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README.html
























README.md





NaughtyAttributes



openupm


NaughtyAttributes is an extension for the Unity Inspector.


It expands the range of attributes that Unity provides so that you can create powerful inspectors without the need of custom editors or property drawers. It also provides attributes that can be applied to non-serialized fields or functions.


Most of the attributes are implemented using Unity's CustomPropertyDrawer, so they will work in your custom editors. If you want all of the attributes to work in your custom editors, however, you must inherit from NaughtyInspector and use the NaughtyEditorGUI.PropertyField_Layout function instead of EditorGUILayout.PropertyField.



System Requirements


Unity 2018.3.0 or later versions. Feel free to try older version. Don't forget to include the NaughtyAttributes namespace.



Installation



  1. The package is available on the openupm registry. You can install it via openupm-cli.


openupm add com.dbrizov.naughtyattributes



  1. You can also install via git url by adding this entry in your manifest.json


"com.dbrizov.naughtyattributes": "https://github.com/dbrizov/NaughtyAttributes.git#upm"



  1. You can also download it from the Asset Store



Documentation




Support


NaughtyAttributes is an open-source project that I am developing in my free time. If you like it you can support me by donating.




Overview



Drawer Attributes


Provide special draw options to serialized fields.
A field can have only one DrawerAttribute. If a field has more than one, only the bottom one will be used.



AnimatorParam


Select an Animator paramater via dropdown interface.


public class NaughtyComponent : MonoBehaviour

{
public Animator someAnimator;

[AnimatorParam("someAnimator")]
public int paramHash;

[AnimatorParam("someAnimator")]
public string paramName;
}

inspector



Button


A method can be marked as a button. A button appears in the inspector and executes the method if clicked.
Works both with instance and static methods.


public class NaughtyComponent : MonoBehaviour

{
[Button]
private void MethodOne() { }

[Button("Button Text")]
private void MethodTwo() { }
}

inspector



CurveRange


Set bounds and modify curve color for AnimationCurves


public class NaughtyComponent : MonoBehaviour

{
[CurveRange(-1, -1, 1, 1)]
public AnimationCurve curve;

[CurveRange(EColor.Orange)]
public AnimationCurve curve1;

[CurveRange(0, 0, 5, 5, EColor.Red)]
public AnimationCurve curve2;
}

inspector



Dropdown


Provides an interface for dropdown value selection.


public class NaughtyComponent : MonoBehaviour

{
[Dropdown("intValues")]
public int intValue;

[Dropdown("StringValues")]
public string stringValue;

[Dropdown("GetVectorValues")]
public Vector3 vectorValue;

private int[] intValues = new int[] { 1, 2, 3, 4, 5 };

private List<string> StringValues { get { return new List<string>() { "A", "B", "C", "D", "E" }; } }

private DropdownList<Vector3> GetVectorValues()
{
return new DropdownList<Vector3>()
{
{ "Right", Vector3.right },
{ "Left", Vector3.left },
{ "Up", Vector3.up },
{ "Down", Vector3.down },
{ "Forward", Vector3.forward },
{ "Back", Vector3.back }
};
}
}

inspector



EnumFlags


Provides dropdown interface for setting enum flags.


public enum Direction

{
None = 0,
Right = 1 << 0,
Left = 1 << 1,
Up = 1 << 2,
Down = 1 << 3
}

public class NaughtyComponent : MonoBehaviour
{
[EnumFlags]
public Direction flags;
}

inspector



Expandable


Make scriptable objects expandable.


public class NaughtyComponent : MonoBehaviour

{
[Expandable]
public ScriptableObject scriptableObject;
}

inspector



HorizontalLine


public class NaughtyComponent : MonoBehaviour

{
[HorizontalLine(color: EColor.Red)]
public int red;

[HorizontalLine(color: EColor.Green)]
public int green;

[HorizontalLine(color: EColor.Blue)]
public int blue;
}

inspector



InfoBox


Used for providing additional information.


public class NaughtyComponent : MonoBehaviour

{
[InfoBox("This is my int", EInfoBoxType.Normal)]
public int myInt;

[InfoBox("This is my float", EInfoBoxType.Warning)]
public float myFloat;

[InfoBox("This is my vector", EInfoBoxType.Error)]
public Vector3 myVector;
}

inspector



InputAxis


Select an input axis via dropdown interface.


public class NaughtyComponent : MonoBehaviour

{
[InputAxis]
public string inputAxis;
}

inspector



MinMaxSlider


A double slider. The min value is saved to the X property, and the max value is saved to the Y property of a Vector2 field.


public class NaughtyComponent : MonoBehaviour

{
[MinMaxSlider(0.0f, 100.0f)]
public Vector2 minMaxSlider;
}

inspector



ProgressBar


public class NaughtyComponent : MonoBehaviour

{
[ProgressBar("Health", 300, EColor.Red)]
public int health = 250;

[ProgressBar("Mana", 100, EColor.Blue)]
public int mana = 25;

[ProgressBar("Stamina", 200, EColor.Green)]
public int stamina = 150;
}

inspector



ReorderableList


Provides array type fields with an interface for easy reordering of elements.


public class NaughtyComponent : MonoBehaviour

{
[ReorderableList]
public int[] intArray;

[ReorderableList]
public List<float> floatArray;
}

inspector



ReadOnly


Makes a field read only.


public class NaughtyComponent : MonoBehaviour

{
[ReadOnly]
public Vector3 forwardVector = Vector3.forward;
}

inspector



ResizableTextArea


A resizable text area where you can see the whole text.
Unlike Unity's Multiline and TextArea attributes where you can see only 3 rows of a given text, and in order to see it or modify it you have to manually scroll down to the desired row.


