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Assets/Scripts/SharedBasic/Editor/ConditionalAttributes.cs
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110
Assets/Scripts/SharedBasic/Editor/ConditionalAttributes.cs
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/* Title : Attribute for show a field if other field is true or false.
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* Author : Anth
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*/
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using UnityEngine;
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using UnityEditor;
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/// <summary>
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/// Atttribute for show a field if other field is true or false.
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/// </summary>
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[System.AttributeUsage(System.AttributeTargets.Field, Inherited = false, AllowMultiple = true)]
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public sealed class ShowIfAttribute : PropertyAttribute
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{
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public string ConditionalSourceField;
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public bool expectedValue;
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public bool HideInInspector;
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/// <summary>
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/// Create the attribute for show a field x if field y is true or false.
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/// </summary>
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/// <param name="ConditionalSourceField">name of field y type boolean </param>
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/// <param name="expectedValue"> what value should have the field y for show the field x</param>
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/// <param name="HideInInspector"> if should hide in the inspector or only disable</param>
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public ShowIfAttribute(string ConditionalSourceField, bool expectedValue, bool HideInInspector = false)
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{
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this.ConditionalSourceField = ConditionalSourceField;
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this.expectedValue = expectedValue;
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this.HideInInspector = HideInInspector;
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}
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}
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[CustomPropertyDrawer(typeof(ShowIfAttribute))]
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public class ConditionalHidePropertyDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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#if UNITY_EDITOR
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ShowIfAttribute condHAtt = (ShowIfAttribute)attribute;
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bool enabled = GetConditionalSourceField(property, condHAtt);
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GUI.enabled = enabled;
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// if is enable draw the label
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if (enabled)
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EditorGUI.PropertyField(position, property, label, true);
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// if is not enabled but we want not hide it, then draw it disabled
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else if (!condHAtt.HideInInspector)
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EditorGUI.PropertyField(position, property, label, false);
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// else hide it ,dont draw it
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else return;
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#endif
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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#if UNITY_EDITOR
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ShowIfAttribute condHAtt = (ShowIfAttribute)attribute;
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bool enabled = GetConditionalSourceField(property, condHAtt);
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// if is enable draw the label
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if (enabled)
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{
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return EditorGUI.GetPropertyHeight(property, label, true);
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}
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// if is not enabled but we want not hide it, then draw it disabled
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else
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{
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if (!condHAtt.HideInInspector)
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return EditorGUI.GetPropertyHeight(property, label, false);
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// else hide it
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else
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return -EditorGUIUtility.standardVerticalSpacing; // Oculta el campo visualmente.
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}
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#else
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return 0f;
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#endif
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}
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/// <summary>
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/// Get if the conditional what expected is true.
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/// </summary>
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/// <param name="property"> is used for get the value of the property and check if return enable true or false </param>
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/// <param name="condHAtt"> is the attribute what contains the values what we need </param>
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/// <returns> only if the field y is same to the value expected return true</returns>
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private bool GetConditionalSourceField(SerializedProperty property, ShowIfAttribute condHAtt)
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{
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#if UNITY_EDITOR
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bool enabled = false;
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string propertyPath = property.propertyPath;
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string conditionPath = propertyPath.Replace(property.name, condHAtt.ConditionalSourceField);
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SerializedProperty sourcePropertyValue = property.serializedObject.FindProperty(conditionPath);
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if (sourcePropertyValue != null)
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{
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enabled = sourcePropertyValue.boolValue;
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if (enabled == condHAtt.expectedValue) enabled = true;
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else enabled = false;
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}
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else
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{
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string warning = "ConditionalHideAttribute: No se encuentra el campo booleano [" + condHAtt.ConditionalSourceField + "] en " + property.propertyPath;
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warning += " Aseg<65>rate de especificar correctamente el nombre del campo condicional.";
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Debug.LogWarning(warning);
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}
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return enabled;
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#else
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return false;
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#endif
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0567695ff7f584c4e80e0d4a799a4917
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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