SaintsField
is a Unity Inspector extension tool focusing on script fields like NaughtyAttributes but different.
Unity: 2019.1 or higher
Tip
A better document with TOC & Search: saintsfield.comes.today
(Yes, the project name comes from, of course, Saints Row 2)
- Works on deep nested fields!
- Supports both IMGUI and UI Toolkit! And it can properly handle IMGUI drawer even with UI Toolkit enabled!
- Use and only use
PropertyDrawer
andDecoratorDrawer
(exceptSaintsEditor
, which is disabled by default), thus it will be compatible with most Unity Inspector enhancements likeNaughtyAttributes
and your custom drawer. - Allow stack on many cases. Only attributes that modified the label itself, and the field itself can not be stacked. All other attributes can mostly be stacked.
- Allow dynamic arguments in many cases
-
Using Unity Asset Store
-
Using OpenUPM
openupm add today.comes.saintsfield
-
Using git upm:
add to
Packages/manifest.json
in your project{ "dependencies": { "today.comes.saintsfield": "https://github.com/TylerTemp/SaintsField.git", // your other dependencies... } }
-
Using a
unitypackage
:Go to the Release Page to download a desired version of
unitypackage
and import it to your project -
Using a git submodule:
git submodule add https://github.com/TylerTemp/SaintsField.git Assets/SaintsField
If you have DOTween installed
- Please also ensure you do:
Tools
-Demigaint
-DOTween Utility Panel
, clickCreate ASMDEF
- Or disable related functions with
Window
-Saints
-Disable DOTween Support
- If you can not find this menu, please read "Add a Macro" section about how to manually disable DOTween support in SaintsField.
[Optional] To use the full functions of this project, please also do: Window
- Saints
- Enable SaintsEditor
. Note this will break your existing Editor plugin like OdinInspector
, NaughtyAttributes
, MyToolbox
, Tri-Inspector
.
If you're using unitypackage
or git submodule, but you put this project under another folder rather than Assets/SaintsField
, please also do the following:
- Create
Assets/Editor Default Resources/SaintsField
. - Copy files from project's
Editor/Editor Default Resources/SaintsField
into your project'sAssets/Editor Default Resources/SaintsField
. If you're using a file browser instead of Unity's project tab to copy files, you may want to exclude the.meta
file to avoid GUID conflict.
namespace: SaintsField
3.9.0
- UI Toolkit: Add
SaintsArrow
to draw arrows in the scene (IMGUI support will be added later) - UI Toolkit: Fix auto-getters get looped calls when changing ordered in an array/list
See the full change log.
-
string|null richTextXml
the content of the label, supported tag:- All Unity rich label tag, like
<color=#ff0000>red</color>
<label />
for current field name<icon=path/to/image.png />
for icon<container.Type />
for the class/struct name of the container of the field<container.Type.BaseType />
for the class/struct name of the field's container's parent
null
means no labelfor
icon
it will search the following path:"Assets/Editor Default Resources/SaintsField/"
(You can override things here)"Assets/SaintsField/Editor/Editor Default Resources/SaintsField/"
(this is most likely to be when installed usingunitypackage
)"Packages/today.comes.saintsfield/Editor/Editor Default Resources/SaintsField/"
(this is most likely to be when installed usingupm
)Assets/Editor Default Resources/
, then fallback to built-in editor resources by name (usingEditorGUIUtility.Load
)
for
color
it supports:-
Standard Unity Rich Label colors:
aqua
,black
,blue
,brown
,cyan
,darkblue
,fuchsia
,green
,gray
,grey
,lightblue
,lime
,magenta
,maroon
,navy
,olive
,orange
,purple
,red
,silver
,teal
,white
,yellow
-
Some extra colors from NaughtyAttributes:
clear
,pink
,indigo
,violet
-
Some extra colors from UI Toolkit:
charcoalGray
,oceanicSlate
-
html color which is supported by
ColorUtility.TryParseHtmlString
, like#RRGGBB
,#RRGGBBAA
,#RGB
,#RGBA
If it starts with
$
, the leading$
will be removed andisCallback
will be set totrue
. Use\$
to escape the starting$
. - All Unity rich label tag, like
-
bool isCallback=false
if true, the
richTextXml
will be interpreted as a property/callback function, and the string value / the returned string value (tag supported) will be used as the label content.This is override to be
true
whenrichLabelXml
starts with$
-
AllowMultiple: No. A field can only have one
RichLabel
Special Note:
Use it on an array/list will apply it to all the direct child element instead of the field label itself. You can use this to modify elements of an array/list field, in this way:
- Ensure you make it a callback:
isCallback=true
, or therichTextXml
starts with$
- It'll pass the element value and index to your function
- Return the desired label content from the function
using SaintsField;
[RichLabel("<color=indigo><icon=eye.png /></color><b><color=red>R</color><color=green>a</color><color=blue>i</color><color=yellow>i</color><color=cyan>n</color><color=magenta>b</color><color=pink>o</color><color=orange>w</color></b>: <color=violet><label /></color>")]
public string _rainbow;
[RichLabel("$" + nameof(LabelCallback))]
public bool _callbackToggle;
private string LabelCallback() => _callbackToggle ? "<color=green><icon=eye.png /></color> <label/>" : "<icon=eye-slash.png /> <label/>";
[Space]
[RichLabel("$" + nameof(_propertyLabel))]
public string _propertyLabel;
private string _rainbow;
[Serializable]
private struct MyStruct
{
[RichLabel("<color=green>HI!</color>")]
public float LabelFloat;
}
[SerializeField]
[RichLabel("<color=green>Fixed For Struct!</color>")]
private MyStruct _myStructWorkAround;
richlabel.mp4
Here is an example of using on a array:
using SaintsField;
[RichLabel(nameof(ArrayLabels), true)]
public string[] arrayLabels;
// if you do not care about the actual value, use `object` as the first parameter
private string ArrayLabels(object _, int index) => $"<color=pink>[{(char)('A' + index)}]";
Like RichLabel
, but it's rendered above/below the field in full width of view instead.
string|null richTextXml
Same asRichLabel
bool isCallback=false
Same asRichLabel
string groupBy = ""
SeeGroupBy
section- AllowMultiple: Yes
using SaintsField;
[SerializeField]
[AboveRichLabel("┌<icon=eye.png/><label />┐")]
[RichLabel("├<icon=eye.png/><label />┤")]
[BelowRichLabel("$" + nameof(BelowLabel))]
[BelowRichLabel("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~", groupBy: "example")]
[BelowRichLabel("==================================", groupBy: "example")]
private int _intValue;
private string BelowLabel() => "└<icon=eye.png/><label />┘";
Like RichLabel
, but it's rendered on top of the field.
Only supports string/number type of field. Does not work with any kind of TextArea
(multiple line) and Range
.
Parameters:
-
string richTextXml
the content of the label, or a property/callback. Supports tags likeRichLabel
If it starts with
$
, the leading$
will be removed andisCallback
will be set totrue
. Use\$
to escape the starting$
. -
bool isCallback=false
if true, therichTextXml
will be interpreted as a property/callback function, and the string value / the returned string value (tag supported) will be used as the label content -
float padding=5f
padding between your input and the label. Not work whenend=true
-
bool end=false
when false, the label will follow the end of your input. Otherwise, it will stay at the end of the field. -
string GroupBy=""
this is only for the error message box. -
AllowMultiple: No
using SaintsField;
[OverlayRichLabel("<color=grey>km/s")] public double speed = double.MinValue;
[OverlayRichLabel("<icon=eye.png/>")] public string text;
[OverlayRichLabel("<color=grey>/int", padding: 1)] public int count = int.MinValue;
[OverlayRichLabel("<color=grey>/long", padding: 1)] public long longInt = long.MinValue;
[OverlayRichLabel("<color=grey>suffix", end: true)] public string atEnd;
Like RichLabel
, but it's rendered at the end of the field.
Parameters:
-
string richTextXml
the content of the label, or a property/callback. Supports tags likeRichLabel
If it starts with
$
, the leading$
will be removed andisCallback
will be set totrue
. Use\$
to escape the starting$
. -
bool isCallback=false
if true, therichTextXml
will be interpreted as a property/callback function, and the string value / the returned string value (tag supported) will be used as the label content -
float padding=5f
padding between the field and the label. -
string GroupBy=""
this is only for the error message box. -
AllowMultiple: Yes
using SaintsField;
[PostFieldRichLabel("<color=grey>km/s")] public float speed;
[PostFieldRichLabel("<icon=eye.png/>", padding: 0)] public GameObject eye;
[PostFieldRichLabel("$" + nameof(TakeAGuess))] public int guess;
public string TakeAGuess()
{
if(guess > 20)
{
return "<color=red>too high";
}
if (guess < 10)
{
return "<color=blue>too low";
}
return "<color=green>acceptable!";
}
Important
Enable SaintsEditor
before using
This is like RichLabel
, but it can change label of an array/list
Please note: at the moment it only works for serialized property, and is only tested on array/list. It's suggested to use RichLabel
for non-array/list
serialized fields.
Parameters:
string richTextXml
the rich text xml for the label. Note: custom rich label tag created by this project only works in UI Toolkit mode.bool isCallback=false
if it's a callback (a method/property/field)
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[PlayaRichLabel("<color=lame>It's Labeled!")]
public List<string> myList;
[PlayaRichLabel(nameof(MethodLabel), true)]
public string[] myArray;
private string MethodLabel(string[] values)
{
return $"<color=green><label /> {string.Join("", values.Select(_ => "<icon=star.png />"))}";
}
Draw an info box above/below the field.
-
string content
The content of the info box.
If it starts with
$
, the leading$
will be removed andisCallback
will be set totrue
. Use\$
to escape the starting$
. -
EMessageType messageType=EMessageType.Info
Message icon. Options are
None
Info
Warning
Error
-
string show=null
a callback name or property name for show or hide this info box.
-
bool isCallback=false
if true, the
content
will be interpreted as a property/callback function.If the value (or returned value) is a string, then the content will be changed
If the value is
(EMessageType messageType, string content)
then both content and message type will be changed -
bool above=false
Draw the info box above the field instead of belowRenamed to
below
since version3.3.0
-
bool below=false
Draw the info box below the field instead of above
-
string groupBy=""
SeeGroupBy
section -
AllowMultiple: Yes
BelowInfoBox
is a shortcut for [InfoBox(..., below: true)]
using SaintsField;
[field: SerializeField] private bool _show;
[Space]
[InfoBox("Hi\nwrap long line content content content content content content content content content content content content content content content content content content content content content content content content content", EMessageType.None)]
[BelowInfoBox("$" + nameof(DynamicMessage), EMessageType.Warning)]
[BelowInfoBox("$" + nameof(DynamicMessageWithIcon))]
[BelowInfoBox("Hi\n toggle content ", EMessageType.Info, nameof(_show))]
public bool _content;
private (EMessageType, string) DynamicMessageWithIcon => _content ? (EMessageType.Error, "False!") : (EMessageType.None, "True!");
private string DynamicMessage() => _content ? "False" : "True";
Infobox.mp4
Important
Enable SaintsEditor
before using
This is like InfoBox
, but it can be applied to array/list/button etc.
-
string content
The content of the info box.
If it starts with
$
, the leading$
will be removed andisCallback
will be set totrue
. Use\$
to escape the starting$
. -
EMessageType messageType=EMessageType.Info
Message icon. Options are
None
Info
Warning
Error
-
string show=null
a callback name or property name for show or hide this info box.
-
bool isCallback=false
if true, the
content
will be interpreted as a property/callback function.If the value (or returned value) is a string, then the content will be changed
If the value is
(EMessageType messageType, string content)
then both content and message type will be changed -
bool below=false
Draw the info box below the field instead of above
-
string groupBy=""
SeeGroupBy
section -
AllowMultiple: Yes
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[PlayaInfoBox("Please Note: special label like <icon=star.png/> only works for <color=lime>UI Toolkit</color> <color=red>(not IMGUI)</color> in InfoBox.")]
[PlayaBelowInfoBox("$" + nameof(DynamicFromArray))] // callback
public string[] strings = {};
public string dynamic;
private string DynamicFromArray(string[] value) => value.Length > 0? string.Join("\n", value): "null";
[PlayaInfoBox("MethodWithButton")]
[Button("Click Me!")]
[PlayaBelowInfoBox("GroupExample", groupBy: "group")]
[PlayaBelowInfoBox("$" + nameof(dynamic), groupBy: "group")]
public void MethodWithButton()
{
}
[PlayaInfoBox("Method")]
[PlayaBelowInfoBox("$" + nameof(dynamic))]
public void Method()
{
}
Draw text, separator, spaces for field on above / below with rich text & dynamic text support.
Parameters:
-
string title=null
display a title.null
for no title, only separator.If it starts with
$
, the leading$
will be removed andisCallback
will be set totrue
. Use\$
to escape the starting$
. -
EColor color=EColor.Gray
color for the title and the separator -
EAlign eAlign=EAlign.Start
how the title is positioned, options are:EAlign.Start
EAlign.Center
EAlign.End
-
bool isCallback=false
whentrue
, usetitle
as a callback to get a dynamic title -
int space=0
leave some space above or below the separator, like whatSpace
does. -
bool below=false
whentrue
, draw the separator below the field.
using SaintsField;
[Space(50)]
[Separator("Start")]
[Separator("Center", EAlign.Center)]
[Separator("End", EAlign.End)]
[BelowSeparator("$" + nameof(Callback))]
public string s3;
public string Callback() => s3;
[Space(50)]
[Separator]
public string s1;
[Separator(10)] // this behaves like a space
[Separator("[ Hi <color=LightBlue>Above</color> ]", EColor.Aqua, EAlign.Center)]
[BelowSeparator("[ Hi <color=Silver>Below</color> ]", EColor.Brown, EAlign.Center)]
[BelowSeparator(10)]
public string hi;
[BelowSeparator]
public string s2;
This is very useful when you what to separate parent fields from the inherent:
using SaintsField;
public class SeparatorParent : MonoBehaviour
{
[BelowSeparator("End Of <b><color=Aqua><container.Type/></color></b>", EAlign.Center, space: 10)]
public string parent;
}
public class SeparatorInherent : SeparatorParent
{
public string inherent;
}
A separator with text. (Recommend to use Separator
instead.)
string title=null
title,null
for no title at all. Does NOT support rich textEColor color
, color for title and line separatorfloat gap = 2f
, space between title and line separatorfloat height = 2f
, height of this decorator
using SaintsField;
[SepTitle("Separate Here", EColor.Pink)]
public string content1;
[SepTitle(EColor.Green)]
public string content2;
There are 3 general buttons:
AboveButton
will draw a button on aboveBelowButton
will draw a button on belowPostFieldButton
will draw a button at the end of the field
All of them have the same arguments:
-
string funcName
called when you click the button
-
string buttonLabel=null
label of the button, support tags like
RichLabel
.null
means using function name as label.If it starts with
$
, the leading$
will be removed andisCallback
will be set totrue
. Use\$
to escape the starting$
. -
bool isCallback = false
a callback or property name for button's label, same as
RichLabel
-
string groupBy = ""
See
GroupBy
section. Does NOT work onPostFieldButton
-
AllowMultiple: Yes
Note: Compared to Button
in SaintsEditor
, these buttons can receive the value of the decorated field, and will not get parameter drawers.
using SaintsField;
[SerializeField] private bool _errorOut;
[field: SerializeField] private string _labelByField;
[AboveButton(nameof(ClickErrorButton), nameof(_labelByField), true)]
[AboveButton(nameof(ClickErrorButton), "Click <color=green><icon='eye.png' /></color>!")]
[AboveButton(nameof(ClickButton), "$" + nameof(GetButtonLabel), groupBy: "OK")]
[AboveButton(nameof(ClickButton), "$" + nameof(GetButtonLabel), groupBy: "OK")]
[PostFieldButton(nameof(ToggleAndError), nameof(GetButtonLabelIcon), true)]
[BelowButton(nameof(ClickButton), "$" + nameof(GetButtonLabel), groupBy: "OK")]
[BelowButton(nameof(ClickButton), "$" + nameof(GetButtonLabel), groupBy: "OK")]
[BelowButton(nameof(ClickErrorButton), "Below <color=green><icon='eye.png' /></color>!")]
public int _someInt;
private void ClickErrorButton() => Debug.Log("CLICKED!");
private string GetButtonLabel() =>
_errorOut
? "Error <color=red>me</color>!"
