UniversalViewer/Assets/Scripts/SharedBasic/Editor/ConditionalAttributes.cs

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