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April 29, 2014 09:59
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Unity3d property drawer for automatically making enums flags into mask fields in the inspector.
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Unity3d property drawer for automatically making enums flags into mask fields in the inspector. | |
Usage: Put the .cs files somewhere in your project. When you have an enum field you want to turn into a mask field in the inspector, add the EnumFlag attribute over the field. Eg: | |
[EnumFlag] | |
MyCustomEnum thisEnum; | |
// This lets you give the field a custom name in the inspector. | |
[EnumFlag("Custom Inspector Name")] | |
MyCustomEnum anotherEnum; |
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using UnityEngine; | |
public class EnumFlagAttribute : PropertyAttribute | |
{ | |
public string enumName; | |
public EnumFlagAttribute() {} | |
public EnumFlagAttribute(string name) | |
{ | |
enumName = name; | |
} | |
} |
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using System; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
[CustomPropertyDrawer(typeof(EnumFlagAttribute))] | |
public class EnumFlagDrawer : PropertyDrawer { | |
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) | |
{ | |
EnumFlagAttribute flagSettings = (EnumFlagAttribute)attribute; | |
Enum targetEnum = GetBaseProperty<Enum>(property); | |
string propName = flagSettings.enumName; | |
if (string.IsNullOrEmpty(propName)) | |
propName = property.name; | |
EditorGUI.BeginProperty(position, label, property); | |
Enum enumNew = EditorGUI.EnumMaskField(position, propName, targetEnum); | |
property.intValue = (int) Convert.ChangeType(enumNew, targetEnum.GetType()); | |
EditorGUI.EndProperty(); | |
} | |
static T GetBaseProperty<T>(SerializedProperty prop) | |
{ | |
// Separate the steps it takes to get to this property | |
string[] separatedPaths = prop.propertyPath.Split('.'); | |
// Go down to the root of this serialized property | |
System.Object reflectionTarget = prop.serializedObject.targetObject as object; | |
// Walk down the path to get the target object | |
foreach (var path in separatedPaths) | |
{ | |
FieldInfo fieldInfo = reflectionTarget.GetType().GetField(path); | |
reflectionTarget = fieldInfo.GetValue(reflectionTarget); | |
} | |
return (T) reflectionTarget; | |
} | |
} |
Found a workaround for your problem nicekei:
EditorGUI.BeginChangeCheck(); //new line
EditorGUI.BeginProperty(position, label, property);
Enum enumNew = EditorGUI.EnumMaskField(position, propName, targetEnum);
if (!property.hasMultipleDifferentValues || EditorGUI.EndChangeCheck()) //new line
property.intValue = (int) Convert.ChangeType(enumNew, targetEnum.GetType());
EditorGUI.EndProperty();
You don't neeed this in modern Unity if you use the '[System.Flags]` attribute as Unity will use a mask field for any enum serialized with this attribute.
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It definitely breaks when multiple objects are selected. This would overwrite the values :(