: "No <color=green>Error</color>!";
private string GetButtonLabelIcon() => _errorOut
? "<color=red><icon='eye.png' /></color>"
: "<color=green><icon='eye.png' /></color>";
private void ClickButton(int intValue)
{
Debug.Log($"get value: {intValue}");
if(_errorOut)
{
throw new Exception("Expected exception!");
}
}
private void ToggleAndError()
{
Toggle();
if(_errorOut)
{
throw new Exception("Expected exception!");
}
}
private void Toggle() => _errorOut = !_errorOut;
general_buttons.mp4
Important
Enable SaintsEditor
before using
Draw a button for a function. If the method have arguments (required or optional), it'll draw inputs for these arguments.
string buttonLabel = null
the button label. If null, it'll use the function name.
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[Button]
private void EditorButton()
{
Debug.Log("EditorButton");
}
[Button("Label")]
private void EditorLabeledButton()
{
Debug.Log("EditorLabeledButton");
}
Example with arguments:
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[Button]
private void OnButtonParams(UnityEngine.Object myObj, int myInt, string myStr = "hi")
{
Debug.Log($"{myObj}, {myInt}, {myStr}");
}
A dropdown selector for layer.
- AllowMultiple: No
Note: want a bitmask layer selector? Unity already has it. Just use public LayerMask myLayerMask;
using SaintsField;
[Layer] public string layerString;
[Layer] public int layerInt;
// Unity supports multiple layer selector
public LayerMask myLayerMask;
A dropdown selector for a scene in the build list, plus a "Edit Scenes In Build..." option to directly open the "Build Settings" window where you can change building scenes.
- AllowMultiple: No
using SaintsField;
[Scene] public int _sceneInt;
[Scene] public string _sceneString;
A dropdown selector for sorting layer, plus a "Edit Sorting Layers..." option to directly open "Sorting Layers" tab from "Tags & Layers" inspector where you can change sorting layers.
- AllowMultiple: No
using SaintsField;
[SortingLayer] public string _sortingLayerString;
[SortingLayer] public int _sortingLayerInt;
A dropdown selector for a tag.
- AllowMultiple: No
using SaintsField;
[Tag] public string tag;
A string dropdown selector for an input axis, plus a "Open Input Manager..." option to directly open "Input Manager" tab from "Project Settings" window where you can change input axes.
- AllowMultiple: No
using SaintsField;
[InputAxis] public string inputAxis;
A toggle button to toggle the GameObject.activeSelf
of the field.
This does not require the field to be GameObject
. It can be a component which already attached to a GameObject
.
- AllowMultiple: No
using SaintsField;
[GameObjectActive] public GameObject _go;
[GameObjectActive] public GameObjectActiveExample _component;
game_object_active.mp4
A toggle button to toggle the Sprite
of the target.
The field itself must be Sprite
.
-
string imageOrSpriteRenderer
the target, must be either
UI.Image
orSpriteRenderer
-
AllowMultiple: Yes
using SaintsField;
[field: SerializeField] private Image _image;
[field: SerializeField] private SpriteRenderer _sprite;
[SerializeField
, SpriteToggle(nameof(_image))
, SpriteToggle(nameof(_sprite))
] private Sprite _sprite1;
[SerializeField
, SpriteToggle(nameof(_image))
, SpriteToggle(nameof(_sprite))
] private Sprite _sprite2;
sprite_toggle.mp4
A toggle button to toggle the Material
of the target.
The field itself must be Material
.
-
string rendererName=null
the target, must be
Renderer
(or its subClass likeMeshRenderer
). When using null, it will try to get theRenderer
component from the current component -
int index=0
which slot index of
materials
onRenderer
you want to swap -
AllowMultiple: Yes
using SaintsField;
public Renderer targetRenderer;
[MaterialToggle(nameof(targetRenderer))] public Material _mat1;
[MaterialToggle(nameof(targetRenderer))] public Material _mat2;
mat_toggle.mp4
A toggle button to toggle color for Image
, Button
, SpriteRenderer
or Renderer
The field itself must be Color
.
-
string compName=null
the target, must be
Image
,Button
,SpriteRenderer
, orRenderer
(or its subClass likeMeshRenderer
).When using
null
, it will try to get the correct component from the target object of this field by order.When it's a
Renderer
, it will change the material's.color
property.When it's a
Button
, it will change the button'stargetGraphic.color
property. -
int index=0
(only works for
Renderer
type) which slot index ofmaterials
onRenderer
you want to apply the color -
AllowMultiple: Yes
using SaintsField;
// auto find on the target object
[SerializeField, ColorToggle] private Color _onColor;
[SerializeField, ColorToggle] private Color _offColor;
[Space]
// by name
[SerializeField] private Image _image;
[SerializeField, ColorToggle(nameof(_image))] private Color _onColor2;
[SerializeField, ColorToggle(nameof(_image))] private Color _offColor2;
color_toggle.mp4
Make serializable object expandable. (E.g. ScriptableObject
, MonoBehavior
)
Known issue:
-
IMGUI: if the target itself has a custom drawer, the drawer will not be used, because
PropertyDrawer
is not allowed to create anEditor
class, thus it'll just iterate and draw all fields in the object.For more information about why this is impossible under IMGUI, see Issue 25
-
IMGUI: the
Foldout
will NOT be placed at the left space like a Unity's default foldout component, because Unity limited thePropertyDrawer
to be drawn inside the rect Unity gives. Trying outside of the rect will make the target non-interactable. But in early Unity (like 2019.1), Unity will forceFoldout
to be out of rect on top leve, but not on array/list level... so you may see different outcomes on different Unity version. -
UI Toolkit:
ReadOnly
(andDisableIf
,EnableIf
) can NOT disable the expanded fields. This is becauseInspectorElement
does not work withSetEnable(false)
, neither withpickingMode=Ignore
. This can not be fixed unless Unity fixes it.
- AllowMultiple: No
using SaintsField;
[Expandable] public ScriptableObject _scriptable;
A dropdown to pick a referenced value for Unity's SerializeReference
.
You can use this to pick non UnityObject object like interface
or polymorphism class
.
Limitation:
- The target must have a public constructor with no required arguments.
- It'll try to copy field values when changing types but not guaranteed.
struct
will not get copied value (it's too tricky to deal a struct)
Parameters:
-
bool hideLabel=false
: true to hide the label of picked type -
Allow Multiple: No
using SaintsField;
[Serializable]
public class Base1Fruit
{
public GameObject base1;
}
[Serializable]
public class Base2Fruit: Base1Fruit
{
public int base2;
}
[Serializable]
public class Apple : Base2Fruit
{
public string apple;
public GameObject applePrefab;
}
[Serializable]
public class Orange : Base2Fruit
{
public bool orange;
}
[SerializeReference, ReferencePicker]
public Base2Fruit item;
public interface IRefInterface
{
public int TheInt { get; }
}
// works for struct
[Serializable]
public struct StructImpl : IRefInterface
{
[field: SerializeField]
public int TheInt { get; set; }
public string myStruct;
}
[Serializable]
public class ClassDirect: IRefInterface
{
[field: SerializeField, Range(0, 10)]
public int TheInt { get; set; }
}
// abstruct type will be skipped
public abstract class ClassSubAbs : ClassDirect
{
public abstract string AbsValue { get; }
}
[Serializable]
public class ClassSub1 : ClassSubAbs
{
public string sub1;
public override string AbsValue => $"Sub1: {sub1}";
}
[Serializable]
public class ClassSub2 : ClassSubAbs
{
public string sub2;
public override string AbsValue => $"Sub2: {sub2}";
}
[SerializeReference, ReferencePicker]
public IRefInterface myInterface;
SaintsRow
attribute allows you to draw Button
, Layout
, ShowInInspector
, DOTweenPlay
etc (all SaintsEditor
attributes) in a Serializable
object (usually a class or a struct).
This attribute does NOT need SaintsEditor
enabled. It's an out-of-box tool.
Parameters:
-
bool inline=false
If true, it'll draw the
Serializable
inline like it's directly in theMonoBehavior
-
AllowMultiple: No
Special Note:
- After applying this attribute, only pure
PropertyDrawer
, and decorators fromSaintsEditor
works on this target. Which means, using third party'sPropertyDrawer
is fine, but decorator of Editor level (e.g. Odin'sButton
, NaughtyAttributes'Button
) will not work. - IMGUI:
ELayout.Horizontal
does not work here - IMGUI:
DOTweenPlay
might be a bit buggy displaying the playing/pause/stop status for each function.
using SaintsField;
using SaintsField.Playa; // SaintsEditor is not required here
[Serializable]
public struct Nest
{
public string nest2Str; // normal field
[Button] // function button
private void Nest2Btn() => Debug.Log("Call Nest2Btn");
// static field (non serializable)
[ShowInInspector] public static Color StaticColor => Color.cyan;
// const field (non serializable)
[ShowInInspector] public const float Pi = 3.14f;
// normal attribute drawer works as expected
[BelowImage(maxWidth: 25)] public SpriteRenderer spriteRenderer;
[DOTweenPlay] // DOTween helper
private Sequence PlayColor()
{
return DOTween.Sequence()
.Append(spriteRenderer.DOColor(Color.red, 1f))
.Append(spriteRenderer.DOColor(Color.green, 1f))
.Append(spriteRenderer.DOColor(Color.blue, 1f))
.SetLoops(-1);
}
[DOTweenPlay("Position")]
private Sequence PlayTween2()
{
return DOTween.Sequence()
.Append(spriteRenderer.transform.DOMove(Vector3.up, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.right, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.down, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.left, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.zero, 1f))
;
}
}
[SaintsRow]
public Nest n1;
To show a Serializable
inline like it's directly in the MonoBehavior
:
using SaintsField;
[Serializable]
public struct MyStruct
{
public int structInt;
public bool structBool;
}
[SaintsRow(inline: true)]
public MyStruct myStructInline;
public string normalStringField;
SerializeReference
SaintsRow
can work on SerializeReference
. If using it together with ReferencePicker
, ensure ReferencePicker
is before SaintsRow
!
using SaintsField;
public interface IRefInterface
{
public int TheInt { get; }
}
[Serializable]
public struct StructImpl : IRefInterface
{
[field: SerializeField]
public int TheInt { get; set; }
[LayoutStart("Hi", ELayout.FoldoutBox)]
public string myStruct;
public ClassDirect nestedClass;
}
[SerializeReference, ReferencePicker, SaintsRow]
public IRefInterface saints;
[SerializeReference, ReferencePicker(hideLabel: true), SaintsRow(inline: true)]
public IRefInterface inline;
Drawer
alternatively, you can make a drawer for your data type to omit [SaintsRow]
everywhere:
using SaintsField.Editor.Playa;
[CustomPropertyDrawer(typeof(Nest))]
public class MySaintsRowAttributeDrawer: SaintsRowAttributeDrawer {}
Important
Enable SaintsEditor
before using
Allow you to search and paging a large list/array.
Parameters:
bool searchable = false
: allow search in the list/arrayint numberOfItemsPerPage = 0
: how many items per page by default.<=0
means no pagingbool delayedSearch = false
: whentrue
, delay the search until you hit enter or blur the search field
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[Serializable]
public struct MyData
{
public int myInt;
public string myString;
public GameObject myGameObject;
public string[] myStrings;
}
[ListDrawerSettings(searchable: true, numberOfItemsPerPage: 3)]
public MyData[] myDataArr;
The first input is where you can search. The next input can adjust how many items per page. The last part is the paging.
Important
Enable SaintsEditor
before using
Show a non-field property.
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
// const
[ShowInInspector, Ordered] public const float MyConstFloat = 3.14f;
// static
[ShowInInspector, Ordered] public static readonly Color MyColor = Color.green;
// auto-property
[ShowInInspector, Ordered]
public Color AutoColor
{
get => Color.green;
set {}
}
A rating stars tool for an int
field.
Parameters:
-
int min
minimum value of the rating. Must be equal to or greater than 0.When it's equal to 0, it'll draw a red slashed star to select
0
.When it's greater than 0, it will draw
min
number of fixed stars that you can not un-rate. -
int max
maximum value of the rating. Must be greater thanmin
. -
AllowMultiple: No
using SaintsField;
[Rate(0, 5)] public int rate0To5;
[Rate(1, 5)] public int rate1To5;
[Rate(3, 5)] public int rate3To5;
rate.mp4
Very like Unity's Range
but allow you to dynamically change the range, plus allow to set range step.
For each argument:
string minCallback
orfloat min
: the minimum value of the slider, or a property/callback name.string maxCallback
orfloat max
: the maximum value of the slider, or a property/callback name.float step=-1f
: the step for the range.<= 0
means no limit.
using SaintsField;
public int min;
public int max;
[PropRange(nameof(min), nameof(max))] public float rangeFloat;
[PropRange(nameof(min), nameof(max))] public int rangeInt;
[PropRange(nameof(min), nameof(max), step: 0.5f)] public float rangeFloatStep;
[PropRange(nameof(min), nameof(max), step: 2)] public int rangeIntStep;
A range slider for Vector2
or Vector2Int
For each argument:
-
int|float min
orstring minCallback
: the minimum value of the slider, or a property/callback name. -
int|float max
orstring maxCallback
: the maximum value of the slider, or a property/callback name. -
int|float step=1|-1f
: the step of the slider,<= 0
means no limit. By default, int type use1
and float type use-1f
-
float minWidth=50f
: (IMGUI Only) the minimum width of the value label.< 0
for auto size (not recommended) -
float maxWidth=50f
: (IMGUI Only) the maximum width of the value label.< 0
for auto size (not recommended) -
bool free=false
:true
to allow you manually input the value without getting limited by the slider (and the min/max value). -
AllowMultiple: No
a full-featured example:
using SaintsField;
[MinMaxSlider(-1f, 3f, 0.3f)]
public Vector2 vector2Step03;
[MinMaxSlider(0, 20, 3)]
public Vector2Int vector2IntStep3;
[MinMaxSlider(-1f, 3f)]
public Vector2 vector2Free;
[MinMaxSlider(0, 20)]
public Vector2Int vector2IntFree;
// not recommended
[SerializeField]
[MinMaxSlider(0, 100, minWidth:-1, maxWidth:-1)]
private Vector2Int _autoWidth;
[field: SerializeField, MinMaxSlider(-100f, 100f)]
public Vector2 OuterRange { get; private set; }
[SerializeField, MinMaxSlider(nameof(GetOuterMin), nameof(GetOuterMax), 1)] public Vector2Int _innerRange;
private float GetOuterMin() => OuterRange.x;
private float GetOuterMax() => OuterRange.y;
[field: SerializeField]
public float DynamicMin { get; private set; }
[field: SerializeField]
public float DynamicMax { get; private set; }
[SerializeField, MinMaxSlider(nameof(DynamicMin), nameof(DynamicMax))] private Vector2 _propRange;
[SerializeField, MinMaxSlider(nameof(DynamicMin), 100f)] private Vector2 _propLeftRange;
[SerializeField, MinMaxSlider(-100f, nameof(DynamicMax))] private Vector2 _propRightRange;
min_max_slider.mp4
Example of free input mode:
[MinMaxSlider(0, 10, free: true)] public Vector2 freeInput;
free-min-max.mp4
A progress bar for float
or int
field. This behaves like a slider but more fancy.
Note: Unlike NaughtyAttributes (which is read-only), this is interactable.
