TylerTemp / SaintsField

A Unity Inspector extension tool focusing on script fields inspector enhancement

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

SaintsField

unity_version license_mit openupm openupm repo-stars

SaintsField is a Unity Inspector extension tool focusing on script fields like NaughtyAttributes but different.

Developed by: TylerTemp, 墨瞳

Unity: 2019.1 or higher

(Yes, the project name comes from, of course, Saints Row 2)

Highlights

  1. Works on deep nested fields!
  2. Supports both IMGUI and UI Toolkit! And it can properly handle IMGUI drawer even with UI Toolkit enabled!
  3. Use and only use PropertyDrawer and DecoratorDrawer (except SaintsEditor, which is disabled by default), thus it will be compatible with most Unity Inspector enhancements like NaughtyAttributes and your custom drawer.
  4. Allow stack on many cases. Only attributes that modified the label itself, and the field itself can not be stacked. All other attributes can mostly be stacked.
  5. Allow dynamic arguments in many cases

Installation

  • Using Unity Asset Store

  • Using OpenUPM

    openupm add today.comes.saintsfield
  • Using git upm:

    add to Packages/manifest.json in your project

    {
        "dependencies": {
            "today.comes.saintsfield": "https://github.com/TylerTemp/SaintsField.git",
            // your other dependencies...
        }
    }
  • Using a unitypackage:

    Go to the Release Page to download a desired version of unitypackage and import it to your project

  • Using a git submodule:

    git submodule add https://github.com/TylerTemp/SaintsField.git Assets/SaintsField

If you're using unitypackage or git submodule but you put this project under another folder rather than Assets/SaintsField, please also do the following:

  • Create Assets/Editor Default Resources/SaintsField.
  • Copy files from project's Editor/Editor Default Resources/SaintsField into your project's Assets/Editor Default Resources/SaintsField. If you're using a file browser instead of Unity's project tab to copy files, you may want to exclude the .meta file to avoid GUID conflict.

Change Log

3.0.8

  1. SaintsEditor now have OnEvent to bind a method to your custom UnityEvent
  2. Fix fallback system broken on generic types #27

See the full change log.

Out-Of-Box Attributes

All attributes under this section can be used in your project without any extra setup.

namespace: SaintsField

Label & Text

RichLabel

  • string|null richTextXml the content of the label, supported tag:

    • All Unity rich label tag, like <color=#ff0000>red</color>
    • <label /> for current field name
    • <icon=path/to/image.png /> for icon

    null means no label

    for icon it will search the following path:

    • "Assets/Editor Default Resources/SaintsField/" (You can override things here)
    • "Assets/SaintsField/Editor/Editor Default Resources/SaintsField/" (this is most likely to be when installed using unitypackage)
    • "Packages/today.comes.saintsfield/Editor/Editor Default Resources/SaintsField/" (this is most likely to be when installed using upm)
    • Assets/Editor Default Resources/, then fallback to built-in editor resources by name (using EditorGUIUtility.Load)

    for color it supports:

    • Standard Unity Rich Label colors:

      aqua, black, blue, brown, cyan, darkblue, fuchsia, green, gray, grey, lightblue, lime, magenta, maroon, navy, olive, orange, purple, red, silver, teal, white, yellow

    • Some extra colors from NaughtyAttributes:

      clear, pink, indigo, violet

    • Some extra colors from UI Toolkit:

      charcoalGray, oceanicSlate

    • html color which is supported by ColorUtility.TryParseHtmlString, like #RRGGBB, #RRGGBBAA, #RGB, #RGBA

    color_list_ui_toolkit_add

  • bool isCallback=false

    if true, the richTextXml will be interpreted as a property/callback function, and the string value / the returned string value (tag supported) will be used as the label content

  • AllowMultiple: No. A field can only have one RichLabel

Special Note:

Use it on an array/list will apply it to all the direct child element instead of the field label itself. You can use this to modify elements of an array/list field, in this way:

  1. Ensure you make it a callback: isCallback=true
  2. It'll pass the element value and index to your function
  3. Return the desired label content from the function
using SaintsField;

[RichLabel("<color=indigo><icon=eye.png /></color><b><color=red>R</color><color=green>a</color><color=blue>i</color><color=yellow>i</color><color=cyan>n</color><color=magenta>b</color><color=pink>o</color><color=orange>w</color></b>: <color=violet><label /></color>")]
public string _rainbow;

[RichLabel(nameof(LabelCallback), true)]
public bool _callbackToggle;
private string LabelCallback() => _callbackToggle ? "<color=green><icon=eye.png /></color> <label/>" : "<icon=eye-slash.png /> <label/>";

