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November 15, 2022 14:01
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A simple helper class that generates a Reorderable List in Unity that can be folded out.
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditorInternal; | |
public static class ReorderableListUtility { | |
public static ReorderableList GetListWithFoldout(SerializedObject serializedObject, SerializedProperty property, bool draggable, bool displayHeader, bool displayAddButton, bool displayRemoveButton) { | |
var list = new ReorderableList(serializedObject, property, draggable, displayHeader, displayAddButton, displayRemoveButton); | |
list.drawHeaderCallback = (Rect rect) => { | |
var newRect = new Rect(rect.x + 10, rect.y, rect.width-10, rect.height); | |
property.isExpanded = EditorGUI.Foldout(newRect, property.isExpanded, property.displayName); | |
}; | |
list.drawElementCallback = | |
(Rect rect, int index, bool isActive, bool isFocused) => { | |
if (!property.isExpanded) { | |
GUI.enabled = index == list.count; | |
return; | |
} | |
var element = list.serializedProperty.GetArrayElementAtIndex(index); | |
rect.y += 2; | |
EditorGUI.ObjectField( new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight), element, GUIContent.none); | |
}; | |
list.elementHeightCallback = (int indexer) => { | |
if (!property.isExpanded) | |
return 0; | |
else | |
return list.elementHeight; | |
}; | |
return list; | |
} | |
} |
In Unity 2019, the foldout doesn't work properly anymore because ReorderableList caches the element height. It has the ClearCache()
method, but it is internal, so it must be accessed through reflection. I use it like this:
- Get MethodInfo of
ClearCache
and store it in a static variable:
private static readonly MethodInfo _clearCacheMethod = typeof(ReorderableList)
.GetMethod("ClearCache", BindingFlags.Instance | BindingFlags.NonPublic);
- Store ClearCache delegate action and the list itself in instance variables:
private ReorderableList _list;
private Action _clearCache;
- Create a delegate for the ClearCache method after the list is created:
_list = new ReorderableList(...);
_clearCache = (Action) Delegate.CreateDelegate(typeof(Action), _list, _clearCacheMethod);
- Use the delegate inside
drawHeaderCallback
:
bool newValue = EditorGUI.Foldout(newRect, property.isExpanded, property.displayName);
if (property.isExpanded == newValue)
return;
property.isExpanded = newValue;
_clearCache();
- I then expose methods that I want to use for the foldout list:
public void DoLayoutList()
{
_list.DoLayoutList();
}
In Unity 2019, the foldout doesn't work properly anymore because ReorderableList caches the element height. It has the
ClearCache()
method, but it is internal, so it must be accessed through reflection. I use it like this:
- Get MethodInfo of
ClearCache
and store it in a static variable:private static readonly MethodInfo _clearCacheMethod = typeof(ReorderableList) .GetMethod("ClearCache", BindingFlags.Instance | BindingFlags.NonPublic);
- Store ClearCache delegate action and the list itself in instance variables:
private ReorderableList _list; private Action _clearCache;
- Create a delegate for the ClearCache method after the list is created:
_list = new ReorderableList(...); _clearCache = (Action) Delegate.CreateDelegate(typeof(Action), _list, _clearCacheMethod);
- Use the delegate inside
drawHeaderCallback
:bool newValue = EditorGUI.Foldout(newRect, property.isExpanded, property.displayName); if (property.isExpanded == newValue) return; property.isExpanded = newValue; _clearCache();
- I then expose methods that I want to use for the foldout list:
public void DoLayoutList() { _list.DoLayoutList(); }
This is brilliant! Thank you!
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Used like so in a custom Editor:
and for reference here's that fictional class that's being inspected: