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Unity3D: How to iterate properties through inspector
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
namespace Opendream { | |
[CustomEditor(typeof(MovingPlatform))] | |
public class InspectorEditor : Editor { | |
public override void OnInspectorGUI() { | |
serializedObject.Update(); | |
// SerializedProperty movingPlatform = serializedObject.FindProperty("movingPlatform"); | |
// Show movePoints property if movingPlatform is checked. | |
// if (movingPlatform.boolValue) { | |
// SerializedProperty movePoints = serializedObject.FindProperty("movePoints"); | |
// Atleast 1 element. | |
// if (movePoints.arraySize == 0) { | |
// movePoints.InsertArrayElementAtIndex(0); | |
// movePoints.GetArrayElementAtIndex(0).vector3Value = handleTransform.position; | |
// } | |
// } | |
SerializedProperty prop = serializedObject.GetIterator(); | |
if (prop.NextVisible(true)) { | |
do { | |
// Draw movePoints property manually. | |
if (prop.name == "movePoints") { | |
if (movingPlatform.boolValue) { | |
EditorGUI.indentLevel++; | |
DrawMovePointsElement(prop); | |
EditorGUI.indentLevel--; | |
} | |
} | |
// Draw default property field. | |
else { | |
EditorGUILayout.PropertyField(serializedObject.FindProperty(prop.name), true); | |
} | |
} | |
while (prop.NextVisible(false)); | |
} | |
serializedObject.ApplyModifiedProperties(); | |
} | |
private void DrawMovePointsElement(SerializedProperty property) { | |
// Draw your stuff. | |
} | |
} | |
} |
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