[Space]
[RichLabel(nameof(_propertyLabel), true)]
public string _propertyLabel;
private string _rainbow;

[Serializable]
private struct MyStruct
{
    [RichLabel("<color=green>HI!</color>")]
    public float LabelFloat;
}

[SerializeField]
[RichLabel("<color=green>Fixed For Struct!</color>")]
private MyStruct _myStructWorkAround;
richlabel.mp4

Here is an example of using on a array:

using SaintsField;

[RichLabel(nameof(ArrayLabels), true)]
public string[] arrayLabels;

// if you do not care about the actual value, use `object` as the first parameter
private string ArrayLabels(object _, int index) => $"<color=pink>[{(char)('A' + index)}]";

label_array

AboveRichLabel / BelowRichLabel

Like RichLabel, but it's rendered above/below the field in full width of view instead.

  • string|null richTextXml Same as RichLabel
  • bool isCallback=false Same as RichLabel
  • string groupBy = "" See GroupBy section
  • AllowMultiple: Yes
using SaintsField;

[SerializeField]
[AboveRichLabel("┌<icon=eye.png/><label />┐")]
[RichLabel("├<icon=eye.png/><label />┤")]
[BelowRichLabel(nameof(BelowLabel), true)]
[BelowRichLabel("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~", groupBy: "example")]
[BelowRichLabel("==================================", groupBy: "example")]
private int _intValue;

private string BelowLabel() => "└<icon=eye.png/><label />┘";

full_width_label

OverlayRichLabel

Like RichLabel, but it's rendered on top of the field.

Only supports string/number type of field. Does not work with any kind of TextArea (multiple line) and Range.

Parameters:

  • string richTextXml the content of the label, or a property/callback. Supports tags like RichLabel
  • bool isCallback=false if true, the richTextXml will be interpreted as a property/callback function, and the string value / the returned string value (tag supported) will be used as the label content
  • float padding=5f padding between your input and the label. Not work when end=true
  • bool end=false when false, the label will follow the end of your input. Otherwise, it will stay at the end of the field.
  • string GroupBy="" this is only for the error message box.
  • AllowMultiple: No
using SaintsField;

[OverlayRichLabel("<color=grey>km/s")] public double speed = double.MinValue;
[OverlayRichLabel("<icon=eye.png/>")] public string text;
[OverlayRichLabel("<color=grey>/int", padding: 1)] public int count = int.MinValue;
[OverlayRichLabel("<color=grey>/long", padding: 1)] public long longInt = long.MinValue;
[OverlayRichLabel("<color=grey>suffix", end: true)] public string atEnd;

overlay_rich_label

PostFieldRichLabel

Like RichLabel, but it's rendered at the end of the field.

Parameters:

  • string richTextXml the content of the label, or a property/callback. Supports tags like RichLabel
  • bool isCallback=false if true, the richTextXml will be interpreted as a property/callback function, and the string value / the returned string value (tag supported) will be used as the label content
  • float padding=5f padding between the field and the label.
  • string GroupBy="" this is only for the error message box.
  • AllowMultiple: Yes
using SaintsField;

[PostFieldRichLabel("<color=grey>km/s")] public float speed;
[PostFieldRichLabel("<icon=eye.png/>", padding: 0)] public GameObject eye;
[PostFieldRichLabel(nameof(TakeAGuess), isCallback: true)] public int guess;

public string TakeAGuess()
{
    if(guess > 20)
    {
        return "<color=red>too high";
    }

    if (guess < 10)
    {
        return "<color=blue>too low";
    }

    return "<color=green>acceptable!";
}

post_field_rich_label

InfoBox

Draw an info box above/below the field.

  • string content

    The content of the info box

  • EMessageType messageType=EMessageType.Info

    Message icon. Options are

    • None
    • Info
    • Warning
    • Error
  • string show=null

    a callback name or property name for show or hide this info box.

  • bool isCallback=false

    if true, the content will be interpreted as a property/callback function.

