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October 19, 2024 04:37
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Displays the fields of a ScriptableObject in the inspector
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// Developed by Tom Kail at Inkle | |
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
// Must be placed within a folder named "Editor" | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Extends how ScriptableObject object references are displayed in the inspector | |
/// Shows you all values under the object reference | |
/// Also provides a button to create a new ScriptableObject if property is null. | |
/// </summary> | |
[CustomPropertyDrawer(typeof(ScriptableObject), true)] | |
public class ExtendedScriptableObjectDrawer : PropertyDrawer { | |
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { | |
var totalHeight = EditorGUIUtility.singleLineHeight; | |
if (property.objectReferenceValue == null || !(property.objectReferenceValue is ScriptableObject) || !AreAnySubPropertiesVisible(property)) return totalHeight; | |
if (property.isExpanded) { | |
var data = property.objectReferenceValue as ScriptableObject; | |
if (data == null) return EditorGUIUtility.singleLineHeight; | |
using var serializedObject = new SerializedObject(data); | |
var prop = serializedObject.GetIterator(); | |
if (prop.NextVisible(true)) | |
do { | |
if (prop.name == "m_Script") continue; | |
var subProp = serializedObject.FindProperty(prop.name); | |
var height = EditorGUI.GetPropertyHeight(subProp, null, true) + EditorGUIUtility.standardVerticalSpacing; | |
totalHeight += height; | |
} while (prop.NextVisible(false)); | |
// Add a tiny bit of height if open for the background | |
totalHeight += EditorGUIUtility.standardVerticalSpacing; | |
} | |
return totalHeight; | |
} | |
const int buttonWidth = 66; | |
static readonly List<string> ignoreClassFullNames = new() {"TMPro.TMP_FontAsset"}; | |
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { | |
EditorGUI.BeginProperty(position, label, property); | |
var type = GetFieldType(); | |
if (type == null || ignoreClassFullNames.Contains(type.FullName)) { | |
EditorGUI.PropertyField(position, property, label); | |
EditorGUI.EndProperty(); | |
return; | |
} | |
ScriptableObject propertySO = null; | |
if (!property.hasMultipleDifferentValues && property.serializedObject.targetObject != null && property.serializedObject.targetObject is ScriptableObject) propertySO = (ScriptableObject) property.serializedObject.targetObject; | |
var propertyRect = Rect.zero; | |
var guiContent = new GUIContent(property.displayName); | |
var foldoutRect = new Rect(position.x, position.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight); | |
if (property.objectReferenceValue != null && AreAnySubPropertiesVisible(property)) { | |
property.isExpanded = EditorGUI.Foldout(foldoutRect, property.isExpanded, guiContent, true); | |
} else { | |
// So yeah having a foldout look like a label is a weird hack | |
// but both code paths seem to need to be a foldout or | |
// the object field control goes weird when the codepath changes. | |
// I guess because foldout is an interactable control of its own and throws off the controlID? | |
foldoutRect.x += 12; | |
EditorGUI.Foldout(foldoutRect, property.isExpanded, guiContent, true, EditorStyles.label); | |
} | |
var indentedPosition = EditorGUI.IndentedRect(position); | |
var indentOffset = indentedPosition.x - position.x; | |
propertyRect = new Rect(position.x + (EditorGUIUtility.labelWidth - indentOffset), position.y, position.width - (EditorGUIUtility.labelWidth - indentOffset), EditorGUIUtility.singleLineHeight); | |
if (propertySO != null || property.objectReferenceValue == null) propertyRect.width -= buttonWidth; | |
EditorGUI.ObjectField(propertyRect, property, type, GUIContent.none); | |
if (GUI.changed) property.serializedObject.ApplyModifiedProperties(); | |
var buttonRect = new Rect(position.x + position.width - buttonWidth, position.y, buttonWidth, EditorGUIUtility.singleLineHeight); | |
if (property.propertyType == SerializedPropertyType.ObjectReference && property.objectReferenceValue != null) { | |
var data = (ScriptableObject) property.objectReferenceValue; | |
if (property.isExpanded) { | |
// Draw a background that shows us clearly which fields are part of the ScriptableObject | |
GUI.Box(new Rect(0, position.y + EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing - 1, Screen.width, position.height - EditorGUIUtility.singleLineHeight - EditorGUIUtility.standardVerticalSpacing), ""); | |
EditorGUI.indentLevel++; | |
using var serializedObject = new SerializedObject(data); | |
// Iterate over all the values and draw them | |
var prop = serializedObject.GetIterator(); | |
var y = position.y + EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; | |
if (prop.NextVisible(true)) | |
do { | |
// Don't bother drawing the class file | |
if (prop.name == "m_Script") continue; | |
var height = EditorGUI.GetPropertyHeight(prop, new GUIContent(prop.displayName), true); | |
EditorGUI.PropertyField(new Rect(position.x, y, position.width - buttonWidth, height), prop, true); | |