public class NaughtyComponent : MonoBehaviour

{
[ResizableTextArea]
public string resizableTextArea;
}

inspector



Scene


Select a scene from the build settings via dropdown interface.


public class NaughtyComponent : MonoBehaviour

{
[Scene]
public string bootScene; // scene name

[Scene]
public int tutorialScene; // scene index
}

inspector



ShowAssetPreview


Shows the texture preview of a given asset (Sprite, Prefab...).


public class NaughtyComponent : MonoBehaviour

{
[ShowAssetPreview]
public Sprite sprite;

[ShowAssetPreview(128, 128)]
public GameObject prefab;
}

inspector



ShowNativeProperty


Shows native C# properties in the inspector.
All native properties are displayed at the bottom of the inspector after the non-serialized fields and before the method buttons.
It supports only certain types (bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object).


public class NaughtyComponent : MonoBehaviour

{
public List<Transform> transforms;

[ShowNativeProperty]
public int TransformsCount => transforms.Count;
}

inspector



ShowNonSerializedField


Shows non-serialized fields in the inspector.
All non-serialized fields are displayed at the bottom of the inspector before the method buttons.
Keep in mind that if you change a non-static non-serialized field in the code - the value in the inspector will be updated after you press Play in the editor.
There is no such issue with static non-serialized fields because their values are updated at compile time.
It supports only certain types (bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object).


public class NaughtyComponent : MonoBehaviour

{
[ShowNonSerializedField]
private int myInt = 10;

[ShowNonSerializedField]
private const float PI = 3.14159f;

[ShowNonSerializedField]
private static readonly Vector3 CONST_VECTOR = Vector3.one;
}

inspector



Tag


Select a tag via dropdown interface.


public class NaughtyComponent : MonoBehaviour

{
[Tag]
public string tagField;
}

inspector



Meta Attributes


Give the fields meta data. A field can have more than one meta attributes.



BoxGroup


Surrounds grouped fields with a box.


public class NaughtyComponent : MonoBehaviour

{
[BoxGroup("Integers")]
public int firstInt;
[BoxGroup("Integers")]
public int secondInt;

[BoxGroup("Floats")]
public float firstFloat;
[BoxGroup("Floats")]
public float secondFloat;
}

inspector



Foldout


Makes a foldout group.


public class NaughtyComponent : MonoBehaviour

{
[Foldout("Integers")]
public int firstInt;
[Foldout("Integers")]
public int secondInt;
}

inspector



EnableIf / DisableIf


public class NaughtyComponent : MonoBehaviour

{
public bool enableMyInt;

[EnableIf("enableMyInt")]
public int myInt;

[EnableIf("Enabled")]
public float myFloat;

[EnableIf("NotEnabled")]
public Vector3 myVector;

public bool Enabled() { return true; }

public bool NotEnabled => false;
}

inspector


You can have more than one condition.


public class NaughtyComponent : MonoBehaviour

{
public bool flag0;
public bool flag1;

[EnableIf(EConditionOperator.And, "flag0", "flag1")]
public int enabledIfAll;

[EnableIf(EConditionOperator.Or, "flag0", "flag1")]
public int enabledIfAny;
}


ShowIf / HideIf


public class NaughtyComponent : MonoBehaviour

{
public bool showInt;

[ShowIf("showInt")]
public int myInt;

[ShowIf("AlwaysShow")]
public float myFloat;

[ShowIf("NeverShow")]
public Vector3 myVector;

public bool AlwaysShow() { return true; }

public bool NeverShow => false;
}

inspector


You can have more than one condition.


public class NaughtyComponent : MonoBehaviour

{
public bool flag0;
public bool flag1;

[ShowIf(EConditionOperator.And, "flag0", "flag1")]
public int showIfAll;

[ShowIf(EConditionOperator.Or, "flag0", "flag1")]
public int showIfAny;
}


Label


Override default field label.


public class NaughtyComponent : MonoBehaviour

{
[Label("Short Name")]
public string veryVeryLongName;

[Label("RGB")]
public Vector3 vectorXYZ;
}

inspector



OnValueChanged


Detects a value change and executes a callback.
Keep in mind that the event is detected only when the value is changed from the inspector.
If you want a runtime event, you should probably use an event/delegate and subscribe to it.


public class NaughtyComponent : MonoBehaviour

{
[OnValueChanged("OnValueChangedCallback")]
public int myInt;

private void OnValueChangedCallback()
{
Debug.Log(myInt);
}
}


Validator Attributes


Used for validating the fields. A field can have infinite number of validator attributes.



MinValue / MaxValue


Clamps integer and float fields.


public class NaughtyComponent : MonoBehaviour

{
[MinValue(0), MaxValue(10)]
public int myInt;

[MinValue(0.0f)]
public float myFloat;
}

inspector



Required


Used to remind the developer that a given reference type field is required.


public class NaughtyComponent : MonoBehaviour

{
[Required]
public Transform myTransform;

[Required("Custom required text")]
public GameObject myGameObject;
}

inspector



ValidateInput


The most powerful ValidatorAttribute.


public class _NaughtyComponent : MonoBehaviour

{
[ValidateInput("IsNotNull")]
public Transform myTransform;

[ValidateInput("IsGreaterThanZero", "myInteger must be greater than zero")]
public int myInt;

private bool IsNotNull(Transform tr)
{
return tr != null;
}

private bool IsGreaterThanZero(int value)
{
return value > 0;
}
}

inspector