    If the value (or returned value) is a string, then the content will be changed

    If the value is (EMessageType messageType, string content) then both content and message type will be changed

  • bool above=false

    Draw the info box above the field instead of below

  • string groupBy="" See GroupBy section

  • AllowMultiple: Yes

using SaintsField;

[field: SerializeField] private bool _show;

[Space]
[InfoBox("Hi\nwrap long line content content content content content content content content content content content content content content content content content content content content content content content content content", EMessageType.None, above: true)]
[InfoBox(nameof(DynamicMessage), EMessageType.Warning, isCallback: true, above: true)]
[InfoBox(nameof(DynamicMessageWithIcon), isCallback: true)]
[InfoBox("Hi\n toggle content ", EMessageType.Info, nameof(_show))]
public bool _content;

private (EMessageType, string) DynamicMessageWithIcon => _content ? (EMessageType.Error, "False!") : (EMessageType.None, "True!");
private string DynamicMessage() => _content ? "False" : "True";
Infobox.mp4

SepTitle

A separator with text

  • string title=null title, null for no title at all. Does NOT support rich text
  • EColor color, color for title and line separator
  • float gap = 2f, space between title and line separator
  • float height = 2f, height of this decorator
using SaintsField;

[SepTitle("Separate Here", EColor.Pink)]
public string content1;

[SepTitle(EColor.Green)]
public string content2;

sep_title

General Buttons

There are 3 general buttons:

  • AboveButton will draw a button on above
  • BelowButton will draw a button on below
  • PostFieldButton will draw a button at the end of the field

All of them have the same arguments:

  • string funcName

    called when you click the button

  • string buttonLabel=null

    label of the button, support tags like RichLabel. null means using function name as label

  • bool isCallback = false

    a callback or property name for button's label, same as RichLabel

  • string groupBy = ""

    See GroupBy section. Does NOT work on PostFieldButton

  • AllowMultiple: Yes

using SaintsField;

[SerializeField] private bool _errorOut;

[field: SerializeField] private string _labelByField;

[AboveButton(nameof(ClickErrorButton), nameof(_labelByField), true)]
[AboveButton(nameof(ClickErrorButton), "Click <color=green><icon='eye.png' /></color>!")]
[AboveButton(nameof(ClickButton), nameof(GetButtonLabel), true, "OK")]
[AboveButton(nameof(ClickButton), nameof(GetButtonLabel), true, "OK")]

[PostFieldButton(nameof(ToggleAndError), nameof(GetButtonLabelIcon), true)]

[BelowButton(nameof(ClickButton), nameof(GetButtonLabel), true, "OK")]
[BelowButton(nameof(ClickButton), nameof(GetButtonLabel), true, "OK")]
[BelowButton(nameof(ClickErrorButton), "Below <color=green><icon='eye.png' /></color>!")]
public int _someInt;

private void ClickErrorButton() => Debug.Log("CLICKED!");

private string GetButtonLabel() =>
    _errorOut
        ? "Error <color=red>me</color>!"
        : "No <color=green>Error</color>!";

private string GetButtonLabelIcon() => _errorOut
    ? "<color=red><icon='eye.png' /></color>"
    : "<color=green><icon='eye.png' /></color>";

private void ClickButton()
{
    Debug.Log("CLICKED 2!");
    if(_errorOut)
    {
        throw new Exception("Expected exception!");
    }
}

private void ToggleAndError()
{
    Toggle();
    ClickButton();
}

private void Toggle() => _errorOut = !_errorOut;
general_buttons.mp4

Field Modifier

GameObjectActive

A toggle button to toggle the GameObject.activeSelf of the field.

This does not require the field to be GameObject. It can be a component which already attached to a GameObject.

  • AllowMultiple: No
using SaintsField;

[GameObjectActive] public GameObject _go;
[GameObjectActive] public GameObjectActiveExample _component;
game_object_active.mp4

SpriteToggle

A toggle button to toggle the Sprite of the target.

The field itself must be Sprite.

  • string imageOrSpriteRenderer

    the target, must be either UI.Image or SpriteRenderer

  • AllowMultiple: Yes

using SaintsField;

[field: SerializeField] private Image _image;
[field: SerializeField] private SpriteRenderer _sprite;

[SerializeField
 , SpriteToggle(nameof(_image))
 , SpriteToggle(nameof(_sprite))
] private Sprite _sprite1;
[SerializeField
 , SpriteToggle(nameof(_image))
 , SpriteToggle(nameof(_sprite))
] private Sprite _sprite2;
sprite_toggle.mp4

MaterialToggle

A toggle button to toggle the Material of the target.

The field itself must be Material.

  • string rendererName=null

    the target, must be Renderer (or its subClass like MeshRenderer). When using null, it will try to get the Renderer component from the current component

  • int index=0

    which slot index of materials on Renderer you want to swap

  • AllowMultiple: Yes

using SaintsField;

public Renderer targetRenderer;
[MaterialToggle(nameof(targetRenderer))] public Material _mat1;
[MaterialToggle(nameof(targetRenderer))] public Material _mat2;
mat_toggle.mp4

ColorToggle

A toggle button to toggle color for Image, Button, SpriteRenderer or Renderer

The field itself must be Color.

  • string compName=null

    the target, must be Image, Button, SpriteRenderer, or Renderer (or its subClass like MeshRenderer).

    When using null, it will try to get the correct component from the target object of this field by order.

    When it's a Renderer, it will change the material's .color property.

    When it's a Button, it will change the button's targetGraphic.color property.

  • int index=0

    (only works for Renderer type) which slot index of materials on Renderer you want to apply the color

  • AllowMultiple: Yes

using SaintsField;

// auto find on the target object
[SerializeField, ColorToggle] private Color _onColor;
[SerializeField, ColorToggle] private Color _offColor;

[Space]
// by name
[SerializeField] private Image _image;
[SerializeField, ColorToggle(nameof(_image))] private Color _onColor2;
[SerializeField, ColorToggle(nameof(_image))] private Color _offColor2;
color_toggle.mp4

Expandable

Make serializable object expandable. (E.g. ScriptableObject, MonoBehavior)

Known issue:

  1. IMGUI: if the target itself has a custom drawer, the drawer will not be used, because PropertyDrawer is not allowed to create an Editor class, thus it'll just iterate and draw all fields in the object.

    For more information about why this is impossible under IMGUI, see Issue 25

  2. IMGUI: the Foldout will NOT be placed at the left space like a Unity's default foldout component, because Unity limited the PropertyDrawer to be drawn inside the rect Unity gives. Trying outside of the rect will make the target non-interactable. But in early Unity (like 2019.1), Unity will force Foldout to be out of rect on top leve, but not on array/list level... so you may see different outcomes on different Unity version.

  3. UI Toolkit: ReadOnly (and DisableIf, EnableIf) can NOT disable the expanded fields. This is because InspectorElement does not work with SetEnable(false), neither with pickingMode=Ignore. This can not be fixed unless Unity fixes it.

  • AllowMultiple: No
using SaintsField;

[Expandable] public ScriptableObject _scriptable;

expandable

ReferencePicker

A dropdown to pick a referenced value for Unity's SerializeReference.

You can use this to pick non UnityObject object like interface or polymorphism class.

Limitation:

  1. The target must have a public constructor with no required arguments.
  2. It'll try to copy field values when changing types but not guaranteed. struct will not get copied value (it's too tricky to deal a struct)
  • Allow Multiple: No
using SaintsField;

[Serializable]
public class Base1Fruit
{
    public GameObject base1;
}

[Serializable]
public class Base2Fruit: Base1Fruit
{
    public int base2;
}

[Serializable]
public class Apple : Base2Fruit
{
    public string apple;
    public GameObject applePrefab;
}

[Serializable]
public class Orange : Base2Fruit
{
    public bool orange;
}

[SerializeReference, ReferencePicker]
public Base2Fruit item;

public interface IRefInterface
{
    public int TheInt { get; }
}

// works for struct
[Serializable]
public struct StructImpl : IRefInterface
{
    [field: SerializeField]
    public int TheInt { get; set; }
    public string myStruct;
}

[Serializable]
public class ClassDirect: IRefInterface
{
    [field: SerializeField, Range(0, 10)]
    public int TheInt { get; set; }
}

// abstruct type will be skipped
public abstract class ClassSubAbs : ClassDirect
{
    public abstract string AbsValue { get; }
}

[Serializable]
public class ClassSub1 : ClassSubAbs
{
    public string sub1;
    public override string AbsValue => $"Sub1: {sub1}";
}

[Serializable]
public class ClassSub2 : ClassSubAbs
{
    public string sub2;
    public override string AbsValue => $"Sub2: {sub2}";
}

[SerializeReference, ReferencePicker]
public IRefInterface myInterface;

reference_picker

ParticlePlay

A button to play a particle system of the field value, or the one on the field value.

Unity allows play ParticleSystem in the editor, but only if you selected the target GameObject. It can only play one at a time.

This decorator allows you to play multiple ParticleSystem as long as you have the expected fields.

Parameters:

  • string groupBy = "" for error grouping.

  • Allow Multiple: No

Note: because of the limitation from Unity, it can NOT detect if a ParticleSystem is finished playing

[ParticlePlay] public ParticleSystem particle;
// It also works if the field target has a particleSystem component
[ParticlePlay, FieldType(typeof(ParticleSystem), false)] public GameObject particle2;
Unity_N0GPExWcKn.mp4

Field Re-Draw

This will change the look & behavior of a field.