Parameters:
-
(Optional)
float minValue=0
|string minCallback=null
: minimum value of the slider -
float maxValue=100
|string maxCallback=null
: maximum value of the slider -
float step=-1
: the growth step of the slider,<= 0
means no limit. -
EColor color=EColor.OceanicSlate
: filler color -
EColor backgroundColor=EColor.CharcoalGray
: background color -
string colorCallback=null
: a callback or property name for the filler color. The function must return aEColor
,Color
, a name ofEColor
/Color
, or a hex color string (starts with#
). This will overridecolor
parameter. -
string backgroundColorCallback=null
: a callback or property name for the background color. -
string titleCallback=null
: a callback for displaying the title. The function signature is:string TitleCallback(float curValue, float min, float max, string label);
rich text is not supported here
using SaintsField;
[ProgressBar(10)] public int myHp;
// control step for float rather than free value
[ProgressBar(0, 100f, step: 0.05f, color: EColor.Blue)] public float myMp;
[Space]
public int minValue;
public int maxValue;
[ProgressBar(nameof(minValue)
, nameof(maxValue) // dynamic min/max
, step: 0.05f
, backgroundColorCallback: nameof(BackgroundColor) // dynamic background color
, colorCallback: nameof(FillColor) // dynamic fill color
, titleCallback: nameof(Title) // dynamic title, does not support rich label
),
]
[RichLabel(null)] // make this full width
public float fValue;
private EColor BackgroundColor() => fValue <= 0? EColor.Brown: EColor.CharcoalGray;
private Color FillColor() => Color.Lerp(Color.yellow, EColor.Green.GetColor(), Mathf.Pow(Mathf.InverseLerp(minValue, maxValue, fValue), 2));
private string Title(float curValue, float min, float max, string label) => curValue < 0 ? $"[{label}] Game Over: {curValue}" : $"[{label}] {curValue / max:P}";
progress_bar.mp4
A dropdown selector for an animator parameter.
-
string animatorName=null
name of the animator. When omitted, it will try to get the animator from the current component
-
(Optional)
AnimatorControllerParameterType animatorParamType
type of the parameter to filter
using SaintsField;
[field: SerializeField]
public Animator Animator { get; private set;}
[AnimatorParam(nameof(Animator))]
private string animParamName;
[AnimatorParam(nameof(Animator))]
private int animParamHash;
A dropdown selector for animator state.
-
string animatorName=null
name of the animator. When omitted, it will try to get the animator from the current component
to get more useful info from the state, you can use AnimatorStateBase
/AnimatorState
type instead of string
type.
AnimatorStateBase
has the following properties:
int layerIndex
index of layerint stateNameHash
hash value of statestring stateName
actual state namefloat stateSpeed
theSpeed
parameter of the statestring stateTag
theTag
of the statestring[] subStateMachineNameChain
the sub-state machine hierarchy name list of the state
AnimatorState
added the following attribute(s):
AnimationClip animationClip
is the actual animation clip of the state (can be null). It has alength
value for the length of the clip. For more detail see Unity Doc of AnimationClip
Special Note: using AniamtorState
/AnimatorStateBase
with OnValueChanged
, you can get a AnimatorStateChanged
on the callback (rather than the value of the field).
This is because AnimatorState
expected any class/struct with satisfied fields.
using SaintsField;
[AnimatorState, OnValueChanged(nameof(OnChanged))]
public string stateName;
#if UNITY_EDITOR
[AnimatorState, OnValueChanged(nameof(OnChangedState))]
#endif
public AnimatorState state;
// This does not have a `animationClip`, thus it won't include a resource when serialized: only pure data.
[AnimatorState, OnValueChanged(nameof(OnChangedState))]
public AnimatorStateBase stateBase;
private void OnChanged(string changedValue) => Debug.Log(changedValue);
#if UNITY_EDITOR
private void OnChangedState(AnimatorStateChanged changedValue) => Debug.Log($"layerIndex={changedValue.layerIndex}, AnimatorControllerLayer={changedValue.layer}, AnimatorState={changedValue.state}, animationClip={changedValue.animationClip}, subStateMachineNameChain={string.Join("/", changedValue.subStateMachineNameChain)}");
#endif
A curve drawer for AnimationCurve
which allow to set bounds and color
Override 1:
Vector2 min = Vector2.zero
bottom left for boundsVector2 max = Vector2.one
top right for boundsEColor color = EColor.Green
curve line color
Override 2:
float minX = 0f
bottom left x for boundsfloat minY = 0f
bottom left y for boundsfloat maxX = 1f
top right x for boundsfloat maxY = 1f
top right y for boundsEColor color = EColor.Green
curve line color
using SaintsField;
[CurveRange(-1, -1, 1, 1)]
public AnimationCurve curve;
[CurveRange(EColor.Orange)]
public AnimationCurve curve1;
[CurveRange(0, 0, 5, 5, EColor.Red)]
public AnimationCurve curve2;
Note: You can change the default behavior of these attributes using Window/Saints/Create or Edit SaintsField Config
Automatically sign a component to a field, if the field value is null and the component is already attached to current target. (First one found will be used)
-
(Optional)
EXP config
: config. SeeSaints XPath-like Syntax
section for more information.Note: You can change the default behavior of these attributes using
Window/Saints/Create or Edit SaintsField Config
-
Type compType = null
The component type to sign. If null, it'll use the field type.
-
string groupBy = ""
For error message grouping.
-
AllowMultiple: No
using SaintsField;
[GetComponent] public BoxCollider otherComponent;
[GetComponent] public GameObject selfGameObject; // get the GameObject itself
[GetComponent] public RectTransform selfRectTransform; // useful for UI
[GetComponent] public GetComponentExample selfScript; // yeah you can get your script itself
[GetComponent] public Dummy otherScript; // other script
Automatically sign a component to a field, if the field value is null and the component is already attached to itself or its child GameObjects. (First one found will be used)
NOTE: Like GetComponentInChildren
by Unity, this will check the target object itself.
-
(Optional)
EXP config
: config. SeeSaints XPath-like Syntax
section for more information.Note: You can change the default behavior of these attributes using
Window/Saints/Create or Edit SaintsField Config
-
bool includeInactive = false
Should inactive children be included?
true
to include inactive children. -
Type compType = null
The component type to sign. If null, it'll use the field type.
-
bool excludeSelf = false
When
true
, skip checking the target itself. -
string groupBy = ""
For error message grouping.
-
AllowMultiple: No
using SaintsField;
[GetComponentInChildren] public BoxCollider childBoxCollider;
// by setting compType, you can sign it as a different type
[GetComponentInChildren(compType: typeof(Dummy))] public BoxCollider childAnotherType;
// and GameObject field works too
[GetComponentInChildren(compType: typeof(BoxCollider))] public GameObject childBoxColliderGo;
Automatically sign a component to a field, if the field value is null and the component is already attached to its parent GameObject(s). (First one found will be used)
Note:
- Like Unity's
GetComponentInParent
, this will check the target object itself. GetComponentInParent
will only check the target & its direct parent.GetComponentInParents
will search all the way up to the root.
Parameters:
-
(Optional)
EXP config
: config. SeeSaints XPath-like Syntax
section for more information.Note: You can change the default behavior of these attributes using
Window/Saints/Create or Edit SaintsField Config
-
(For
GetComponentInParents
only)bool includeInactive = false
Should inactive GameObject be included?
true
to include inactive GameObject.Note: only
GetComponentInParents
has this parameter! -
Type compType = null
The component type to sign. If null, it'll use the field type.
-
string groupBy = ""
For error message grouping.
-
AllowMultiple: No
using SaintsField;
[GetComponentInParent] public SpriteRenderer directParent; // equals [GetByXPath("//parent::")]
[GetComponentInParent(typeof(SpriteRenderer))] public GameObject directParentDifferentType; // equals [GetByXPath("//parent::/[@GetComponent(SpriteRenderer)]")]
[GetComponentInParent] public BoxCollider directNoSuch;
[GetComponentInParents] public SpriteRenderer searchParent; // equals [GetByXPath("//ancestor::")]
[GetComponentInParents(compType: typeof(SpriteRenderer))] public GameObject searchParentDifferentType;
[GetComponentInParents] public BoxCollider searchNoSuch;
Automatically sign a component to a field, if the field value is null and the component is in the currently opened scene. (First one found will be used)
-
(Optional)
EXP config
: config. SeeSaints XPath-like Syntax
section for more information.Note: You can change the default behavior of these attributes using
Window/Saints/Create or Edit SaintsField Config
-
bool includeInactive = false
Should inactive GameObject be included?
true
to include inactive GameObject. -
Type compType = null
The component type to sign. If null, it'll use the field type.
-
string groupBy = ""
For error message grouping.
-
AllowMultiple: No
using SaintsField;
[GetComponentInScene] public Dummy dummy;
// by setting compType, you can sign it as a different type
[GetComponentInScene(compType: typeof(Dummy))] public RectTransform dummyTrans;
// and GameObject field works too
[GetComponentInScene(compType: typeof(Dummy))] public GameObject dummyGo;
Automatically sign a prefab to a field, if the field value is null and the prefab has the component. (First one found will be used)
Recommended to use it with FieldType
!
-
(Optional)
EXP config
: config. SeeSaints XPath-like Syntax
section for more information.Note: You can change the default behavior of these attributes using
Window/Saints/Create or Edit SaintsField Config
-
Type compType = null
The component type to sign. If null, it'll use the field type.
-
string groupBy = ""
For error message grouping.
-
AllowMultiple: No
using SaintsField;
[GetPrefabWithComponent] public Dummy dummy;
// get the prefab itself
[GetPrefabWithComponent(compType: typeof(Dummy))] public GameObject dummyPrefab;
// works so good with `FieldType`
[GetPrefabWithComponent(compType: typeof(Dummy)), FieldType(typeof(Dummy))] public GameObject dummyPrefabFieldType;
Automatically sign a ScriptableObject
file to this field. (First one found will be used)
Recommended to use it with Expandable
!
-
(Optional)
EXP config
: config. SeeSaints XPath-like Syntax
section for more information.Note: You can change the default behavior of these attributes using
Window/Saints/Create or Edit SaintsField Config
-
string pathSuffix=null
the path suffix for thisScriptableObject
.null
for no limit. for example: if it's/Resources/mySo
, it will only sign the file whose path is ends with/Resources/mySo.asset
, likeAssets/proj/Resources/mySo.asset
-
AllowMultiple: No
using SaintsField;
[GetScriptableObject] public Scriptable mySo;
[GetScriptableObject("RawResources/ScriptableIns")] public Scriptable mySoSuffix;
Note: You can change the default behavior of these attributes using Window/Saints/Create or Edit SaintsField Config
Please read Saints XPath-like Syntax
section for more information.
Parameters
-
(Optional)
EXP config
: config tweak -
string path...
: resource searching paths.Using
$
as a start to get a path from a callback/property/field. -
Allow multiple: Yes. With multiple decorators, all results from each decorator will be used.
Showcase:
// get the main camera from scene
[GetByXPath("scene:://[@Tag = MainCamera][]")] public Camera mainCamera;
// only allow the user to pick from the target folder, which the `Hero` script returns `isAvaliable` as true
[GetByXPath(EXP.JustPicker, "assets::/Art/Heros/*.prefab[@{GetComponent(Hero).isAvaliable}]")]
public GameObject[] heroPrefabs;
// get all prefabs under `Art/Heros` AND `Art/Monsters`
[GetByXPath("assets::/Art/Heros/*.prefab")]
[GetByXPath("assets::/Art/Monsters/*.prefab")]
public GameObject[] entityPrefabs;
// callback: auto find a resource depending on another resource
public Sprite normalIcon;
[GetByXPath("$" + nameof(EditorGetFallbackXPath))]
public Sprite alternativeIcon;
public string EditorGetFallbackXPath() => normalIcon == null
? ""
: $"assets::/Alternative/{AssetDatabase.GetAssetPath(normalIcon)["Assets/".Length..]}";
Automatically add a component to the current target if the target does not have this component. (This will not sign the component added)
Recommended to use it with GetComponent
!
-
Type compType = null
The component type to add. If null, it'll use the field type.
-
string groupBy = ""
For error message grouping.
-
AllowMultiple: Yes
using SaintsField;
[AddComponent, GetComponent] public Dummy dummy;
[AddComponent(typeof(BoxCollider)), GetComponent] public GameObject thisObj;
Deprecated: use GetByXPath
instead.
Automatically find a component under the current target. This is very similar to Unity's transform.Find
, except it accepts many paths, and it's returning value is not limited to transform
- (Optional)
EXP config
: config. SeeSaints XPath-like Syntax
section for more information. string path
a path to searchparams string[] paths
more paths to search- AllowMultiple: Yes but not necessary
using SaintsField;
[FindComponent("sub/dummy")] public Dummy subDummy;
[FindComponent("sub/dummy")] public GameObject subDummyGo;
[FindComponent("sub/noSuch", "sub/dummy")] public Transform subDummyTrans;
Deprecated: use GetByXPath
instead.
Automatically sign a component to a field by a given path.
-
(Optional)
EGetComp config
Options are:
EGetComp.ForceResign
: when the target changed (e.g. you delete/create one), automatically resign the new correct component.EGetComp.NoResignButton
: do not display a resign button when the target mismatches.
-
string paths...
Paths to search.
-
AllowMultiple: Yes. But not necessary.
The path
is a bit like html's XPath
but with less functions:
Path | Meaning |
---|---|
/ |
Separator. Using at start means the root of the current scene. |
// |
Separator. Any descendant children |
. |
Node. Current node |
.. |
Node. Parent node |
* |
All nodes |
name | Node. Any nodes with this name |
[last()] |
Index Filter. Last of results |
[index() > 1] |
Index Filter. Node index that is greater than 1 |
[0] |
Index Filter. First node in the results |
For example:
./sth
orsth
: direct child object of current object namedsth
.//sth
: any descendant child under current. (descendant::sth)..//sth
: first go to parent, then find the direct child namedsth
/sth
: top level node in current scene namedsth
//sth
: first go to top level, then find the direct child namedsth
///sth
: first go to top level, then find any node namedsth
./get/sth[1]
: the child namedget
of current node, then the second node namedsth
in the direct children list ofget
using SaintsField;
// starting from root, search any object with name "Dummy"
[GetComponentByPath("///Dummy")] public GameObject dummy;
// first child of current object
[GetComponentByPath("./*[1]")] public GameObject direct1;
// child of current object which has index greater than 1
[GetComponentByPath("./*[index() > 1]")] public GameObject directPosTg1;
// last child of current object
[GetComponentByPath("./*[last()]")] public GameObject directLast;
// re-sign the target if mis-match
[GetComponentByPath(EGetComp.NoResignButton | EGetComp.ForceResign, "./DirectSub")] public GameObject directSubWatched;
// without "ForceResign", it'll display a reload button if mis-match
// with multiple paths, it'll search from left to right
[GetComponentByPath("/no", "./DirectSub1")] public GameObject directSubMulti;
// if no match, it'll show an error message
[GetComponentByPath("/no", "///sth/else/../what/.//ever[last()]/goes/here")] public GameObject notExists;
Ask the inspector to display another type of field rather than the field's original type.
This is useful when you want to have a GameObject
prefab, but you want this target prefab to have a specific component (e.g. your own MonoScript
, or a ParticalSystem
). By using this you force the inspector to sign the required object that has your expected component but still gives you the original typed value to field.
This can also be used when you just want a type reference to a prefab, but Unity does not allow you to pick a prefab because "performance consideration".
Overload:
FieldTypeAttribute(Type compType, EPick editorPick = EPick.Assets | EPick.Scene, bool customPicker = true)
FieldTypeAttribute(Type compType, bool customPicker)
FieldTypeAttribute(EPick editorPick = EPick.Assets | EPick.Scene, bool customPicker = true)
For each argument:
-
Type compType
the type of the component you want to pick.null
for using current type -
EPick editorPick
where you want to pick the component. Options are:EPick.Assets
for assetsEPick.Scene
for scene objects
For the default Unity picker: if no
EPick.Scene
is set, will not show the scene objects. However, omitAssets
will still show the assets. This limitation is from Unity's API.The custom picker does NOT have this limitation.
-
customPicker
show an extra button to use a custom picker. Disable this if you have serious performance issue. -
AllowMultiple: No
using SaintsField;
[SerializeField, FieldType(typeof(SpriteRenderer))]
private GameObject _go;
[SerializeField, FieldType(typeof(FieldTypeExample))]
private ParticleSystem _ps;
// this allows you to pick a perfab with field component on, which Unity will only give an empty picker.
[FieldType(EPick.Assets)] public Dummy dummyPrefab;
Call a function every time the field value is changed
-
string callback
the callback function nameIt'll try to pass the new value and the index (only if it's in an array/list). You can set the corresponding parameter in your callback if you want to receive them.
-
AllowMultiple: Yes
Special Note: AnimatorState
will have a different OnValueChanged
parameter passed in. See AnimatorState
for more detail.
