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// NOTE put in a Editor folder |
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using UnityEditor; |
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using UnityEngine; |
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[CustomPropertyDrawer(typeof(AutohookAttribute))] |
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public class AutohookPropertyDrawer : PropertyDrawer |
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{ |
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) |
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{ |
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// First, lets attempt to find a valid component we could hook into this property |
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var component = FindAutohookTarget(property); |
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if (component != null) |
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{ |
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// if we found something, AND the autohook is empty, lets slot it. |
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// the reason were straight up looking for a target component is so we |
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// can skip drawing the field if theres a valid autohook. |
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// this just looks a bit cleaner but isnt particularly safe. YMMV |
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if (property.objectReferenceValue == null) |
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property.objectReferenceValue = component; |
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return; |
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} |
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// havent found one? lets just draw the default property field, let the user manually |
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// hook something in. |
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EditorGUI.PropertyField(position, property, label); |
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} |
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label) |
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{ |
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// if theres a valid autohook target we skip drawing, so height is zeroed |
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var component = FindAutohookTarget(property); |
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if (component != null) |
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return 0; |
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// otherwise, return its default height (which should be the standard 16px unity usually uses) |
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return base.GetPropertyHeight(property, label); |
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} |
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/// <summary> |
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/// Takes a SerializedProperty and finds a local component that can be slotted into it. |
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/// Local in this context means its a component attached to the same GameObject. |
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/// This could easily be changed to use GetComponentInParent/GetComponentInChildren |
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/// </summary> |
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/// <param name="property"></param> |
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/// <returns></returns> |
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private Component FindAutohookTarget(SerializedProperty property) |
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{ |
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var root = property.serializedObject; |
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if (root.targetObject is Component) |
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{ |
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// first, lets find the type of component were trying to autohook... |
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var type = GetTypeFromProperty(property); |
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// ...then use GetComponent(type) to see if there is one on our object. |
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var component = (Component)root.targetObject; |
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return component.GetComponent(type); |
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} |
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else |
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{ |
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Debug.Log("OH NO handle fails here better pls"); |
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} |
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return null; |
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} |
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/// <summary> |
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/// Uses reflection to get the type from a serialized property |
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/// </summary> |
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/// <param name="property"></param> |
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/// <returns></returns> |
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private static System.Type GetTypeFromProperty(SerializedProperty property) |
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{ |
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// first, lets get the Type of component this serialized property is part of... |
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var parentComponentType = property.serializedObject.targetObject.GetType(); |
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// ... then, using reflection well get the raw field info of the property this |
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// SerializedProperty represents... |
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var fieldInfo = parentComponentType.GetField(property.propertyPath); |
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// ... using that we can return the raw .net type! |
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return fieldInfo.FieldType; |
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} |
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} |