Rate

A rating stars tool for an int field.

Parameters:

  • int min minimum value of the rating. Must be equal to or greater than 0.

    When it's equal to 0, it'll draw a red slashed star to select 0.

    When it's greater than 0, it will draw min number of fixed stars that you can not un-rate.

  • int max maximum value of the rating. Must be greater than min.

  • AllowMultiple: No

using SaintsField;

[Rate(0, 5)] public int rate0To5;
[Rate(1, 5)] public int rate1To5;
[Rate(3, 5)] public int rate3To5;
rate.mp4

FieldType

Ask the inspector to display another type of field rather than the field's original type.

This is useful when you want to have a GameObject prefab, but you want this target prefab to have a specific component (e.g. your own MonoScript, or a ParticalSystem). By using this you force the inspector to sign the required object that has your expected component but still gives you the original typed value to field.

Overload:

  • FieldTypeAttribute(Type compType, EPick editorPick = EPick.Assets | EPick.Scene, bool customPicker = true)
  • FieldTypeAttribute(Type compType, bool customPicker)

For each argument:

  • Type compType the type of the component you want to pick

  • EPick editorPick where you want to pick the component. Options are:

    • EPick.Assets for assets
    • EPick.Scene for scene objects

    For the default Unity picker: if no EPick.Scene is set, will not show the scene objects. However, omit Assets will still show the assets. This limitation is from Unity's API.

    The custom picker does NOT have this limitation.

  • customPicker show an extra button to use a custom picker. Disable this if you have serious performance issue.

  • AllowMultiple: No

using SaintsField;

[SerializeField, FieldType(typeof(SpriteRenderer))]
private GameObject _go;

[SerializeField, FieldType(typeof(FieldTypeExample))]
private ParticleSystem _ps;

field_type

Dropdown

A dropdown selector. Supports reference type, sub-menu, separator, and disabled select item.

If you want a searchable dropdown, see AdvancedDropdown.

  • string funcName callback function. Must return a DropdownList<T>.

  • bool slashAsSub=true treat / as a sub item.

    Note: In IMGUI, this just replace / to unicode \u2215 Division Slash ∕, and WILL have a little bit overlap with nearby characters.

  • AllowMultiple: No

Example

using SaintsField;

[Dropdown(nameof(GetDropdownItems))] public float _float;

public GameObject _go1;
public GameObject _go2;
[Dropdown(nameof(GetDropdownRefs))] public GameObject _refs;

private DropdownList<float> GetDropdownItems()
{
    return new DropdownList<float>
    {
        { "1", 1.0f },
        { "2", 2.0f },
        { "3/1", 3.1f },
        { "3/2", 3.2f },
    };
}

private DropdownList<GameObject> GetDropdownRefs => new DropdownList<GameObject>
{
    {_go1.name, _go1},
    {_go2.name, _go2},
    {"NULL", null},
};

dropdown

To control the separator and disabled item

using SaintsField;

[Dropdown(nameof(GetDropdownItems))]
public Color color;

private DropdownList<Color> GetDropdownItems()
{
    return new DropdownList<Color>
    {
        { "Black", Color.black },
        { "White", Color.white },
        DropdownList<Color>.Separator(),
        { "Basic/Red", Color.red, true },  // the third arg means it's disabled
        { "Basic/Green", Color.green },
        { "Basic/Blue", Color.blue },
        DropdownList<Color>.Separator("Basic/"),
        { "Basic/Magenta", Color.magenta },
        { "Basic/Cyan", Color.cyan },
    };
}

And you can always manually add it:

DropdownList<Color> dropdownList = new DropdownList<Color>();
dropdownList.Add("Black", Color.black);  // add an item
dropdownList.Add("White", Color.white, true);  // and a disabled item
dropdownList.AddSeparator();  // add a separator

color

The look in the UI Toolkit with slashAsSub: false:

dropdown_ui_toolkit

AdvancedDropdown

A dropdown selector. Supports reference type, sub-menu, separator, search, and disabled select item, plus icon.

Known Issue:

  1. IMGUI: Using Unity's AdvancedDropdown. Unity's AdvancedDropdown allows to click the disabled item and close the popup, thus you can still click the disable item. This is a BUG from Unity. I managed to "hack" it around to show again the popup when you click the disabled item, but you will see the flick of the popup.

    This issue is not fixable unless Unity fixes it.

    This bug only exists in IMGUI

  2. UI Toolkit:

    The group indicator uses ToolbarBreadcrumbs. Sometimes you can see text get wrapped into lines. This is because Unity's UI Toolkit has some layout issue, that it can not has the same layout even with same elements+style+boundary size.