Known Issue:
Unity changed how the TrackPropertyValue
and RegisterValueChangeCallback
works. Using on a SerializeReference
, you can still get the correct callback, but the callback will happen multiple times for one change.
Using OnValueChanged
on an array/list of SerializeReference
can cause some problem when you add/remove an element: the Console
will give error, and the inspector view will display incorrect data. Selecting out then selecting back will fix this issue.
However, you can just switch back to the old way if you do not care about the field change in the reference field. (Because Unity, still, does not fix related issues about property tracking...)
These two issues can not be fixed unless Unity fixes it.
using SaintsField;
// no params
[OnValueChanged(nameof(Changed))]
public int value;
private void Changed()
{
Debug.Log($"changed={value}");
}
// with params to get the new value
[OnValueChanged(nameof(ChangedAnyType))]
public GameObject go;
// it will pass the index too if it's inside an array/list
[OnValueChanged(nameof(ChangedAnyType))]
public SpriteRenderer[] srs;
// it's ok to set it as the super class
private void ChangedAnyType(object anyObj, int index=-1)
{
Debug.Log($"changed={anyObj}@{index}");
}
Important
Enable SaintsEditor
before using
OnValueChanged
can not detect if an array/list is changed in size. OnArraySizeChanged
attribute will call a callback for that.
Using it together with OnValueChanged
to get all changing notification for an array/list.
Parameters:
string callback
: the callback function when the size changed.- Allow Multiple: No
using SaintsField; // namespace for OnValueChanged
using SaintsField.Playa; // namespace for OnArraySizeChanged
[Serializable]
public class MyClass // generic class change is also detectable
{
public string unique;
}
[OnValueChanged(nameof(ValueChanged))] // optional
[OnArraySizeChanged(nameof(SizeChanged))]
public MyClass[] myClasses;
public void ValueChanged(MyClass myClass, int index) => Debug.Log($"OnValueChanged: {myClass.unique} at {index}");
// if you do not care about values, just omit the parameters
public void SizeChanged(IReadOnlyList<MyClass> myClassNewValues) => Debug.Log($"OnArraySizeChanged {myClassNewValues.Count}: {string.Join("; ", myClassNewValues.Select(each => each?.unique))}");
A tool to set field enable/disable status. Supports callbacks (function/field/property) and enum types. by using multiple arguments and decorators, you can make logic operation with it.
ReadOnly
equals DisableIf
, EnableIf
is the opposite of DisableIf
Arguments:
For callback (functions, fields, properties):
-
(Optional)
EMode editorMode=EMode.Edit | EMode.Play
Condition: if it should be in edit mode or play mode for Editor. By default (omitting this parameter) it does not check the mode at all.
-
object by...
callbacks or attributes for the condition.
-
AllowMultiple: Yes
For ReadOnly
/DisableIf
: The field will be disabled if ALL condition is true (and
operation)
For EnableIf
: The field will be enabled if ANY condition is true (or
operation)
For multiple attributes: The field will be disabled if ANY condition is true (or
operation)
Logic example:
EnableIf(A)
==DisableIf(!A)
EnableIf(A, B)
==EnableIf(A || B)
==DisableIf(!(A || B))
==DisableIf(!A && !B)
[EnableIf(A), EnableIf(B)]
==[DisableIf(!A), DisableIf(!B)]
==DisableIf(!A || !B)
A simple example:
using SaintsField;
[ReadOnly(nameof(ShouldBeDisabled))] public string disableMe;
private bool ShouldBeDisabled // change the logic here
{
return true;
}
It also supports enum
types. The syntax is like this:
using SaintsField;
[Serializable]
public enum EnumToggle
{
Off,
On,
}
public EnumToggle enum1;
[ReadOnly(nameof(enum1), EnumToggle.On)] public string enumReadOnly;
A more complex example:
using SaintsField;
[Serializable]
public enum EnumToggle
{
Off,
On,
}
public EnumToggle enum1;
public EnumToggle enum2;
public bool bool1;
public bool bool2 {
return true;
}
// example of checking two normal callbacks and two enum callbacks
[EnableIf(nameof(bool1), nameof(bool2), nameof(enum1), EnumToggle.On, nameof(enum2), EnumToggle.On)] public string bool12AndEnum12;
A more complex example about logic operation:
using SaintsField;
[ReadOnly] public string directlyReadOnly;
[SerializeField] private bool _bool1;
[SerializeField] private bool _bool2;
[SerializeField] private bool _bool3;
[SerializeField] private bool _bool4;
[SerializeField]
[ReadOnly(nameof(_bool1))]
[ReadOnly(nameof(_bool2))]
[RichLabel("readonly=1||2")]
private string _ro1and2;
[SerializeField]
[ReadOnly(nameof(_bool1), nameof(_bool2))]
[RichLabel("readonly=1&&2")]
private string _ro1or2;
[SerializeField]
[ReadOnly(nameof(_bool1), nameof(_bool2))]
[ReadOnly(nameof(_bool3), nameof(_bool4))]
[RichLabel("readonly=(1&&2)||(3&&4)")]
private string _ro1234;
readonly.mp4
EMode example:
using SaintsField;
public bool boolVal;
[DisableIf(EMode.Edit)] public string disEditMode;
[DisableIf(EMode.Play)] public string disPlayMode;
[DisableIf(EMode.Edit, nameof(boolVal))] public string disEditAndBool;
[DisableIf(EMode.Edit), DisableIf(nameof(boolVal))] public string disEditOrBool;
[EnableIf(EMode.Edit)] public string enEditMode;
[EnableIf(EMode.Play)] public string enPlayMode;
[EnableIf(EMode.Edit, nameof(boolVal))] public string enEditOrBool;
// dis=!editor || dis=!bool => en=editor&&bool
[EnableIf(EMode.Edit), EnableIf(nameof(boolVal))] public string enEditAndBool;
It also supports value comparison like ==
, >
, <=
. Read more in the "Value Comparison for Show/Hide/Enable/Disable-If" section.
Important
Enable SaintsEditor
before using
This is the same as EnableIf
, DisableIf
, plus it can be applied to array, Button
Different from EnableIf
/DisableIf
in the following:
- apply on an array will directly enable or disable the array itself, rather than each element.
- Callback function can not receive value and index
- this method can not detect foldout, which means using it on
Expandable
,EnumFlags
, the foldout button will also be disabled. For this case, useDisableIf
/EnableIf
instead.
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[PlayaDisableIf] public int[] justDisable;
[PlayaEnableIf] public int[] justEnable;
[PlayaDisableIf(nameof(boolValue))] public int[] disableIf;
[PlayaEnableIf(nameof(boolValue))] public int[] enableIf;
[PlayaDisableIf(EMode.Edit)] public int[] disableEdit;
[PlayaDisableIf(EMode.Play)] public int[] disablePlay;
[PlayaEnableIf(EMode.Edit)] public int[] enableEdit;
[PlayaEnableIf(EMode.Play)] public int[] enablePlay;
[Button, PlayaDisableIf(nameof(boolValue))] private void DisableIfBtn() => Debug.Log("DisableIfBtn");
[Button, PlayaEnableIf(nameof(boolValue))] private void EnableIfBtn() => Debug.Log("EnableIfBtn");
[Button, PlayaDisableIf(EMode.Edit)] private void DisableEditBtn() => Debug.Log("DisableEditBtn");
[Button, PlayaDisableIf(EMode.Play)] private void DisablePlayBtn() => Debug.Log("DisablePlayBtn");
[Button, PlayaEnableIf(EMode.Edit)] private void EnableEditBtn() => Debug.Log("EnableEditBtn");
[Button, PlayaEnableIf(EMode.Play)] private void EnablePlayBtn() => Debug.Log("EnablePlayBtn");
It also supports value comparison like ==
, >
, <=
. Read more in the "Value Comparison for Show/Hide/Enable/Disable-If" section.
Show or hide the field based on a condition. . Supports callbacks (function/field/property) and enum types. by using multiple arguments and decorators, you can make logic operation with it.
Arguments:
-
(Optional)
EMode editorMode=EMode.Edit | EMode.Play
Condition: if it should be in edit mode or play mode for Editor. By default (omitting this parameter) it does not check the mode at all.
-
object by...
callbacks or attributes for the condition.
-
AllowMultiple: Yes
You can use multiple ShowIf
, HideIf
, and even a mix of the two.
For ShowIf
: The field will be shown if ALL condition is true (and
operation)
For HideIf
: The field will be hidden if ANY condition is true (or
operation)
For multiple attributes: The field will be shown if ANY condition is true (or
operation)
For example, [ShowIf(A...), ShowIf(B...)]
will be shown if ShowIf(A...) || ShowIf(B...)
is true.
HideIf
is the opposite of ShowIf
. Please note "the opposite" is like the logic operation, like !(A && B)
is !A || !B
, !(A || B)
is !A && !B
.
HideIf(A)
==ShowIf(!A)
HideIf(A, B)
==HideIf(A || B)
==ShowIf(!(A || B))
==ShowIf(!A && !B)
[Hideif(A), HideIf(B)]
==[ShowIf(!A), ShowIf(!B)]
==ShowIf(!A || !B)
A simple example:
using SaintsField;
[ShowIf(nameof(ShouldShow))]
public int showMe;
public bool ShouldShow() // change the logic here
{
return true;
}
It also supports enum
types. The syntax is like this:
using SaintsField;
[Serializable]
public enum EnumToggle
{
Off,
On,
}
public EnumToggle enum1;
[ShowIf(nameof(enum1), EnumToggle.On)] public string enum1Show;
A more complex example:
using SaintsField;
[Serializable]
public enum EnumToggle
{
Off,
On,
}
public EnumToggle enum1;
public EnumToggle enum2;
public bool bool1;
public bool bool2 {
return true;
}
// example of checking two normal callbacks and two enum callbacks
[ShowIf(nameof(bool1), nameof(bool2), nameof(enum1), EnumToggle.On, nameof(enum2), EnumToggle.On)] public string bool12AndEnum12;
A more complex example about logic operation:
using SaintsField;
public bool _bool1;
public bool _bool2;
public bool _bool3;
public bool _bool4;
[ShowIf(nameof(_bool1))]
[ShowIf(nameof(_bool2))]
[RichLabel("<color=red>show=1||2")]
public string _showIf1Or2;
[ShowIf(nameof(_bool1), nameof(_bool2))]
[RichLabel("<color=green>show=1&&2")]
public string _showIf1And2;
[HideIf(nameof(_bool1))]
[HideIf(nameof(_bool2))]
[RichLabel("<color=blue>show=!1||!2")]
public string _hideIf1Or2;
[HideIf(nameof(_bool1), nameof(_bool2))]
[RichLabel("<color=yellow>show=!(1||2)=!1&&!2")]
public string _hideIf1And2;
[ShowIf(nameof(_bool1))]
[HideIf(nameof(_bool2))]
[RichLabel("<color=magenta>show=1||!2")]
public string _showIf1OrNot2;
[ShowIf(nameof(_bool1), nameof(_bool2))]
[ShowIf(nameof(_bool3), nameof(_bool4))]
[RichLabel("<color=orange>show=(1&&2)||(3&&4)")]
public string _showIf1234;
[HideIf(nameof(_bool1), nameof(_bool2))]
[HideIf(nameof(_bool3), nameof(_bool4))]
[RichLabel("<color=pink>show=!(1||2)||!(3||4)=(!1&&!2)||(!3&&!4)")]
public string _hideIf1234;
show_hide.mp4
Example about EMode:
using SaintsField;
public bool boolValue;
[ShowIf(EMode.Edit)] public string showEdit;
[ShowIf(EMode.Play)] public string showPlay;
[ShowIf(EMode.Edit, nameof(boolValue))] public string showEditAndBool;
[ShowIf(EMode.Edit), ShowIf(nameof(boolValue))] public string showEditOrBool;
[HideIf(EMode.Edit)] public string hideEdit;
[HideIf(EMode.Play)] public string hidePlay;
[HideIf(EMode.Edit, nameof(boolValue))] public string hideEditOrBool;
[HideIf(EMode.Edit), HideIf(nameof(boolValue))] public string hideEditAndBool;
It also supports value comparison like ==
, >
, <=
. Read more in the "Value Comparison for Show/Hide/Enable/Disable-If" section.
Important
Enable SaintsEditor
before using
This is the same as ShowIf
, HideIf
, plus it's allowed to be applied to array, Button
, ShowInInspector
Different from ShowIf
/HideIf
:
- apply on an array will directly show or hide the array itself, rather than each element.
- Callback function can not receive value and index
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
public bool boolValue;
[PlayaHideIf] public int[] justHide;
[PlayaShowIf] public int[] justShow;
[PlayaHideIf(nameof(boolValue))] public int[] hideIf;
[PlayaShowIf(nameof(boolValue))] public int[] showIf;
[PlayaHideIf(EMode.Edit)] public int[] hideEdit;
[PlayaHideIf(EMode.Play)] public int[] hidePlay;
[PlayaShowIf(EMode.Edit)] public int[] showEdit;
[PlayaShowIf(EMode.Play)] public int[] showPlay;
[ShowInInspector, PlayaHideIf(nameof(boolValue))] public const float HideIfConst = 3.14f;
[ShowInInspector, PlayaShowIf(nameof(boolValue))] public const float ShowIfConst = 3.14f;
[ShowInInspector, PlayaHideIf(EMode.Edit)] public const float HideEditConst = 3.14f;
[ShowInInspector, PlayaHideIf(EMode.Play)] public const float HidePlayConst = 3.14f;
[ShowInInspector, PlayaShowIf(EMode.Edit)] public const float ShowEditConst = 3.14f;
[ShowInInspector, PlayaShowIf(EMode.Play)] public const float ShowPlayConst = 3.14f;
[ShowInInspector, PlayaHideIf(nameof(boolValue))] public static readonly Color HideIfStatic = Color.green;
[ShowInInspector, PlayaShowIf(nameof(boolValue))] public static readonly Color ShowIfStatic = Color.green;
[ShowInInspector, PlayaHideIf(EMode.Edit)] public static readonly Color HideEditStatic = Color.green;
[ShowInInspector, PlayaHideIf(EMode.Play)] public static readonly Color HidePlayStatic = Color.green;
[ShowInInspector, PlayaShowIf(EMode.Edit)] public static readonly Color ShowEditStatic = Color.green;
[ShowInInspector, PlayaShowIf(EMode.Play)] public static readonly Color ShowPlayStatic = Color.green;
[Button, PlayaHideIf(nameof(boolValue))] private void HideIfBtn() => Debug.Log("HideIfBtn");
[Button, PlayaShowIf(nameof(boolValue))] private void ShowIfBtn() => Debug.Log("ShowIfBtn");
[Button, PlayaHideIf(EMode.Edit)] private void HideEditBtn() => Debug.Log("HideEditBtn");
[Button, PlayaHideIf(EMode.Play)] private void HidePlayBtn() => Debug.Log("HidePlayBtn");
[Button, PlayaShowIf(EMode.Edit)] private void ShowEditBtn() => Debug.Log("ShowEditBtn");
[Button, PlayaShowIf(EMode.Play)] private void ShowPlayBtn() => Debug.Log("ShowPlayBtn");
It also supports value comparison like ==
, >
, <=
. Read more in the "Value Comparison for Show/Hide/Enable/Disable-If" section.
Reminding a given reference type field to be required.
This will check if the field value is a truly
value, which means:
ValuedType
likestruct
will always betruly
becausestruct
is not nullable and Unity will fill a default value for it no matter what- It works on reference type and will NOT skip Unity's life-circle null check
- You may not want to use it on
int
,float
(because only0
is nottruly
) orbool
, but it's still allowed if you insist
Parameters:
string errorMessage = null
Error message. Default is{label} is required
- AllowMultiple: No
using SaintsField;
[Required("Add this please!")] public Sprite _spriteImage;
// works for the property field
[field: SerializeField, Required] public GameObject Go { get; private set; }
[Required] public UnityEngine.Object _object;
[SerializeField, Required] private float _wontWork;
[Serializable]
public struct MyStruct
{
public int theInt;
}
[Required]
public MyStruct myStruct;
Validate the input of the field when the value changes.
