You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
139 lines
4.8 KiB
139 lines
4.8 KiB
using System;
|
|
using UnityEngine;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
#endif
|
|
|
|
//----
|
|
//This attribute adds a helpbox to the Unity property inspector
|
|
//----
|
|
[AttributeUsage(AttributeTargets.Field, Inherited = true)]
|
|
public class HelpAttribute : PropertyAttribute {
|
|
|
|
public readonly string text;
|
|
#if UNITY_EDITOR
|
|
public readonly MessageType type;
|
|
#endif
|
|
|
|
public HelpAttribute(string text
|
|
#if UNITY_EDITOR
|
|
, MessageType type = MessageType.Info
|
|
#endif
|
|
)
|
|
{
|
|
this.text = text;
|
|
#if UNITY_EDITOR
|
|
this.type = type;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
[CustomPropertyDrawer(typeof(HelpAttribute))]
|
|
public class HelpDrawer : PropertyDrawer {
|
|
|
|
const int paddingHeight = 8; // Used for top and bottom padding between the text and the HelpBox border.
|
|
const int marginHeight = 2; // Used to add some margin between the the HelpBox and the property.
|
|
float baseHeight = 0; // Global field to store the original (base) property height.
|
|
float addedHeight = 0; // Custom added height for drawing text area which has the MultilineAttribute.
|
|
HelpAttribute helpAttribute { get { return (HelpAttribute)attribute; } } // A wrapper which returns the PropertyDrawer.attribute field as a HelpAttribute.
|
|
|
|
RangeAttribute rangeAttribute {
|
|
get {
|
|
var attributes = fieldInfo.GetCustomAttributes(typeof(RangeAttribute), true);
|
|
return attributes != null && attributes.Length > 0 ? (RangeAttribute)attributes[0] : null;
|
|
}
|
|
}
|
|
|
|
MultilineAttribute multilineAttribute {
|
|
get {
|
|
var attributes = fieldInfo.GetCustomAttributes(typeof(MultilineAttribute), true);
|
|
return attributes != null && attributes.Length > 0 ? (MultilineAttribute)attributes[0] : null;
|
|
}
|
|
}
|
|
|
|
public override float GetPropertyHeight(SerializedProperty prop, GUIContent label) {
|
|
|
|
baseHeight = base.GetPropertyHeight(prop, label);
|
|
float minHeight = paddingHeight * 5;
|
|
var content = new GUIContent(helpAttribute.text);
|
|
var style = GUI.skin.GetStyle("helpbox");
|
|
var height = style.CalcHeight(content, EditorGUIUtility.currentViewWidth);
|
|
height += marginHeight * 2; // add tiny padding here to make sure the text is not overflowing the HelpBox from the top and bottom.
|
|
|
|
// Since we draw a custom text area with the label above if our property contains the
|
|
// MultilineAttribute, we need to add some extra height to compensate. This is stored in a
|
|
// seperate global field so we can use it again later.
|
|
if (multilineAttribute != null && prop.propertyType == SerializedPropertyType.String) {
|
|
addedHeight = 48f;
|
|
}
|
|
|
|
// If the calculated HelpBox is less than our minimum height we use this to calculate the returned height instead.
|
|
return height > minHeight ? height + baseHeight + addedHeight : minHeight + baseHeight + addedHeight;
|
|
}
|
|
|
|
public override void OnGUI(Rect position, SerializedProperty prop, GUIContent label) {
|
|
|
|
var multiline = multilineAttribute;
|
|
|
|
EditorGUI.BeginProperty(position, label, prop);
|
|
|
|
// Copy the position out so we can calculate the position of our HelpBox without affecting the original position.
|
|
var helpPos = position;
|
|
|
|
helpPos.height -= baseHeight + marginHeight;
|
|
|
|
|
|
if (multiline != null) {
|
|
helpPos.height -= addedHeight;
|
|
}
|
|
|
|
// Renders the HelpBox in the Unity inspector UI.
|
|
EditorGUI.HelpBox(helpPos, helpAttribute.text, helpAttribute.type);
|
|
|
|
position.y += helpPos.height + marginHeight;
|
|
position.height = baseHeight;
|
|
|
|
|
|
// If we have a RangeAttribute on our field, we need to handle the PropertyDrawer differently to keep the same style as Unity's default.
|
|
var range = rangeAttribute;
|
|
|
|
if (range != null) {
|
|
if (prop.propertyType == SerializedPropertyType.Float) {
|
|
EditorGUI.Slider(position, prop, range.min, range.max, label);
|
|
}
|
|
else if (prop.propertyType == SerializedPropertyType.Integer) {
|
|
EditorGUI.IntSlider(position, prop, (int)range.min, (int)range.max, label);
|
|
|
|
} else {
|
|
EditorGUI.PropertyField(position, prop, label);
|
|
}
|
|
}
|
|
else if (multiline != null) {
|
|
|
|
// Here's where we handle the PropertyDrawer differently if we have a MultiLineAttribute, to try and keep some kind of multiline text area. This is not identical to Unity's default but is better than nothing...
|
|
if (prop.propertyType == SerializedPropertyType.String) {
|
|
var style = GUI.skin.label;
|
|
var size = style.CalcHeight(label, EditorGUIUtility.currentViewWidth);
|
|
|
|
EditorGUI.LabelField(position, label);
|
|
|
|
position.y += size;
|
|
position.height += addedHeight - size;
|
|
prop.stringValue = EditorGUI.TextArea(position, prop.stringValue);
|
|
}
|
|
else {
|
|
EditorGUI.PropertyField(position, prop, label);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we get to here it means we're drawing the default property field below the HelpBox. More custom
|
|
// and built in PropertyDrawers could be implemented to enable HelpBox but it could easily make for
|
|
// hefty else/if block which would need refactoring!
|
|
EditorGUI.PropertyField(position, prop, label);
|
|
}
|
|
EditorGUI.EndProperty();
|
|
}
|
|
}
|
|
#endif
|