Custom Drawers
Custom Value Drawer
using TriInspector;
using UnityEditor;
using UnityEngine;
[assembly: RegisterTriValueDrawer(typeof(BoolDrawer), TriDrawerOrder.Fallback)]
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;
}
}
}
Custom Attribute Drawer
using TriInspector;
using UnityEditor;
using UnityEngine;
[assembly: RegisterTriAttributeDrawer(typeof(LabelWidthDrawer), TriDrawerOrder.Decorator)]
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;
}
}
Custom Group Drawer
using TriInspector;
using TriInspector.Elements;
[assembly: RegisterTriGroupDrawer(typeof(TriBoxGroupDrawer))]
public class TriBoxGroupDrawer : TriGroupDrawer<DeclareBoxGroupAttribute>
{
public override TriPropertyCollectionBaseElement CreateElement(DeclareBoxGroupAttribute attribute)
{
// ...
}
}
Validators
Custom Value Validator
using TriInspector;
[assembly: RegisterTriValueValidator(typeof(MissingReferenceValidator<>))]
public class MissingReferenceValidator<T> : TriValueValidator<T>
where T : UnityEngine.Object
{
public override TriValidationResult Validate(TriValue<T> propertyValue)
{
// ...
}
}
Custom Attribute Validators
using TriInspector;
[assembly: RegisterTriAttributeValidator(typeof(RequiredValidator), ApplyOnArrayElement = true)]
public class RequiredValidator : TriAttributeValidator<RequiredAttribute>
{
public override TriValidationResult Validate(TriProperty property)
{
// ...
}
}
Property Processors
Custom Property Hide Processor
using TriInspector;
using UnityEngine;
[assembly: RegisterTriPropertyHideProcessor(typeof(HideInPlayModeProcessor))]
public class HideInPlayModeProcessor : TriPropertyHideProcessor<HideInPlayModeAttribute>
{
public override bool IsHidden(TriProperty property)
{
return Application.isPlaying;
}
}
Custom Property Disable Processor
using TriInspector;
using UnityEngine;
[assembly: RegisterTriPropertyDisableProcessor(typeof(DisableInPlayModeProcessor))]
public class DisableInPlayModeProcessor : TriPropertyDisableProcessor<DisableInPlayModeAttribute>
{
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)
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
License
Tri-Inspector is MIT licensed.