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MinMax property drawer for Unity - Add a [MinMax] attribute to a property to draw a useful min/max setting slider.
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// NOTE DONT put in an editor folder | |
using UnityEngine; | |
public class MinMaxAttribute : PropertyAttribute | |
{ | |
public float MinLimit = 0; | |
public float MaxLimit = 1; | |
public bool ShowEditRange; | |
public bool ShowDebugValues; | |
public MinMaxAttribute(int min, int max) | |
{ | |
MinLimit = min; | |
MaxLimit = max; | |
} | |
} |
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// NOTE put in a Editor folder | |
using UnityEngine; | |
using UnityEditor; | |
[CustomPropertyDrawer(typeof(MinMaxAttribute))] | |
public class MinMaxDrawer : PropertyDrawer | |
{ | |
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) | |
{ | |
// cast the attribute to make life easier | |
MinMaxAttribute minMax = attribute as MinMaxAttribute; | |
// This only works on a vector2! ignore on any other property type (we should probably draw an error message instead!) | |
if (property.propertyType == SerializedPropertyType.Vector2) | |
{ | |
// if we are flagged to draw in a special mode, lets modify the drawing rectangle to draw only one line at a time | |
if (minMax.ShowDebugValues || minMax.ShowEditRange) | |
{ | |
position = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight); | |
} | |
// pull out a bunch of helpful min/max values.... | |
float minValue = property.vector2Value.x; // the currently set minimum and maximum value | |
float maxValue = property.vector2Value.y; | |
float minLimit = minMax.MinLimit; // the limit for both min and max, min cant go lower than minLimit and maax cant top maxLimit | |
float maxLimit = minMax.MaxLimit; | |
// and ask unity to draw them all nice for us! | |
EditorGUI.MinMaxSlider(position, label, ref minValue, ref maxValue, minLimit, maxLimit); | |
var vec = Vector2.zero; // save the results into the property! | |
vec.x = minValue; | |
vec.y = maxValue; | |
property.vector2Value = vec; | |
// Do we have a special mode flagged? time to draw lines! | |
if (minMax.ShowDebugValues || minMax.ShowEditRange) | |
{ | |
bool isEditable = false; | |
if (minMax.ShowEditRange) | |
{ | |
isEditable = true; | |
} | |
if (!isEditable) | |
GUI.enabled = false; // if were just in debug mode and not edit mode, make sure all the UI is read only! | |
// move the draw rect on by one line | |
position.y += EditorGUIUtility.singleLineHeight; | |
Vector4 val = new Vector4(minLimit, minValue, maxValue, maxLimit); // shove the values and limits into a vector4 and draw them all at once | |
val = EditorGUI.Vector4Field(position, "MinLimit/MinVal/MaxVal/MaxLimit", val); | |
GUI.enabled = false; // the range part is always read only | |
position.y += EditorGUIUtility.singleLineHeight; | |
EditorGUI.FloatField(position, "Selected Range", maxValue-minValue); | |
GUI.enabled = true; // remember to make the UI editable again! | |
if (isEditable) | |
{ | |
property.vector2Value = new Vector2(val.y,val.z); // save off any change to the value~ | |
} | |
} | |
} | |
} | |
// this method lets unity know how big to draw the property. We need to override this because it could end up meing more than one line big | |
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) | |
{ | |
MinMaxAttribute minMax = attribute as MinMaxAttribute; | |
// by default just return the standard line height | |
float size = EditorGUIUtility.singleLineHeight; | |
// if we have a special mode, add two extra lines! | |
if (minMax.ShowEditRange || minMax.ShowDebugValues) | |
{ | |
size += EditorGUIUtility.singleLineHeight*2; | |
} | |
return size; | |
} | |
} |
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// This componnet Demos how to use MinMax attribute! Uses the ReadOnly attribute found here https://gist.github.com/LotteMakesStuff/c0a3b404524be57574ffa5f8270268ea | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[ExecuteInEditMode] | |
public class VolumeRandomizer : MonoBehaviour { | |
public AudioSource source; | |
public float Size; | |
[MinMax(0,1, ShowEditRange = true)] | |
public Vector2 VolumeRange = new Vector2(0, 1); | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
[ExecuteInEditMode] | |
void Update () { | |
} | |
} |
I'm 99% sure I've implemented this properly, but for some reason none of the handlers become visible when using the attribute. Any idea why?
Hi @LotteMakesStuff,
Made more changes made in My fork and changes.
Removed EditorGUI Vector4 field and used EditorGUI MultiFloatField along with support for Vector2Int.
I'm 99% sure I've implemented this properly, but for some reason none of the handlers become visible when using the attribute. Any idea why?
Sorry for necroing this, but hat the same issue... turned out the attribute only works on Vector2
fields, which is kinda obvious when looking at the code ^^
Thanks for sharing this
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Hi @LotteMakesStuff,
Can you add my changes about adding Vector2Int support for the drawer.
My fork and changes
Regards,
hitarthdoc