-
string callback
is the callback function to validate the data.Parameters:
- If the function accepts no arguments, then no argument will be passed
- If the function accepts required arguments, the first required argument will receive the field's value. If there is another required argument and the field is inside a list/array, the index will be passed.
- If the function only has optional arguments, it will try to pass the field's value and index if possible. Otherwise the default value of the parameter will be passed.
Return:
- If return type is
string
, thennull
or empty string for valid, otherwise, the string will be used as the error message - If return type is
bool
, thentrue
for valid,false
for invalid with message "`{label}` is invalid`"
-
AllowMultiple: Yes
using SaintsField;
// string callback
[ValidateInput(nameof(OnValidateInput))]
public int _value;
private string OnValidateInput() => _value < 0 ? $"Should be positive, but gets {_value}" : null;
// property validate
[ValidateInput(nameof(boolValidate))]
public bool boolValidate;
// bool callback
[ValidateInput(nameof(BoolCallbackValidate))]
public string boolCallbackValidate;
private bool BoolCallbackValidate() => boolValidate;
// with callback params
[ValidateInput(nameof(ValidateWithReqParams))]
public int withReqParams;
private string ValidateWithReqParams(int v) => $"ValidateWithReqParams: {v}";
// with optional callback params
[ValidateInput(nameof(ValidateWithOptParams))]
public int withOptionalParams;
private string ValidateWithOptParams(string sth="a", int v=0) => $"ValidateWithOptionalParams[{sth}]: {v}";
// with array index callback
[ValidateInput(nameof(ValidateValArr))]
public int[] valArr;
private string ValidateValArr(int v, int index) => $"ValidateValArr[{index}]: {v}";
validate.mp4
Limit for int/float field
They have the same overrides:
-
float value
: directly limit to a number value -
string valueCallback
: a callback or property for limit -
AllowMultiple: Yes
using SaintsField;
public int upLimit;
[MinValue(0), MaxValue(nameof(upLimit))] public int min0Max;
[MinValue(nameof(upLimit)), MaxValue(10)] public float fMinMax10;
min_max_value.mp4
Allow you to specify the required component(s) or interface(s) for a field.
If the signed field does not meet the requirement, it'll:
- show an error message, if
freeSign=false
- prevent the change, if
freeSign=true
customPicker
will allow you to pick an object which are already meet the requirement(s).
Overload:
RequireTypeAttribute(bool freeSign = false, bool customPicker = true, params Type[] requiredTypes)
RequireTypeAttribute(bool freeSign, params Type[] requiredTypes)
RequireTypeAttribute(EPick editorPick, params Type[] requiredTypes)
RequireTypeAttribute(params Type[] requiredTypes)
For each argument:
-
bool freeSign=false
If true, it'll allow you to sign any object to this field, and display an error message if it does not meet the requirement(s).
Otherwise, it will try to prevent the change.
-
bool customPicker=true
Show a custom picker to pick an object. The showing objects are already meet the requirement(s).
-
EPick editorPick=EPick.Assets | EPick.Scene
The picker type for the custom picker.
EPick.Assets
for assets,EPick.Scene
for scene objects. -
params Type[] requiredTypes
The required component(s) or interface(s) for this field.
-
AllowMultiple: No
using SaintsField;
public interface IMyInterface {}
public class MyInter1: MonoBehaviour, IMyInterface {}
public class MySubInter: MyInter1 {}
public class MyInter2: MonoBehaviour, IMyInterface {}
[RequireType(typeof(IMyInterface))] public SpriteRenderer interSr;
[RequireType(typeof(IMyInterface), typeof(SpriteRenderer))] public GameObject interfaceGo;
[RequireType(true, typeof(IMyInterface))] public SpriteRenderer srNoPickerFreeSign;
[RequireType(true, typeof(IMyInterface))] public GameObject goNoPickerFreeSign;
A decorator that limit the size of the array or list.
Note: Because of the limitation of PropertyDrawer
:
- Delete an element will first be deleted, then the array will duplicated the last element.
- UI Toolkit: you might see the UI flicked when you remove an element.
Enable SaintsEditor
if possible, otherwise:
- When the field is 0 length, it'll not be filled to target size.
- You can always change it to 0 size.
If you have SaintsEditor
enabled, recommend to use it together with ListDrawerSettings
, the +
& -
will be enabled/disabled accordingly.
Parameters:
int size
the size of the array or listint min
min value of the sizeint max
max value of the sizestring groupBy = ""
for error message grouping- AllowMultiple: No
For example:
[ArraySize(3)]
will make the array size fixed to 3[ArraySize(1, 5)]
will make the array size range to 1-5 (both included)[ArraySize(min: 1)]
will make the array size at least 1 (no max value specific). Useful to require a non-empty array.
using SaintsField;
[ArraySize(3)]
public string[] myArr;
Deprecated. Use ArraySize
instead.
Important
Enable SaintsEditor
before using
SaintsEditor
uses reflection to get each field. However, c# reflection does not give all the orders: PropertyInfo
, MethodInfo
and FieldInfo
does not order with each other.
Thus, if the order is incorrect, you can use [Ordered]
to specify the order. But also note: Ordered
ones are always after the ones without an Ordered
. So if you want to add it, add it to every field.
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[Ordered] public string myStartField;
[ShowInInspector, Ordered] public const float MyConstFloat = 3.14f;
[ShowInInspector, Ordered] public static readonly Color MyColor = Color.green;
[ShowInInspector, Ordered]
public Color AutoColor
{
get => Color.green;
set {}
}
[Button, Ordered]
private void EditorButton()
{
Debug.Log("EditorButton");
}
[Ordered] public string myOtherFieldUnderneath;
Important
Enable SaintsEditor
before using
A layout decorator to group fields.
string groupBy
the grouping key. Use/
to separate different groups and create sub groups.ELayout layout=ELayout.Vertical
the layout of the current group. Note this is aEnumFlag
, means you can mix with options.bool keepGrouping=false
: SeeLayoutStart
belowfloat marginTop = -1f
add some space before the layout.-1
for using default spacing.float marginBottom = -1f
add some space after the layout.-1
for using default spacing.
Options are:
Vertical
Horizontal
Background
draw a background color for the whole groupTitle
show the titleTitleOut
maketitle
more visible. Add this will by default addTitle
. OnIMGUI
it will draw an separator between title and the rest of the content. OnUI Toolkit
it will draw a background color for the title.Foldout
allow to fold/unfold this group. If you have noTab
on, then this will automatically addTitle
Collapse
Same asFoldout
but is collapsed by default.Tab
make this group a tab page separated rather than grouping itTitleBox
=Background | Title | TitleOut
FoldoutBox
=Background | Title | TitleOut | Foldout
CollapseBox
=Background | Title | TitleOut | Collapse
Known Issue
Horizental
style is buggy, for the following reasons:
- On IMGUI,
HorizontalScope
does NOT shrink when there are many items, and will go off-view without a scrollbar. BothOdin
andMarkup-Attributes
have the same issue. However,Markup-Attribute
useslabelWidth
to make the situation a bit better, whichSaintsEditor
does not provide (at this point at least). - On UI Toolkit we have the well-behaved layout system, but because Unity will try to align the first label, all the field except the first one will get the super-shrank label width which makes it unreadable.
Appearance
Example
using SaintsField;
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[Layout("Titled", ELayout.Title | ELayout.TitleOut)]
public string titledItem1, titledItem2;
// title
[Layout("Titled Box", ELayout.Background | ELayout.TitleOut)]
public string titledBoxItem1;
[Layout("Titled Box")] // you can omit config when you already declared one somewhere (no need to be the first one)
public string titledBoxItem2;
// foldout
[LayoutStart("Collapse", ELayout.CollapseBox)]
public string collapseItem1;
public string collapseItem2;
[LayoutStart("Foldout", ELayout.FoldoutBox)]
public string foldoutItem1;
public string foldoutItem2;
// tabs
[Layout("Tabs", ELayout.Tab | ELayout.Collapse)]
[LayoutStart("./Tab1")]
public string tab1Item1;
public int tab1Item2;
[LayoutStart("../Tab2")]
public string tab2Item1;
public int tab2Item2;
[LayoutStart("../Tab3")]
public string tab3Item1;
public int tab3Item2;
// nested groups
[LayoutStart("Nested", ELayout.Background | ELayout.TitleOut)]
public int nestedOne;
[LayoutStart("./Nested Group 1", ELayout.TitleOut)]
public int nestedTwo;
public int nestedThree;
[LayoutStart("./Nested Group 2", ELayout.TitleOut)]
public int nestedFour;
public string nestedFive;
// Unlabeled Box
[Layout("Unlabeled Box", ELayout.Background)]
public int unlabeledBoxItem1, unlabeledBoxItem2;
// Foldout In A Box
[Layout("Foldout In A Box", ELayout.Foldout | ELayout.Background | ELayout.TitleOut)]
public int foldoutInABoxItem1, foldoutInABoxItem2;
// Complex example. Button and ShowInInspector works too
[Ordered]
[Layout("Root", ELayout.Tab | ELayout.Foldout | ELayout.Background)]
[Layout("Root/V1")]
[SepTitle("Basic", EColor.Pink)]
public string hv1Item1;
[Ordered]
[Layout("Root/V1/buttons", ELayout.Horizontal)]
[Button("Root/V1 Button1")]
public void RootV1Button()
{
Debug.Log("Root/V1 Button");
}
[Ordered]
[Layout("Root/V1/buttons")]
[Button("Root/V1 Button2")]
public void RootV1Button2()
{
Debug.Log("Root/V1 Button");
}
[Ordered]
[Layout("Root/V1")]
[ShowInInspector]
public static Color color1 = Color.red;
[Ordered]
[DOTweenPlay("Tween1", "Root/V1")]
public Tween RootV1Tween1()
{
return DOTween.Sequence();
}
[Ordered]
[DOTweenPlay("Tween2", "Root/V1")]
public Tween RootV1Tween2()
{
return DOTween.Sequence();
}
[Ordered]
[Layout("Root/V1")]
public string hv1Item2;
// public string below;
[Ordered]
[Layout("Root/V2")]
public string hv2Item1;
[Ordered]
[Layout("Root/V2/H", ELayout.Horizontal), RichLabel(null)]
public string hv2Item2, hv2Item3;
[Ordered]
[Layout("Root/V2")]
public string hv2Item4;
[Ordered]
[Layout("Root/V3", ELayout.Horizontal)]
[ResizableTextArea, RichLabel(null)]
public string hv3Item1, hv3Item2;
[Ordered]
[Layout("Root/Buggy")]
[InfoBox("Sadly, Horizontal is buggy either in UI Toolkit or IMGUI", above: true)]
public string buggy = "See below:";
[Ordered]
[Layout("Root/Buggy/H", ELayout.Horizontal)]
public string buggy1, buggy2, buggy3;
[Ordered]
[Layout("Title+Tab", ELayout.Tab | ELayout.TitleBox)]
[Layout("Title+Tab/g1")]
public string titleTabG11, titleTabG21;
[Ordered]
[Layout("Title+Tab/g2")]
public string titleTabG12, titleTabG22;
[Ordered]
[Layout("All Together", ELayout.Tab | ELayout.Foldout | ELayout.Title | ELayout.TitleOut | ELayout.Background)]
[Layout("All Together/g1")]
public string allTogetherG11, allTogetherG21;
[Ordered]
[Layout("All Together/g2")]
public string allTogetherG12, allTogetherG22;
layout.mp4
Important
Enable SaintsEditor
before using
LayoutStart
allows you to continuously grouping fields with layout, until a new group appears. LayoutEnd
will stop the grouping.
LayoutStart(name)
is the same as Layout(name, keepGrouping: true)
For LayoutStart
:
string groupBy
same asLayout
ELayout layout=0
same asLayout
float marginTop = -1f
same asLayout
float marginBottom = -1f
same asLayout
For LayoutEnd
:
string groupBy=null
same asLayout
. Whennull
, close all existing groups.
It supports ./SubGroup
to create a nested subgroup:
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[LayoutStart("Root", ELayout.FoldoutBox)]
public string root1;
public string root2;
[LayoutStart("./Sub", ELayout.FoldoutBox)] // equals "Root/Sub"
public string sub1;
public string sub2;
[LayoutEnd(".")]
[LayoutStart("./Another", ELayout.FoldoutBox)] // equals "Root/Another"
public string another1;
public string another2;
[LayoutEnd(".")] // equals "Root"
public string root3; // this should still belong to "Root"
public string root4;
[LayoutEnd] // this should close any existing group
public string outOfAll;
[LayoutStart("Tabs", ELayout.Tab | ELayout.Collapse)]
[LayoutStart("./Tab1")]
public string tab1Item1;
public int tab1Item2;
[LayoutEnd(".")]
[LayoutStart("./Tab2")]
public string tab2Item1;
public int tab2Item2;
example of using LayoutStart
with LayoutEnd
:
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
public string beforeGroup;
[LayoutStart("Group", ELayout.Background | ELayout.TitleOut)]
public string group1;
public string group2; // starts from this will be automatically grouped into "Group"
public string group3;
[LayoutEnd("Group")] // this will end the "Group"
public string afterGroup;
example of using new group name to stop grouping:
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
public string breakBefore;
[LayoutStart("break", ELayout.Background | ELayout.TitleOut)]
public string breakGroup1;
public string breakGroup2;
// this group will stop the grouping of "break"
[LayoutStart("breakIn", ELayout.Background | ELayout.TitleOut)]
public string breakIn1;
public string breakIn2;
[LayoutStart("break")] // this will be grouped into "break", and also end the "breakIn" group
public string breakGroup3;
public string breakGroup4;
[LayoutEnd("break")] // end, it will not be grouped
public string breakAfter;
example of using keepGrouping: false
to stop grouping, but keep the last one in group:
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
public string beforeGroupLast;
[LayoutStart("GroupLast")]
public string groupLast1;
public string groupLast2;
public string groupLast3;
[Layout("GroupLast", ELayout.Background | ELayout.TitleOut)] // close this group, but be included
public string groupLast4;
public string afterGroupLast;
Important
Enable SaintsEditor
before using
Disable or enable an entire layout group. These attributes will work on the first layout underneath it.
Arguments:
-
(Optional)
EMode editorMode=EMode.Edit | EMode.Play
Condition: if it should be in edit mode or play mode for Editor. By default (omitting this parameter), it does not check the mode at all.
-
object by...
callbacks or attributes for the condition.
-
AllowMultiple: Yes
You can use multiple LayoutDisableIf
, LayoutEnableIf
, and even a mix of the two.
For LayoutDisableIf
: The layout group will be disabled if ALL condition is true (and
operation)
For LayoutEnableIf
: The layout group will be enabled if ANY condition is true (or
operation)
For multiple attributes: The layout group will be disabled if ANY condition is true (or
operation)
It also supports value comparison like ==
, >
, <=
. Read more in the "Value Comparison for Show/Hide/Enable/Disable-If" section.
using SaintsField.Playa;
public bool editableMain;
[LayoutEnableIf(nameof(editableMain))]
[LayoutStart("Main", ELayout.FoldoutBox)]
public bool editable1;
[LayoutEnableIf(nameof(editable1))]
[LayoutStart("./1", ELayout.FoldoutBox, marginBottom: 10)]
public int int1;
public string string1;
[LayoutStart("..")]
public bool editable2;
[LayoutEnableIf(nameof(editable2))]
[LayoutStart("./2", ELayout.FoldoutBox)]
public int int2;
public string string2;
[LayoutEnd]
[Space]
public string layoutEnd;
layout-toggle-video.mp4
Important
Enable SaintsEditor
before using
Show or hide an entire layout group. These attributes will work on the first layout underneath it.
Arguments:
-
(Optional)
EMode editorMode=EMode.Edit | EMode.Play
Condition: if it should be in edit mode or play mode for Editor. By default (omitting this parameter), it does not check the mode at all.
-
object by...
callbacks or attributes for the condition.
-
Allow Multiple: Yes
You can use multiple LayoutShowIf
, LayoutHideIf
, and even a mix of the two.
For LayoutShowIf
: The layout group will be shown if ALL condition is true (and
operation)
For LayoutHideIf
: The layout group will be hidden if ANY condition is true (or
operation)
For multiple attributes: The layout group will be shown if ANY condition is true (or
operation)
using SaintsField.Playa;
public bool visibleMain;
[LayoutShowIf(nameof(visibleMain))]
[LayoutStart("Main", ELayout.FoldoutBox)]
public bool visible1;
[LayoutShowIf(nameof(visible1))]
[LayoutStart("./1", ELayout.FoldoutBox, marginBottom: 10)]
public int int1;
public string string1;
[LayoutStart("..")]
public bool visible2;
[LayoutShowIf(nameof(visible2))]
[LayoutStart("./2", ELayout.FoldoutBox)]
public int int2;
public string string2;
[LayoutEnd]
[Space]
public string layoutEnd;
layout-toggle-video.mp4
Handles is drawn in the scene view instead of inspector.
Draw a text in the view scene where the field object is. The decorated field need to be either a GameObject
/Component
or a Vector3
/Vector2
.
This is useful if you want to track an object's state (e.g. a character's basic states) in the scene.
Parameters:
- [Optional]
EColor eColor
: color of the label. Default is white. string content
: the label text to show. Starting with$
to make it an attribute/callbackbool isCallback = false
: make the content an attribute/callback. The callback can receive the value of the field, and the index if it's in an array/list.Space space = Space.World
: when using on aVector3
orVector2
, should it be in world space or local space.
[DrawLabel("Test"), GetComponent]
public GameObject thisObj;
[Serializable]
public enum MonsterState
{
Idle,
Attacking,
Dead,
}
public MonsterState monsterState;
[DrawLabel(EColor.Yellow ,"$" + nameof(monsterState))] public GameObject child;
Draw and use a position handle in the scene. If The decorated field is a GameObject
/Component
, the handle will just it's position. If the field is a Vector3
/Vector2
, the handle will write the world/local position to the field.
Parameters:
Space space=Space.World
: the space of the handle. Default is world space. Only works forVector3
/Vector2
type.
Example of using it with vector types + DrawLabel
:
[PositionHandle, DrawLabel(nameof(worldPos3))] public Vector3 worldPos3;
[PositionHandle, DrawLabel(nameof(worldPos2))] public Vector2 worldPos2;
[PositionHandle(space: Space.Self), DrawLabel(nameof(localPos3), space: Space.Self)] public Vector3 localPos3;
[PositionHandle(space: Space.Self), DrawLabel(nameof(localPos2), space: Space.Self)] public Vector2 localPos2;
position-vector.mp4
Example of using with objects:
[PositionHandle, DrawLabel("$" + nameof(LabelName)), GetComponentInChildren(excludeSelf: true)]
public MeshRenderer[] meshChildren;
private string LabelName(MeshRenderer target, int index) => $"{target.name}[{index}]";
Unity_doYpdP7D8u.mp4
Note: this feature requires SaintsDraw
4.0.5 installed
Draw an arrow between different objects. The decorated field need to be a GameObject
/Component
or a Vector3
/Vector2
, or a list/array of them.
Parameters:
string start = null
: where does the arrow start.null
for the current field.int startIndex = 0
: whenstart
is notnull
, and the start is a list/array, specify the index of the start.Space startSpace = Space.World
: if the start is aVector3
/Vector2
, should it be in world space or local space.string end = null
: where does the arrow end.null
for the current field.int endIndex = 0
: whenend
is notnull
, and the end is a list/array, specify the index of the end.Space endSpace = Space.World
: if the end is aVector3
/Vector2
, should it be in world space or local space.EColor color = EColor.White
: the color of the arrow.float colorAlpha = 1f
: the alpha of the color.float headLength = 0.5f
: the length of the arrow head.float headAngle = 20.0f
: the angle of the arrow head.
Specially
- using on an array/list without specifying
start
andend
will arrow-connect the element from first to last. startIndex
&endIndex
can be negative, which means to count from the end.-1
means the last element.
A complex showcase:
[SerializeField, GetComponent, DrawLabel("Entrance"),
// connect this to worldPos[0]
SaintsArrow(end: nameof(worldPos), endIndex: 0, endSpace: Space.Self),
] private GameObject entrance;
[
// connect every element in the list
SaintsArrow(color: EColor.Green, startSpace: Space.Self, headLength: 0.1f),
// connect every element to the `centerPoint`
SaintsArrow(start: nameof(centerPoint), color: EColor.Red, startSpace: Space.Self, endSpace: Space.Self, headLength: 0.1f, colorAlpha: 0.4f),
PositionHandle(space: Space.Self),
DrawLabel("$" + nameof(PosIndexLabel), space: Space.Self),
]
public Vector3[] worldPos;
[DrawLabel("Center", space: Space.Self), PositionHandle(space: Space.Self)] public Vector3 centerPoint;
[DrawLabel("Exit"), GetComponentInChildren(excludeSelf: true), PositionHandle,
// connect worldPos[0] to this
SaintsArrow(start: nameof(worldPos), startIndex: -1, startSpace: Space.Self),
] public Transform exit;
private string PosIndexLabel(Vector3 pos, int index) => $"[{index}]\n{pos}";
Unity_vaByBYYfDJ.mp4
A dropdown selector. Supports reference type, sub-menu, separator, and disabled select item.
If you want a searchable dropdown, see AdvancedDropdown
.
-
string funcName=null
callback function. Must return aDropdownList<T>
. When using on anenum
, you can omit this parameter, and the dropdown will use the enum values as the dropdown items. -
bool slashAsSub=true
treat/
as a sub item.Note: In
IMGUI
, this just replace/
to unicode\u2215
Division Slash ∕, and WILL have a little bit overlap with nearby characters. -
EUnique unique=EUnique.None
: When using on a list/array, a duplicated option can be removed ifEnique.Remove
, or disabled ifEUnique.Disable
. No use for non-list/array. -
AllowMultiple: No
Example
using SaintsField;
[Dropdown(nameof(GetDropdownItems))] public float _float;
public GameObject _go1;
public GameObject _go2;
[Dropdown(nameof(GetDropdownRefs))] public GameObject _refs;
private DropdownList<float> GetDropdownItems()
{
return new DropdownList<float>
{
{ "1", 1.0f },
{ "2", 2.0f },
{ "3/1", 3.1f },
{ "3/2", 3.2f },
};
}
private DropdownList<GameObject> GetDropdownRefs => new DropdownList<GameObject>
{
{_go1.name, _go1},
{_go2.name, _go2},
{"NULL", null},
};
To control the separator and disabled item
using SaintsField;
[Dropdown(nameof(GetDropdownItems))]
public Color color;
private DropdownList<Color> GetDropdownItems()
{
return new DropdownList<Color>
{
{ "Black", Color.black },
{ "White", Color.white },
DropdownList<Color>.Separator(),
{ "Basic/Red", Color.red, true }, // the third arg means it's disabled
{ "Basic/Green", Color.green },
{ "Basic/Blue", Color.blue },
DropdownList<Color>.Separator("Basic/"),
{ "Basic/Magenta", Color.magenta },
{ "Basic/Cyan", Color.cyan },
};
}
And you can always manually add it:
DropdownList<Color> dropdownList = new DropdownList<Color>();
dropdownList.Add("Black", Color.black); // add an item
dropdownList.Add("White", Color.white, true); // and a disabled item
dropdownList.AddSeparator(); // add a separator
The look in the UI Toolkit with slashAsSub: false
:
Finally, using it on an enum
to select one enum
without needing to specify the callback function.
If you add RichLabel
to the enum
, the item name will be changed to the RichLabel
content.
[Serializable]
public enum MyEnum
{
[RichLabel("1")] // RichLabel is optional. Just for you to have more fancy control
First,
[RichLabel("2")]
Second,
[RichLabel("3")]
Third,
[RichLabel("4/0")]
ForthZero,
[RichLabel("4/1")]
ForthOne,
}
[Dropdown] public MyEnum myEnumDropdown;
A dropdown selector. Supports reference type, sub-menu, separator, search, and disabled select item, plus icon.
Known Issue:
-
IMGUI: Using Unity's
AdvancedDropdown
. Unity'sAdvancedDropdown
allows to click the disabled item and close the popup, thus you can still click the disable item. This is a BUG from Unity. I managed to "hack" it around to show again the popup when you click the disabled item, but you will see the flick of the popup.This issue is not fixable unless Unity fixes it.
This bug only exists in IMGUI
-
UI Toolkit:
The group indicator uses
ToolbarBreadcrumbs
. Sometimes you can see text get wrapped into lines. This is because Unity's UI Toolkit has some layout issue, that it can not has the same layout even with same elements+style+boundary size.This issue is not fixable unless Unity fixes it. This issue might be different on different Unity (UI Toolkit) version.
Arguments
string funcName=null
callback function. Must return aAdvancedDropdownList<T>
. When using on anenum
, you can omit this parameter, and the dropdown will use the enum values as the dropdown items.EUnique unique=EUnique.None
: When using on a list/array, a duplicated option can be removed ifEnique.Remove
, or disabled ifEUnique.Disable
. No use for non-list/array.- AllowMultiple: No
AdvancedDropdownList<T>
-
string displayName
item name to display -
T value
orIEnumerable<AdvancedDropdownList<T>> children
: value means it's a value item. Otherwise it's a group of items, which the values are specified bychildren
-
bool disabled = false
if item is disabled -
string icon = null
the icon for the item.Note: setting an icon for a parent group will result an weird issue on it's sub page's title and block the items. This is not fixable unless Unity decide to fix it.
-
bool isSeparator = false
if item is a separator. You should not use this, butAdvancedDropdownList<T>.Separator()
instead
using SaintsField;
[AdvancedDropdown(nameof(AdvDropdown)), BelowRichLabel(nameof(drops), true)] public int drops;
public AdvancedDropdownList<int> AdvDropdown()
{
return new AdvancedDropdownList<int>("Days")
{
// a grouped value
new AdvancedDropdownList<int>("First Half")
{
// with icon
new AdvancedDropdownList<int>("Monday", 1, icon: "eye.png"),
// no icon
new AdvancedDropdownList<int>("Tuesday", 2),
},
new AdvancedDropdownList<int>("Second Half")
{
new AdvancedDropdownList<int>("Wednesday")
{
new AdvancedDropdownList<int>("Morning", 3, icon: "eye.png"),
new AdvancedDropdownList<int>("Afternoon", 8),
},
new AdvancedDropdownList<int>("Thursday", 4, true, icon: "eye.png"),
},
// direct value
new AdvancedDropdownList<int>("Friday", 5, true),
AdvancedDropdownList<int>.Separator(),
new AdvancedDropdownList<int>("Saturday", 6, icon: "eye.png"),
new AdvancedDropdownList<int>("Sunday", 7, icon: "eye.png"),
};
}
IMGUI
UI Toolkit
advanced_dropdown_ui_toolkit.mp4
There is also a parser to automatically separate items as sub items using /
:
using SaintsField;
[AdvancedDropdown(nameof(AdvDropdown))] public int selectIt;
public AdvancedDropdownList<int> AdvDropdown()
{
return new AdvancedDropdownList<int>("Days")
{
{"First Half/Monday", 1, false, "star.png"}, // enabled, with icon
{"First Half/Tuesday", 2},
{"Second Half/Wednesday/Morning", 3, false, "star.png"},
{"Second Half/Wednesday/Afternoon", 4},
{"Second Half/Thursday", 5, true, "star.png"}, // disabled, with icon
"", // root separator
{"Friday", 6, true}, // disabled
"",
{"Weekend/Saturday", 7, false, "star.png"},
"Weekend/", // separator under `Weekend` group
{"Weekend/Sunday", 8, false, "star.png"},
};
}
You can use this to make a searchable dropdown:
using SaintsField;
[AdvancedDropdown(nameof(AdvDropdownNoNest))] public int searchableDropdown;
public AdvancedDropdownList<int> AdvDropdownNoNest()
{
return new AdvancedDropdownList<int>("Days")
{
{"Monday", 1},
{"Tuesday", 2, true}, // disabled
{"Wednesday", 3, false, "star.png"}, // enabled with icon
{"Thursday", 4, true, "star.png"}, // disabled with icon
{"Friday", 5},
"", // separator
{"Saturday", 6},
{"Sunday", 7},
};
}
Finally, using it on an enum
to select one enum
without needing to specify the callback function.
If you add RichLabel
to the enum
, the item name will be changed to the RichLabel
content.
[Serializable]
public enum MyEnum
{
[RichLabel("1")] // RichLabel is optional. Just for you to have more fancy control
First,
[RichLabel("2")]
Second,
[RichLabel("3")]
Third,
[RichLabel("4/0")]
ForthZero,
[RichLabel("4/1")]
ForthOne,
}
[AdvancedDropdown] public MyEnum myEnumAdvancedDropdown;
A toggle buttons group for enum flags (bit mask). It provides a button to toggle all bits on/off.
This field has compact mode and expanded mode.
For each argument:
bool autoExpand=true
: if the view is not enough to show all buttons in a row, automatically expand to a vertical group.bool defaultExpanded=false
: if true, the buttons group will be expanded as a vertical group by default.- AllowMultiple: No
Known Issue:
- IMGUI: If you have a lot of flags and you turn OFF
autoExpand
, The buttons WILL go off-view. - UI Toolkit: when
autoExpand=true
,defaultExpanded
will be ignored
using SaintsField;
[Serializable, Flags]
public enum BitMask
{
None = 0, // this will be hide as we will have an all/none button
Mask1 = 1,
Mask2 = 1 << 1,
Mask3 = 1 << 2,
}
[EnumFlags] public BitMask myMask;
enum_flags.mp4
You can use RichLabel
to change the name of the buttons. Note: only standard Unity RichText tag is supported at this point.
[Serializable, Flags]
public enum BitMask
{
None = 0,
[RichLabel("M<color=red>1</color>")]
Mask1 = 1,
[RichLabel("M<color=green>2</color>")]
Mask2 = 1 << 1,
[RichLabel("M<color=blue>3</color>")]
Mask3 = 1 << 2,
[RichLabel("M4")]
Mask4 = 1 << 3,
Mask5 = 1 << 4,
}
[EnumFlags]
public BitMask myMask;
This TextArea
will always grow its height to fit the content. (minimal height is 3 rows).
Note: Unlike NaughtyAttributes, this does not have a text-wrap issue.
- AllowMultiple: No
using SaintsField;
[SerializeField, ResizableTextArea] private string _short;
[SerializeField, ResizableTextArea] private string _long;
[SerializeField, RichLabel(null), ResizableTextArea] private string _noLabel;
resizable.mp4
A toggle button on the left of the bool field. Only works on boolean field.
using SaintsField;
[LeftToggle] public bool myToggle;
[LeftToggle, RichLabel("<color=green><label />")] public bool richToggle;
A tool to pick an resource path (a string) with:
- required types or interfaces
- display a type instead of showing a string
- pick a suitable object using a custom picker
Parameters:
-
EStr eStr = EStr.Resource
: which kind of string value you expected:Resource
: a resource pathAssetDatabase
: an asset path. You should NOT use this unless you know what you are doing.Guid
: the GUID of the target object. You should NOT use this unless you know what you are doing.
-
bool freeSign=false
:true
to allow to sign any object, and gives a message if the signed value does not match.false
to only allow to sign matched object, and trying to prevent the change if it's illegal. -
bool customPicker=true
: use a custom object pick that only display objects which meet the requirements -
Type compType
: the type of the component. It can be a component, or an object likeGameObject
,Sprite
. The field will be this type. It can NOT be an interface -
params Type[] requiredTypes
: a list of required components or interfaces you want. Only objects with all of the types can be signed. -
AllowMultiple: No
Known Issue: IMGUI, manually sign a null object by using Unity's default pick will sign an empty string instead of null. Use custom pick to avoid this inconsistency.
using SaintsField;
// resource: display as a MonoScript, requires a BoxCollider
[ResourcePath(typeof(Dummy), typeof(BoxCollider))]
[InfoBox(nameof(myResource), true)]
public string myResource;
// AssetDatabase path
[Space]
[ResourcePath(EStr.AssetDatabase, typeof(Dummy), typeof(BoxCollider))]
[InfoBox(nameof(myAssetPath), true)]
public string myAssetPath;
// GUID
[Space]
[ResourcePath(EStr.Guid, typeof(Dummy), typeof(BoxCollider))]
[InfoBox(nameof(myGuid), true)]
public string myGuid;
// prefab resource
[ResourcePath(typeof(GameObject))]
[InfoBox(nameof(resourceNoRequire), true)]
public string resourceNoRequire;
// requires to have a Dummy script attached, and has interface IMyInterface
[ResourcePath(typeof(Dummy), typeof(IMyInterface))]
[InfoBox(nameof(myInterface), true)]
public string myInterface;
Show an image preview for prefabs, Sprite, Texture2D, etc. (Internally use AssetPreview.GetAssetPreview
)
Note: Recommended to use AboveImage
/BelowImage
for image/sprite/texture2D.