    This issue is not fixable unless Unity fixes it. This issue might be different on different Unity (UI Toolkit) version.

Arguments

  • string funcName callback function. Must return a AdvancedDropdownList<T>.
  • (IMGUI) float itemHeight=-1f height of each item. < 0 means use Unity's default value. This will not change the actual height of item, but to decide the dropdown height.
  • (IMGUI) float titleHeight=Default height of the title. This will not change the actual height of title, but to decide the dropdown height.
  • (IMGUI) float sepHeight=Default height of separator. This will not change the actual height of title, but to decide the dropdown height.
  • (IMGUI) bool useTotalItemCount=false if true, the dropdown height will be decided using the number of all value item, thus the search result will always fit in the position without scroll. Otherwise, it'll be decided by the max height of every item page.
  • (IMGUI) float minHeight=-1f minimum height of the dropdown. < 0 means no limit. Otherwise, use this as the dropdown height and ignore all the other auto height config.
  • AllowMultiple: No

AdvancedDropdownList<T>

  • string displayName item name to display

  • T value or IEnumerable<AdvancedDropdownList<T>> children: value means it's a value item. Otherwise it's a group of items, which the values are specified by children

  • bool disabled = false if item is disabled

  • string icon = null the icon for the item.

    Note: setting an icon for a parent group will result an weird issue on it's sub page's title and block the items. This is not fixable unless Unity decide to fix it.

  • bool isSeparator = false if item is a separator. You should not use this, but AdvancedDropdownList<T>.Separator() instead

using SaintsField;

[AdvancedDropdown(nameof(AdvDropdown)), BelowRichLabel(nameof(drops), true)] public int drops;

public AdvancedDropdownList<int> AdvDropdown()
{
    return new AdvancedDropdownList<int>("Days")
    {
        // a grouped value
        new AdvancedDropdownList<int>("First Half")
        {
            // with icon
            new AdvancedDropdownList<int>("Monday", 1, icon: "eye.png"),
            // no icon
            new AdvancedDropdownList<int>("Tuesday", 2),
        },
        new AdvancedDropdownList<int>("Second Half")
        {
            new AdvancedDropdownList<int>("Wednesday")
            {
                new AdvancedDropdownList<int>("Morning", 3, icon: "eye.png"),
                new AdvancedDropdownList<int>("Afternoon", 8),
            },
            new AdvancedDropdownList<int>("Thursday", 4, true, icon: "eye.png"),
        },
        // direct value
        new AdvancedDropdownList<int>("Friday", 5, true),
        AdvancedDropdownList<int>.Separator(),
        new AdvancedDropdownList<int>("Saturday", 6, icon: "eye.png"),
        new AdvancedDropdownList<int>("Sunday", 7, icon: "eye.png"),
    };
}

IMGUI

advanced_dropdown

UI Toolkit

advanced_dropdown_ui_toolkit.mp4

There is also a parser to automatically separate items as sub items using /:

using SaintsField;

[AdvancedDropdown(nameof(AdvDropdown))] public int selectIt;

public AdvancedDropdownList<int> AdvDropdown()
{
    return new AdvancedDropdownList<int>("Days")
    {
        {"First Half/Monday", 1, false, "star.png"},  // enabled, with icon
        {"First Half/Tuesday", 2},

        {"Second Half/Wednesday/Morning", 3, false, "star.png"},
        {"Second Half/Wednesday/Afternoon", 4},
        {"Second Half/Thursday", 5, true, "star.png"},  // disabled, with icon
        "",  // root separator
        {"Friday", 6, true},  // disabled
        "",
        {"Weekend/Saturday", 7, false, "star.png"},
        "Weekend/",  // separator under `Weekend` group
        {"Weekend/Sunday", 8, false, "star.png"},
    };
}

image

You can use this to make a searchable dropdown:

using SaintsField;

[AdvancedDropdown(nameof(AdvDropdownNoNest))] public int searchableDropdown;

public AdvancedDropdownList<int> AdvDropdownNoNest()
{
    return new AdvancedDropdownList<int>("Days")
    {
        {"Monday", 1},
        {"Tuesday", 2, true},  // disabled
        {"Wednesday", 3, false, "star.png"},  // enabled with icon
        {"Thursday", 4, true, "star.png"},  // disabled with icon
        {"Friday", 5},
        "",  // separator
        {"Saturday", 6},
        {"Sunday", 7},
    };
}

image

PropRange

Very like Unity's Range but allow you to dynamically change the range, plus allow to set range step.