y += height + EditorGUIUtility.standardVerticalSpacing; | |
} while (prop.NextVisible(false)); | |
if (GUI.changed) | |
serializedObject.ApplyModifiedProperties(); | |
EditorGUI.indentLevel--; | |
} | |
} else { | |
if (GUI.Button(buttonRect, "Create")) { | |
var selectedAssetPath = "Assets"; | |
if (property.serializedObject.targetObject is MonoBehaviour) { | |
var ms = MonoScript.FromMonoBehaviour((MonoBehaviour) property.serializedObject.targetObject); | |
selectedAssetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(ms)); | |
} | |
property.objectReferenceValue = CreateAssetWithSavePrompt(type, selectedAssetPath); | |
} | |
} | |
property.serializedObject.ApplyModifiedProperties(); | |
EditorGUI.EndProperty(); | |
} | |
// Allows calling this drawer from GUILayout rather than as a property drawer, which can be useful for custom inspectors | |
public static T DrawScriptableObjectField<T>(GUIContent label, T objectReferenceValue, ref bool isExpanded) where T : ScriptableObject { | |
var position = EditorGUILayout.BeginVertical(); | |
var guiContent = label; | |
var foldoutRect = new Rect(position.x, position.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight); | |
if (objectReferenceValue != null) { | |
isExpanded = EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true); | |
} else { | |
// So yeah having a foldout look like a label is a weird hack | |
// but both code paths seem to need to be a foldout or | |
// the object field control goes weird when the codepath changes. | |
// I guess because foldout is an interactable control of its own and throws off the controlID? | |
foldoutRect.x += 12; | |
EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true, EditorStyles.label); | |
} | |
EditorGUILayout.BeginHorizontal(); | |
objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent(" "), objectReferenceValue, typeof(T), false) as T; | |
if (objectReferenceValue != null) { | |
EditorGUILayout.EndHorizontal(); | |
if (isExpanded) DrawScriptableObjectChildFields(objectReferenceValue); | |
} else { | |
if (GUILayout.Button("Create", GUILayout.Width(buttonWidth))) { | |
var selectedAssetPath = "Assets"; | |
var newAsset = CreateAssetWithSavePrompt(typeof(T), selectedAssetPath); | |
if (newAsset != null) objectReferenceValue = (T) newAsset; | |
} | |
EditorGUILayout.EndHorizontal(); | |
} | |
EditorGUILayout.EndVertical(); | |
return objectReferenceValue; | |
} | |
static void DrawScriptableObjectChildFields<T>(T objectReferenceValue) where T : ScriptableObject { | |
// Draw a background that shows us clearly which fields are part of the ScriptableObject | |
EditorGUI.indentLevel++; | |
EditorGUILayout.BeginVertical(GUI.skin.box); | |
using var serializedObject = new SerializedObject(objectReferenceValue); | |
// Iterate over all the values and draw them | |
var prop = serializedObject.GetIterator(); | |
if (prop.NextVisible(true)) | |
do { | |
// Don't bother drawing the class file | |
if (prop.name == "m_Script") continue; | |
EditorGUILayout.PropertyField(prop, true); | |
} while (prop.NextVisible(false)); | |
if (GUI.changed) | |
serializedObject.ApplyModifiedProperties(); | |
EditorGUILayout.EndVertical(); | |
EditorGUI.indentLevel--; | |
} | |
// Creates a new ScriptableObject via the default Save File panel | |
static ScriptableObject CreateAssetWithSavePrompt(Type type, string path) { | |
path = EditorUtility.SaveFilePanelInProject("Save ScriptableObject", type.Name + ".asset", "asset", "Enter a file name for the ScriptableObject.", path); | |
if (path == "") return null; | |
var asset = ScriptableObject.CreateInstance(type); | |
AssetDatabase.CreateAsset(asset, path); | |
AssetDatabase.SaveAssets(); | |
AssetDatabase.Refresh(); | |
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate); | |
EditorGUIUtility.PingObject(asset); | |
return asset; | |
} | |
Type GetFieldType() { | |
if (fieldInfo == null) return null; | |
var type = fieldInfo.FieldType; | |
if (type.IsArray) type = type.GetElementType(); | |
else if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(List<>)) type = type.GetGenericArguments()[0]; | |
return type; | |
} | |
static bool AreAnySubPropertiesVisible(SerializedProperty property) { | |
var data = (ScriptableObject) property.objectReferenceValue; | |
if (null != data) { | |
using var serializedObject = new SerializedObject(data); | |
var prop = serializedObject.GetIterator(); | |
// Check for any visible property excluding m_script | |
while (prop.NextVisible(true)) { | |
if (prop.name == "m_Script") | |
continue; | |
return true; | |
} | |
} | |
return false; | |
} | |
} |
Hm I don't have time to dig into this, sorry! I would try not discarding the serialized objects in this class and seeing if that makes any difference, but if not it sounds like it could be a problem with how the SerializiedDictionary drawer works?
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Thank you for the quick response. I’ve already tried both older and newer versions. Unfortunately, it didn’t help.
Could you possibly check this on your side?
The reproduction steps are very simple:
SerializedDictionary
.