-
int width=-1
preview width, -1 for original image size that returned by Unity. If it's greater than current view width, it'll be scaled down to fit the view. Use
int.MaxValue
to always fit the view width. -
int height=-1
preview height, -1 for auto resize (with the same aspect) using the width
-
EAlign align=EAlign.End
Align of the preview image. Options are
Start
,End
,Center
,FieldStart
-
bool above=false
if true, render above the field instead of below
-
string groupBy=""
See the
GroupBy
section -
AllowMultiple: No
using SaintsField;
[AssetPreview(20, 100)] public Texture2D _texture2D;
[AssetPreview(50)] public GameObject _go;
[AssetPreview(above: true)] public Sprite _sprite;
Show an image above/below the field.
-
string image = null
An image to display. This can be a property or a callback, which returns a
Sprite
,Texture2D
,SpriteRenderer
,UI.Image
,UI.RawImage
orUI.Button
.If it's null, it'll try to get the image from the field itself.
-
string maxWidth=-1
preview max width, -1 for original image size. If it's greater than current view width, it'll be scaled down to fit the view. . Use
int.MaxValue
to always fit the view width. -
int maxHeight=-1
preview max height, -1 for auto resize (with the same aspect) using the width
-
EAlign align=EAlign.Start
Align of the preview image. Options are
Start
,End
,Center
,FieldStart
-
string groupBy=""
See the
GroupBy
section -
AllowMultiple: No
using SaintsField;
[AboveImage(nameof(spriteField))]
// size and group
[BelowImage(nameof(spriteField), maxWidth: 25, groupBy: "Below1")]
[BelowImage(nameof(spriteField), maxHeight: 20, align: EAlign.End, groupBy: "Below1")]
public Sprite spriteField;
// align
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.FieldStart)]
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.Start)]
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.Center)]
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.End)]
public string alignField;
A button to play a particle system of the field value, or the one on the field value.
Unity allows play ParticleSystem in the editor, but only if you selected the target GameObject. It can only play one at a time.
This decorator allows you to play multiple ParticleSystem as long as you have the expected fields.
Parameters:
-
string groupBy = ""
for error grouping. -
Allow Multiple: No
Note: because of the limitation from Unity, it can NOT detect if a ParticleSystem
is finished playing
[ParticlePlay] public ParticleSystem particle;
// It also works if the field target has a particleSystem component
[ParticlePlay, FieldType(typeof(ParticleSystem), false)] public GameObject particle2;
Unity_N0GPExWcKn.mp4
Add a callback to a button's onClick
event. Note this at this point does only supports callback with no arguments.
Note: SaintsEditor
has a more powerful OnButtonClick
. If you have SaintsEditor
enabled, it's recommended to use OnButtonClick
instead.
-
string funcName
the callback function name -
string buttonComp=null
the button component name.If null, it'll try to get the button component by this order:
- the field itself
- get the
Button
component from the field itself - get the
Button
component from the current target
If it's not null, the search order will be:
- get the field of this name from current target
- call a function of this name from current target
using SaintsField;
[GetComponent, ButtonAddOnClick(nameof(OnClick))] public Button button;
private void OnClick()
{
Debug.Log("Button clicked!");
}
Important
Enable SaintsEditor
before using
This is a method decorator, which will bind this method to the target button's click event.
Parameters:
string buttonTarget=null
the target button.null
to get it form the current target.object value=null
the value passed to the method. Note unity only supportbool
,int
,float
,string
andUnityEngine.Object
. To pass aUnityEngine.Object
, use a string name of the target, and set theisCallback
parameter totrue
bool isCallback=false
: whenvalue
is a string, set this totrue
to obtain the actual value from a method/property/field
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[OnButtonClick]
public void OnButtonClickVoid()
{
Debug.Log("OnButtonClick Void");
}
[OnButtonClick(value: 2)]
public void OnButtonClickInt(int value)
{
Debug.Log($"OnButtonClick ${value}");
}
[OnButtonClick(value: true)]
public void OnButtonClickBool(bool value)
{
Debug.Log($"OnButtonClick ${value}");
}
[OnButtonClick(value: 0.3f)]
public void OnButtonClickFloat(float value)
{
Debug.Log($"OnButtonClick ${value}");
}
private GameObject ThisGo => this.gameObject;
[OnButtonClick(value: nameof(ThisGo), isCallback: true)]
public void OnButtonClickComp(UnityEngine.Object value)
{
Debug.Log($"OnButtonClick ${value}");
}
Note:
- In UI Toolkit, it will only check once when you select the GameObject. In IMGUI, it'll constantly check as long as you're on this object.
- It'll only check the method name. Which means, if you change the value of the callback, it'll not update the callback value.
Important
Enable SaintsEditor
before using
This is a method decorator, which will bind this method to the target UnityEvent
(allows generic type) invoke event.
Parameters:
string eventTarget
the targetUnityEvent
. If you have dot in it, it will first find the field (or property/function), then find the target event on the found field using the name after the dot(s) recursively.object value=null
the value passed to the method. Note unity only supportbool
,int
,float
,string
andUnityEngine.Object
. To pass aUnityEngine.Object
, use a string name of the target, and set theisCallback
parameter totrue
bool isCallback=false
: whenvalue
is a string, set this totrue
to obtain the actual value from a method/property/field
Note:
- In UI Toolkit, it will only check once when you select the GameObject. In IMGUI, it'll constantly check as long as you're on this object.
- It'll only check the method name. Which means, if you change the value of the callback, it'll not update the callback value.
Example:
public UnityEvent<int, int> intIntEvent;
[OnEvent(nameof(intIntEvent))]
public void OnInt2(int int1, int int2) // dynamic parameter binding
{
}
[OnEvent(nameof(intIntEvent), value: 1)]
public void OnInt1(int int1) // static parameter binding
{
}
Example of using dot(s):
// CustomEventChild.cs
public class CustomEventChild : MonoBehaviour
{
[field: SerializeField] private UnityEvent<int> _intEvent;
}
// CustomEventExample.cs
public class CustomEventExample : SaintsMonoBehaviour
{
public CustomEventChild _child;
// it will find the `_intEvent` on the `_child` field
[OnEvent(nameof(_child) + "._intEvent")]
public void OnChildInt(int int1)
{
}
}
Unity does not allow to serialize two dimensional array or list. SaintsArray
and SaintsList
are there to help.
using SaintsField;
// two dimensional array
public SaintsArray<GameObject>[] gameObjects2;
public SaintsArray<SaintsArray<GameObject>> gameObjects2Nest;
// four dimensional array, if you like.
// it can be used with array, but ensure the `[]` is always at the end.
public SaintsArray<SaintsArray<SaintsArray<GameObject>>>[] gameObjects4;
SaintsArray
implements IReadOnlyList
, SaintsList
implements IList
:
using SaintsField;
// SaintsArray
GameObject firstGameObject = saintsArrayGo[0];
Debug.Log(saintsArrayGo.value); // the actual array value
// SaintsList
saintsListGo.Add(new GameObject());
saintsListGo.RemoveAt(0);
Debug.Log(saintsListGo.value); // the actual list value
These two can be easily converted to array/list:
using SaintsField;
// SaintsArray to Array
GameObject[] arrayGo = saintsArrayGo;
// Array to SaintsArray
SaintsArray<GameObject> expSaintsArrayGo = (SaintsArray<GameObject>)arrayGo;
// SaintsList to List
List<GameObject> ListGo = saintsListGo;
// List to SaintsList
SaintsList<GameObject> expSaintsListGo = (SaintsList<GameObject>)ListGo;
Because it's actually a struct, you can also implement your own Array/List, using [SaintsArray]
. Here is an example of customize your own struct:
using SaintsField;
// example: using IWrapProp so you don't need to specify the type name everytime
[Serializable]
public class MyList : IWrapProp
{
[SerializeField] public List<string> myStrings;
#if UNITY_EDITOR
public string EditorPropertyName => nameof(myStrings);
#endif
}
[SaintsArray]
public MyList[] myLis;
// example: any Serializable which hold a serialized array/list is fine
[Serializable]
public struct MyArr
{
[RichLabel(nameof(MyInnerRichLabel), true)]
public int[] myArray;
private string MyInnerRichLabel(object _, int index) => $"<color=pink> Inner [{(char)('A' + index)}]";
}
[RichLabel(nameof(MyOuterLabel), true), SaintsArray("myArray")]
public MyArr[] myArr;
private string MyOuterLabel(object _, int index) => $"<color=Lime> Outer {index}";
alternatively, you can make a custom drawer for your data type to avoid adding [SaintsArray]
to every field:
// Put it under an Editor folder, or with UNITY_EDITOR
#if UNITY_EDITOR
using SaintsField.Editor.Drawers.TypeDrawers;
[CustomPropertyDrawer(typeof(MyList))]
public class MyArrayDrawer: SaintsArrayDrawer {}
#endif
SaintsInterface
is a simple tool to serialize a UnityEngine.Object
(usually your script component) with a required interface.
You can access the interface with the .I
field, and actual object with .V
field.
It provides a drawer to let you only select the object that implements the interface.
For SaintsInterface<TObject, TInterface>
:
TObject
a serializable type. UseComponent
(for yourMonoBehavior
),ScriptableObject
or evenUnityEngine.Object
(for any serializable object) if you only want any limitation. Don't useGameObject
.TInterface
the interface type..I
: the interface value, which is the instance ofTInterface
.V
: the actual object value, which is the instance ofTObject
using SaintsField;
public SaintsInterface<Component, IInterface1> myInter1;
// for old unity
[Serializable]
public class Interface1 : SaintsInterface<Component, IInterface1>
{
}
public Interface1 myInherentInterface1;
private void Awake()
{
Debug.Log(myInter1.I); // the actual interface
Debug.Log(myInter1.V); // the actual serialized object
}
Special Note:
Though you can inherit SaintsInterface
, but don't inherit it with 2 steps of generic, for example:
// Don't do this!
class AnyObjectInterface<T>: SaintsInterface<UnityEngine.Object, T> {}
class MyInterface: AnyObjectInterface<IInterface1> {}
The drawer will fail for AnyObjectInterface
and MyInterface
because in Unity's C# runtime, it can not report correctly generic arguments.
For more information, see the comment of the answer in this stackoverflow.
This component is inspired by Serialize Interfaces!, you may go there and support him!
Compared to Serialize Interfaces!, this version has several differences:
- It supports UI Toolkits too.
- Many SaintsField attributes can work together with this one, especially these auto getters, validators etc.
These tools are for Unity Addressable. It's there only if you have Addressable
installed.
Namespace: SaintsField.Addressable
If you encounter issue because of version incompatible with your installation, you can add a macro SAINTSFIELD_ADDRESSABLE_DISABLE
to disable this component (See "Add a Macro" section for more information)
A picker to select an addressable label.
- Allow Multiple: No
using SaintsField.Addressable;
[AddressableLabel]
public string addressableLabel;
A picker to select an addressable address (key).
-
string group = null
the Addressable group name.null
for all groups -
params string[] orLabels
the addressable label names to filter. Onlyentries
with this label will be shown.null
for no filter.If it requires multiple labels, use
A && B
, then only entries with both labels will be shown.If it requires any of the labels, just pass them separately, then entries with either label will be shown. For example, pass
"A && B", "C"
will show entries with bothA
andB
label, or withC
label. -
Allow Multiple: No
using SaintsField.Addressable;
[AddressableAddress] // from all group
public string address;
[AddressableAddress("Packed Assets")] // from this group
public string addressInGroup;
[AddressableAddress(null, "Label1", "Label2")] // either has label `Label1` or `Label2`
public string addressLabel1Or2;
// must have both label `default` and `Label1`
// or have both label `default` and `Label2`
[AddressableAddress(null, "default && Label1", "default && Label2")]
public string addressLabelAnd;
These tools are for Unity AI Navigation (NavMesh
). It's there only if you have AI Navigation
installed.
Namespace: SaintsField.AiNavigation
Adding marco SAINTSFIELD_AI_NAVIGATION_DISABLED
to disable this component. (See "Add a Macro" section for more information)
Select NavMesh
area bit mask for an integer field. (So the integer value can be used in SamplePathPosition
)
- Allow Multiple: No
using SaintsField.AiNavigation;
[NavMeshAreaMask]
public int areaMask;
Select a NavMesh
area for a string or an interger field.
-
bool isMask=true
if true, it'll use the bit mask, otherwise, it'll use the area value. Has no effect if the field is a string. -
string groupBy = ""
for error message grouping -
Allow Multiple: No
using SaintsField.AiNavigation;
[NavMeshArea] // then you can use `areaSingleMask1 | areaSingleMask2` to get multiple masks
public int areaSingleMask;
[NavMeshArea(false)] // then you can use `1 << areaValue` to get areaSingleMask
public int areaValue;
[NavMeshArea] // then you can use `NavMesh.GetAreaFromName(areaName)` to get areaValue
public int areaName;
Important
Enable SaintsEditor
before using
A method decorator to play a DOTween
animation returned by the method.
The method should not have required parameters, and need to return a Tween
or a Sequence
(Sequence
is actually also a tween).
Parameters:
[Optional] string label = null
the label of the button. Use method name if null. Rich label not supported.ETweenStop stopAction = ETweenStop.Rewind
the action after the tween is finished or killed. Options are:None
: do nothingComplete
: complete the tween. This only works if the tween get killedRewind
: rewind to the start state
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
using SaintsField;
[GetComponent]
public SpriteRenderer spriteRenderer;
[DOTweenPlay]
private Sequence PlayColor()
{
return DOTween.Sequence()
.Append(spriteRenderer.DOColor(Color.red, 1f))
.Append(spriteRenderer.DOColor(Color.green, 1f))
.Append(spriteRenderer.DOColor(Color.blue, 1f))
.SetLoops(-1); // Yes you can make it a loop
}
[DOTweenPlay("Position")]
private Sequence PlayTween2()
{
return DOTween.Sequence()
.Append(spriteRenderer.transform.DOMove(Vector3.up, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.right, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.down, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.left, 1f))
.Append(spriteRenderer.transform.DOMove(Vector3.zero, 1f))
;
}
The first row is global control. Stop it there will stop all preview.
The check of each row means autoplay when you click the start in the global control.
dotween_play.mp4
Setup
To use DOTweenPlay
: Tools
- Demigaint
- DOTween Utility Panel
, click Create ASMDEF
Important
Enable SaintsEditor
before using
A convenient way to add many method to DOTweenPlay
.
// Please ensure you already have SaintsEditor enabled in your project before trying this example
using SaintsField.Playa;
[DOTweenPlayStart(groupBy: "Color")]
private Sequence PlayColor()
{
return DOTween.Sequence()
.Append(spriteRenderer.DOColor(Color.red, 1f))
.Append(spriteRenderer.DOColor(Color.green, 1f))
.Append(spriteRenderer.DOColor(Color.blue, 1f))
.SetLoops(-1);
}
private Sequence PlayColor2() // this will be automaticlly added to DOTweenPlay
{
return DOTween.Sequence()
.Append(spriteRenderer.DOColor(Color.cyan, 1f))
.Append(spriteRenderer.DOColor(Color.magenta, 1f))
.Append(spriteRenderer.DOColor(Color.yellow, 1f))
.SetLoops(-1);
}
// this will be automaticlly added to DOTweenPlay
// Note: if you want to add this in DOTweenPlay but also stop the grouping, use:
// [DOTweenPlay("Color", keepGrouping: false)]
private Sequence PlayColor3()
{
return DOTween.Sequence()
.Append(spriteRenderer.DOColor(Color.yellow, 1f))
.Append(spriteRenderer.DOColor(Color.magenta, 1f))
.Append(spriteRenderer.DOColor(Color.cyan, 1f))
.SetLoops(-1);
}
[DOTweenPlayEnd("Color")]
public Sequence DoNotIncludeMe() => DOTween.Sequence(); // this will NOT be added
SaintsEditor
is a UnityEditor.Editor
level component.