For each argument:

  • string minCallback or float min: the minimum value of the slider, or a property/callback name.
  • string maxCallback or float max: the maximum value of the slider, or a property/callback name.
  • float step=-1f: the step for the range. <= 0 means no limit.
using SaintsField;

public int min;
public int max;

[PropRange(nameof(min), nameof(max))] public float rangeFloat;
[PropRange(nameof(min), nameof(max))] public int rangeInt;

[PropRange(nameof(min), nameof(max), step: 0.5f)] public float rangeFloatStep;
[PropRange(nameof(min), nameof(max), step: 2)] public int rangeIntStep;

range

MinMaxSlider

A range slider for Vector2 or Vector2Int

For each argument:

  • int|float min or string minCallback: the minimum value of the slider, or a property/callback name.

  • int|float max or string maxCallback: the maximum value of the slider, or a property/callback name.

  • int|float step=1|-1f: the step of the slider, <= 0 means no limit. By default, int type use 1 and float type use -1f

  • float minWidth=50f: (IMGUI Only) the minimum width of the value label. < 0 for auto size (not recommended)

  • float maxWidth=50f: (IMGUI Only) the maximum width of the value label. < 0 for auto size (not recommended)

  • AllowMultiple: No

a full-featured example:

using SaintsField;

[MinMaxSlider(-1f, 3f, 0.3f)]
public Vector2 vector2Step03;

[MinMaxSlider(0, 20, 3)]
public Vector2Int vector2IntStep3;

[MinMaxSlider(-1f, 3f)]
public Vector2 vector2Free;

[MinMaxSlider(0, 20)]
public Vector2Int vector2IntFree;

// not recommended
[SerializeField]
[MinMaxSlider(0, 100, minWidth:-1, maxWidth:-1)]
private Vector2Int _autoWidth;

[field: SerializeField, MinMaxSlider(-100f, 100f)]
public Vector2 OuterRange { get; private set; }

[SerializeField, MinMaxSlider(nameof(GetOuterMin), nameof(GetOuterMax), 1)] public Vector2Int _innerRange;

private float GetOuterMin() => OuterRange.x;
private float GetOuterMax() => OuterRange.y;

[field: SerializeField]
public float DynamicMin { get; private set; }
[field: SerializeField]
public float DynamicMax { get; private set; }

[SerializeField, MinMaxSlider(nameof(DynamicMin), nameof(DynamicMax))] private Vector2 _propRange;
[SerializeField, MinMaxSlider(nameof(DynamicMin), 100f)] private Vector2 _propLeftRange;
[SerializeField, MinMaxSlider(-100f, nameof(DynamicMax))] private Vector2 _propRightRange;
min_max_slider.mp4

EnumFlags

A toggle buttons group for enum flags (bit mask). It provides a button to toggle all bits on/off.

This field has compact mode and expanded mode.

For each argument:

  • bool autoExpand=true: if the view is not enough to show all buttons in a row, automatically expand to a vertical group.
  • bool defaultExpanded=false: if true, the buttons group will be expanded as a vertical group by default.
  • AllowMultiple: No

Known Issue:

  1. IMGUI: If you have a lot of flags and you turn OFF autoExpand, The buttons WILL go off-view.
  2. UI Toolkit: when autoExpand=true, defaultExpanded will be ignored
using SaintsField;

[Serializable, Flags]
public enum BitMask
{
    None = 0,  // this will be hide as we will have an all/none button
    Mask1 = 1,
    Mask2 = 1 << 1,
    Mask3 = 1 << 2,
}

[EnumFlags] public BitMask myMask;
enum_flags.mp4

ResizableTextArea

This TextArea will always grow its height to fit the content. (minimal height is 3 rows).

Note: Unlike NaughtyAttributes, this does not have a text-wrap issue.

  • AllowMultiple: No
using SaintsField;

[SerializeField, ResizableTextArea] private string _short;
[SerializeField, ResizableTextArea] private string _long;
[SerializeField, RichLabel(null), ResizableTextArea] private string _noLabel;
resizable.mp4

AnimatorParam

A dropdown selector for an animator parameter.

  • string animatorName=null

    name of the animator. When omitted, it will try to get the animator from the current component

  • (Optional) AnimatorControllerParameterType animatorParamType

    type of the parameter to filter

using SaintsField;

[field: SerializeField]
public Animator Animator { get; private set;}

[AnimatorParam(nameof(Animator))]
private string animParamName;

[AnimatorParam(nameof(Animator))]
private int animParamHash;

animator_params

AnimatorState

A dropdown selector for animator state.

