Created
July 10, 2023 13:09
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By inheriting from SerializedEditorWindow instead of EditorWindow, you can make Unity editor windows in exactly the same way you make inspectors: by using only attributes.
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/** | |
* | |
* Inherit from SerializedEditorWindow, then mark field as [SerializeField] will make them appear in the window | |
* | |
* If you want to add some button, you can override OnGUI() | |
* | |
* Inspired by the OdinEditorWindow | |
* "By inheriting from SerializedEditorWindow instead of EditorWindow, you can make Unity editor windows in exactly the same way you make inspectors: by using only attributes." | |
**/ | |
using System; | |
using UnityEditor; | |
using UnityEngine; | |
public class SerializedEditorWindow : EditorWindow | |
{ | |
private readonly static string[] IGNORED_FIELDS_NAMES = new string[] | |
{ | |
"m_SerializedDataModeController", | |
"m_Script", | |
nameof(_scrollPosition) | |
}; | |
[SerializeField] private Vector2 _scrollPosition; | |
private SerializedObject _serializedObject; | |
protected virtual void OnEnable() | |
{ | |
_serializedObject = new SerializedObject(this); | |
} | |
protected virtual void OnGUI() | |
{ | |
if (_serializedObject == null) | |
{ | |
_serializedObject = new SerializedObject(this); | |
} | |
_scrollPosition = GUILayout.BeginScrollView(_scrollPosition); | |
{ | |
_serializedObject.Update(); | |
SerializedProperty property = _serializedObject.GetIterator(); | |
if (property.NextVisible(true)) | |
{ | |
do | |
{ | |
if (IsFieldIgnored(property.name)) continue; | |
EditorGUILayout.PropertyField(_serializedObject.FindProperty(property.name)); | |
} | |
while (property.NextVisible(false)); | |
} | |
_serializedObject.ApplyModifiedProperties(); | |
} | |
GUILayout.EndScrollView(); | |
} | |
private static bool IsFieldIgnored(string fieldName) | |
{ | |
int index = Array.FindIndex(IGNORED_FIELDS_NAMES, x => x == fieldName); | |
return index != -1; | |
} | |
} |
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