This are small tips on developing Blender add ons using external IDEs like PyCharm.
Developing in Blender's user scripts folders is the easiest way I've found to dev with external IDEs.
Specifically, using the addons_contrib
folder.
[CustomPropertyDrawer(typeof(EnumType))] | |
public class PlayerUnitDrawer : PropertyDrawer | |
{ | |
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) | |
{ | |
EditorGUI.BeginProperty(position, label, property); | |
property.intValue = (int) (EnumType) EditorGUI.EnumMaskField(position, "Property Name", (EnumType)property.intValue); | |
EditorGUI.EndProperty(); | |
} |
using UnityEngine; | |
public class EnumFlagAttribute : PropertyAttribute | |
{ | |
public string enumName; | |
public EnumFlagAttribute() {} | |
public EnumFlagAttribute(string name) | |
{ |
using System; | |
using System.Collections; | |
using System.Reflection; | |
using UnityEditor; | |
namespace UnityToolbag | |
{ | |
public static class PreferenceWindowUtils | |
{ | |
/// <summary> |
This are small tips on developing Blender add ons using external IDEs like PyCharm.
Developing in Blender's user scripts folders is the easiest way I've found to dev with external IDEs.
Specifically, using the addons_contrib
folder.