Namespace: SaintsField.Playa
Compared with NaughtyAttributes
and MarkupAttributes
:
-
NaughtyAttributes
hasButton
, and has a way to show a non-field property(ShowNonSerializedField
,ShowNativeProperty
), but it does not retain the order of these fields, but only draw them at the end. It has layout functions (Foldout
,BoxGroup
) but it has notTab
layout, and much less powerful compared toMarkupAttributes
. It's IMGUI only. -
MarkupAttributes
is super powerful in layout, but it does not have a way to show a non-field property. It's IMGUI only. It also supports shader editor. -
SaintsEditor
Layout
like markup attributes. Compared toMarkupAttributes
, it allows a non-field property (e.g. a button or aShowInInspector
inside a group) (likeOdinInspector
). it hasLayoutGrooup
/LayoutEnd
for convenience coding.- It provides
Button
(with less functions) and a way to show a non-field property (ShowInInspector
). - It tries to retain the order, and allows you to use
[Ordered]
when it can not get the order (c# does not allow to obtain all the orders). - Supports both
UI Toolkit
andIMGUI
.
Please note, any Editor
level component can not work together with each other (it will not cause trouble, but only one will actually work). Which means, OdinInspector
, NaughtyAttributes
, MarkupAttributes
, SaintsEditor
can not work together.
If you are interested, here is how to use it.
Setup SaintsEditor
Window
- Saints
- Enable SaintsEditor
. After the project finish re-compile, go Window
- Saints
- SaintsEditor
to tweak configs.
If you want to do it manually, check ApplySaintsEditor.cs for more information
group with any decorator that has the same groupBy
for this field. The same group will share even the width of the view width between them.
This only works for decorator draws above or below the field. The above drawer will not groupd with the below drawer, and vice versa.
""
means no group.
This applies to ShowIf
, HideIf
, EnableIf
, DisableIf
, PlayaShowIf
, PlayaHideIf
, PlayaEnableIf
, PlayaDisableIf
.
These decorators accept many objects.
By Default
Passing many strings, each string is represent either a field, property or a method. SaintsField will check the value accordingly. If it's a method, it'll also receive the field's value and index if it's inside an array/list.
Value Equality
You can also pass a string, then followed by a value you want to compare with. For example:
using SaintsField;
public int myInt;
[EnableIf(nameof(myInt), 2] public int enableIfEquals2;
This field will only be enabled if the myInt
is equal to 2
.
This can be mixed with many pairs:
using SaintsField;
public int myInt1;
public int myInt2;
[EnableIf(nameof(myInt1), 2, nameof(myInt2), 3] public int enableIfMultipleCondition;
multiple conditions are logically chained accordingly. See each section of these decorators for more information.
Value Comparison
The string can have !
prefix to negate the comparison.
And ==
, !=
, >
etc. suffix for more comparison you want. The suffix supports:
Comparison Suffixes:
==
: equal to the next parameter==$
: equal, but the value is a callback by the next parameter!=
: not equal to the next parameter>
: greater than the next parameter>$
: greater than, but the value is a callback by the next parameter<
: less than the next parameter<$
: less than, but the value is a callback by the next parameter>=
: greater or equal to the next parameter>=$
: greater or equal, but the value is a callback by the next parameter<=
: less or equal to the next parameter<=$
: less or equal, but the value is a callback by the next parameter
Bitwise Suffixes:
&
: bitwise and with the next parameter&$
: bitwise and, but the value is a callback by the next parameter^
: bitwise xor with the next parameter^$
: bitwise xor, but the value is a callback by the next parameter&==
: bitwise has flag of the next parameter&==$
: bitwise has flag, but the value is a callback by the next parameter
Some examples:
using SaintsField;
public bool boolValue;
[EnableIf("!" + nameof(boolValue)), RichLabel("Reverse!")] public string boolValueEnableN;
[Range(0, 2)] public int int01;
[EnableIf(nameof(int01), 1), RichLabel("default")] public string int01Enable1;
[EnableIf(nameof(int01) + ">=", 1), RichLabel(">=1")] public string int01EnableGe1;
[EnableIf("!" + nameof(int01) + "<=", 1), RichLabel("! <=1")] public string int01EnableNLe1;
[Range(0, 2)] public int int02;
// we need the "==$" to tell the next string is a value callback, not a condition checker
[EnableIf(nameof(int01) + "==$", nameof(int02)), RichLabel("==$")] public string int01Enable1Callback;
[EnableIf(nameof(int01) + "<$", nameof(int02)), RichLabel("<$")] public string int01EnableLt1Callback;
[EnableIf("!" + nameof(int01) + ">$", nameof(int02)), RichLabel("! >$")] public string int01EnableNGt1Callback;
// example of bitwise
[Serializable]
public enum EnumOnOff
{
A = 1,
B = 1 << 1,
}
[Space]
[Range(0, 3)] public int enumOnOffBits;
[EnableIf(nameof(enumOnOffBits) + "&", EnumOnOff.A), RichLabel("&01")] public string bitA;
[EnableIf(nameof(enumOnOffBits) + "^", EnumOnOff.B), RichLabel("^10")] public string bitB;
[EnableIf(nameof(enumOnOffBits) + "&==", EnumOnOff.B), RichLabel("hasFlag(B)")] public string hasFlagB;
Default Value Comparison
When passing the parameters, any parameter that is not a string, means it's a value comparison to the previous one.
(Which also means, to compare with a literal string value, you need to suffix the previous string with ==
)
[ShowIf(nameof(MyFunc), 3)]
means it will check if the result of MyFunc
equals to 3
.
However, if the later parameter is a bitMask (an enum with [Flags]
), it'll check if the target has the required bit on:
using SaintsField;
[Flags, Serializable]
public enum EnumF
{
A = 1,
B = 1 << 1,
}
[EnumFlags]
public EnumF enumF;
[EnableIf(nameof(enumF), EnumF.A), RichLabel("hasFlag(A)")] public string enumFEnableA;
[EnableIf(nameof(enumF), EnumF.B), RichLabel("hasFlag(B)")] public string enumFEnableB;
[EnableIf(nameof(enumF), EnumF.A | EnumF.B), RichLabel("hasFlag(A | B)")] public string enumFEnableAB;
This part is how a target is found, a simplified XML Path Language.
basic syntax: step/step/step...
for each step: axis::nodetest[predicate][predicate OR predicate]/othersteps...
Please note: powerful as the seems, there are many edge cases I have not covered yet. Report an issue if you face any.
nodetest
nodetest
is like a path, use /
to separate, //
means any descendant
.
means current object, ..
means parent, *
means any node.
nodetest
always starts from the current object.
// `DirectChild` object under this object
[GetByXPath("/DirectChild")] public GameObject directChild;
// Search all children that starts with `StartsWith`,
// under which, search all children ends with `Child`
// and get all the direct children of that.
[GetByXPath("//StartsWith*//*Child/*")] public Transform[] searchChildren;
axis
axis
redirect the target point
ancestor::
: all parentsancestor-or-self::
: the object itself, and all it's parents.ancestor-inside-prefab::
: all parents inside this prefabancestor-or-self-inside-prefab::
: the object itself, and all it's parents inside this prefabparent::
: parent of the objectparent-or-self::
: the object itself, and it's parentparent-inside-prefab::
: parent inside this prefabparent-or-self-inside-prefab::
: this object itself, and it's parent inside this prefabscene::
: root of the active sceneprefab::
: root of the current prefabresources::
:Resources
assets::
: root folderAssets
// search all parents that starts with `Sub`
[GetByXPath("ancestor:://Sub*")] public Transform ancestorStartsWithSub;
// search object itself, and all it's parents, which contains `This`
[GetByXPath("ancestor-or-self::*This*")] public Transform[] parentsSelfWithThis;
// search current scene that ends with `Camera`
[GetByXPath("scene:://*Camera")] public Camera[] sceneCameras;
// get the first folder starts with `Issue`, and get all the prefabs
[GetByXPath("assets:://Issue*/*.prefab")] public GameObject[] prefabs;
attribute
attribute
allows you to extract an attribute from a target, starting with a @
letter. Normally, {}
means it
can be directly executed on the target.
-
@layer
: Get the layer string name -
@{layer}
: Get the layer mask (int) -
@{tag}
: Get the tag value -
@{gameObject}
: Get thegameObject
(this is the default behavior) -
@{transform}
: Get thetransform
-
@{rectTransform}
: Get theRectTransform
. This is just a shortcut ofGetComponent(RectTransform)
-
@{activeSelf}
/@{gameObject.activeSelf}
-
@{GetComponent(MyScript)}
/@{GetComponents(MyScript)[2]}
Get a component from the target. You can continuously chaining the calling like:@{GetComponents(MyComponent)[-1].MyFunction().someField['key']}
.Please note: this is not an actual code executing, and with these limits:
- Parameters are not supported
- indexing for array/list is allowed
- indexing for dictionary only supports
string
key type, and single quote / double quote are the same
GetComponent
&GetComponents
are a special function. You can pass type name. If you have multiple type with the same name, prefix it with somenamespace
is allowed:GetComponent(MyNameSpace.MyScript)
.Base class is allow allowed, but generic class is not supported.
-
@{GetComponents()}
: Get all components of the target -
@resource-path()
-
@asset-path()
// 1. search all the children which has `FunctionProvider` script, grab the first result
// 2. call `GetTransforms()` as the results
// 3. from the results, get first direct children named "ok"
[GetByXPath("//*@{GetComponent(FunctionProvider).GetTransforms()}/ok")] public GameObject[] getObjs;
// FunctionProvider.cs
public class FunctionProvider : MonoBehaviour
{
// Example of returning some target
public Transform[] GetTransforms() => transform.Cast<Transform>().ToArray();
}
filter
filter
check if the results match the expected condition. There are two types of filter:
-
index filter:
either just use the index:
child*[1]
(second one),child*[last()]
/child*[-1]
(last one)or compared value:
child*[index() > 3]
-
value filter: use any
attribute
mentioned above, with>
,!=
etc. for comparison. e.g.[@{gameObject.activeSelf}][@layer = "UI"]
using multiple filters means all conditions must be met. Otherwise, use the keyword OR
: [@{GetComponent(Collider)} OR @{GetComponent(MyScript)}]
// find the first main camera in the scene
[GetByXPath("scene:://[@{tag} = MainCamera]")] public Camera mainCamera;
// find the prefabs with component "Hero"
[GetByXPath("assets:://Heros/*.prefab[@GetComponent(Hero)]")] public Camera mainCamera;
EXP
is how all the auto getters works, behaviors in the inspector. The values are:
NoInitSign
: do not sign the value if the value is null on firsts rendering.NoAutoResignToValue
: do not sign the value to the correct value on the following renderings.NoAutoResignToNull
: do not sign the value to null value if the target disappears on the following renderings.NoResignButton
: whenNoAutoResign
is on, by default there will be areload
button when value is mismatched. Turn this on to hide thereload
button.NoMessage
: whenNoAutoResign
andNOResignButton
is on, by default there will be an error box when value is mismatched. Turn this on to hide the error message.NoPicker
: this will remove the custom picker. This is on by default (if you do not passEXP
as first argument) to keep the consistency.KeepOriginalPicker
: UI Toolkit only. By default, when a custom picker is shown, Unity's default picker will hide. This will keep Unity's picker together.
And some shortcut:
NoAutoResign
=NoAutoResignToValue | NoAutoResignToNull
Silent
=NoAutoResign | NoMessage
. Useful if you want to allow you to manually sign a different value with no buttons and error box.JustPicker
=NoInitSign | NoAutoResignToValue | NoAutoResignToNull | NoResignButton | NoMessage
. Do nothing but just give you a picker with matched targets.Message
=NoAutoResignToValue | NoAutoResignToNull | NoResignButton
. Just give an error message if target is mismatched.
Pick a way that is most convenient for you:
Using Saints Menu
Go to Window
- Saints
to enable/disable functions you want
Using csc.rsp
-
Create file
Assets/csc.rsp
-
Write marcos like this:
#"Disable DOTween" -define:SAINTSFIELD_DOTWEEN_DISABLE #"Disable Addressable" -define:SAINTSFIELD_ADDRESSABLE_DISABLE #"Disable AI Navigation" -define:SAINTSFIELD_AI_NAVIGATION_DISABLED #"Disable UI Toolkit" -define:SAINTSFIELD_UI_TOOLKIT_DISABLE #"Enable SaintsEditor project wide" -define:SAINTSFIELD_SAINTS_EDITOR_APPLY #"Disable SaintsEditor IMGUI constant repaint" -define:SAINTSFIELD_SAINTS_EDITOR_IMGUI_CONSTANT_REPAINT_DISABLE #"Enable IMGUI duplicated decorators drawing fix" -define:SAINTSFIELD_IMGUI_DUPLICATE_DECORATOR_FIX
Note: csc.rsp
can override settings by Saints Menu.
Using project settings
Edit
- Project Settings
- Player
, find your platform, then go Other Settings
- Script Compliation
- Scripting Define Symbols
to add your marcos. Don't forget to click Apply
before closing the window.
Directly using on list/array will apply to every direct element of the list, this is a limit from Unity.
Unlike NaughtyAttributes, SaintsField
does not need a AllowNesting
attribute to work on nested element.
public class ArrayLabelExample : MonoBehaviour
{
// works for list/array
[Scene] public int[] myScenes;
[System.Serializable]
public struct MyStruct
{
public bool enableFlag;
[AboveRichLabel("No need for `[AllowNesting]`, it just works")]
public int integer;
}
public MyStruct myStruct;
}
SaintsField
only uses PropertyDrawer
to draw the field, and will properly fall back to the rest drawers if there is one.
This works for both 3rd party drawer, your custom drawer, and Unity's default drawer.
However, Unity only allows decorators to be loaded from top to bottom, left to right. Any drawer that does not properly handle the fallback
will override PropertyDrawer
follows by. Thus, ensure SaintsField
is always the first decorator.
An example of working with NaughtyAttributes:
using SaintsField;
[RichLabel("<color=green>+NA</color>"),
NaughtyAttributes.CurveRange(0, 0, 1, 1, NaughtyAttributes.EColor.Green),
NaughtyAttributes.Label(" ") // a little hack for label issue
]
public AnimationCurve naCurve;
[RichLabel("<color=green>+Native</color>"), Range(0, 5)]
public float nativeRange;
// this wont work. Please put `SaintsField` before other drawers
[Range(0, 5), RichLabel("<color=green>+Native</color>")]
public float nativeRangeHandled;
// this wont work too. Please put `SaintsField` before other drawers
[NaughtyAttributes.CurveRange(0, 0, 1, 1, NaughtyAttributes.EColor.Green)]
[RichLabel("<color=green>+NA</color>")]
public AnimationCurve naCurveHandled;
SaintsField
is designed to be compatible with other drawers if
-
the drawer itself respects the
GUIContent
argument inOnGUI
for IMGUI, or addunity-label
class to Label for UI ToolkitNOTE:
NaughtyAttributes
(IMGUI) usesproperty.displayName
instead ofGUIContent
. You need to setLabel(" ")
if you want to useRichLabel
. Might not work very well withNaughtyAttributes
's meta attributes because they are editor level components. -
if the drawer hijacks the
CustomEditor
, it must fall to the rest drawersNOTE: In many cases
Odin
does not fallback to the rest drawers, but only toOdin
and Unity's default drawers. So sometimes things will not work withOdin
Special Note:
NaughtyAttributes uses only IMGUI. If you're using Unity 2022.2+, NaughtyAttributes
's editor will try fallback default drawers and Unity will decide to use UI Toolkit rendering SaintsField
and cause troubles.
Please disable SaintsField
's UI Toolkit ability by Window
- Saints
- Disable UI Toolkit Support
(See "Add a Macro" section for more information)
My (not full) test about compatibility:
- Markup-Attributes: Works very well.
- NaughtyAttributes: Works well, need that
Label
hack. - OdinInspector: Works mostly well for MonoBehavior/ScriptableObject. Not so good when it's inside Odin's own serializer.