  • string animatorName=null

    name of the animator. When omitted, it will try to get the animator from the current component

to get more useful info from the state, you can use AnimatorStateBase/AnimatorState type instead of string type.

AnimatorStateBase has the following properties:

  • int layerIndex index of layer
  • int stateNameHash hash value of state
  • string stateName actual state name
  • float stateSpeed the Speed parameter of the state
  • string stateTag the Tag of the state
  • string[] subStateMachineNameChain the sub-state machine hierarchy name list of the state

AnimatorState added the following attribute(s):

  • AnimationClip animationClip is the actual animation clip of the state (can be null). It has a length value for the length of the clip. For more detail see Unity Doc of AnimationClip

Special Note: using AniamtorState/AnimatorStateBase with OnValueChanged, you can get a AnimatorStateChanged on the callback (rather than the value of the field). This is because AnimatorState expected any class/struct with satisfied fields.

using SaintsField;

[AnimatorState, OnValueChanged(nameof(OnChanged))]
public string stateName;

#if UNITY_EDITOR
[AnimatorState, OnValueChanged(nameof(OnChangedState))]
#endif
public AnimatorState state;

// This does not have a `animationClip`, thus it won't include a resource when serialized: only pure data.
[AnimatorState, OnValueChanged(nameof(OnChangedState))]
public AnimatorStateBase stateBase;

private void OnChanged(string changedValue) => Debug.Log(changedValue);
#if UNITY_EDITOR
private void OnChangedState(AnimatorStateChanged changedValue) => Debug.Log($"layerIndex={changedValue.layerIndex}, AnimatorControllerLayer={changedValue.layer}, AnimatorState={changedValue.state}, animationClip={changedValue.animationClip}, subStateMachineNameChain={string.Join("/", changedValue.subStateMachineNameChain)}");
#endif

animator_state

Layer

A dropdown selector for layer.

  • AllowMultiple: No

Note: want a bitmask layer selector? Unity already has it. Just use public LayerMask myLayerMask;

using SaintsField;

[Layer] public string layerString;
[Layer] public int layerInt;

// Unity supports multiple layer selector
public LayerMask myLayerMask;

layer

Scene

A dropdown selector for a scene in the build list, plus a "Edit Scenes In Build..." option to directly open the "Build Settings" window where you can change building scenes.

  • AllowMultiple: No
using SaintsField;

[Scene] public int _sceneInt;
[Scene] public string _sceneString;

image

SortingLayer

A dropdown selector for sorting layer, plus a "Edit Sorting Layers..." option to directly open "Sorting Layers" tab from "Tags & Layers" inspector where you can change sorting layers.

  • AllowMultiple: No
using SaintsField;

[SortingLayer] public string _sortingLayerString;
[SortingLayer] public int _sortingLayerInt;

image

Tag

A dropdown selector for a tag.

  • AllowMultiple: No
using SaintsField;

[Tag] public string tag;

tag

InputAxis

A string dropdown selector for an input axis, plus a "Open Input Manager..." option to directly open "Input Manager" tab from "Project Settings" window where you can change input axes.

  • AllowMultiple: No
using SaintsField;

[InputAxis] public string inputAxis;

image

LeftToggle

A toggle button on the left of the bool field. Only works on boolean field.

IMGUI: To use with RichLabel, you need to add 6 spaces ahead as a hack

using SaintsField;

[LeftToggle] public bool myToggle;
[LeftToggle, RichLabel("      <color=green><label />")] public bool richToggle;

left_toggle

CurveRange

A curve drawer for AnimationCurve which allow to set bounds and color

Override 1:

  • Vector2 min = Vector2.zero bottom left for bounds
  • Vector2 max = Vector2.one top right for bounds
  • EColor color = EColor.Green curve line color

Override 2:

  • float minX = 0f bottom left x for bounds
  • float minY = 0f bottom left y for bounds
  • float maxX = 1f top right x for bounds
  • float maxY = 1f top right y for bounds
  • EColor color = EColor.Green curve line color
using SaintsField;

[CurveRange(-1, -1, 1, 1)]
public AnimationCurve curve;

[CurveRange(EColor.Orange)]
public AnimationCurve curve1;

[CurveRange(0, 0, 5, 5, EColor.Red)]
public AnimationCurve curve2;

curverange

ProgressBar

A progress bar for float or int field. This behaves like a slider but more fancy.

Note: Unlike NaughtyAttributes (which is read-only), this is interactable.

Parameters:

  • (Optional) float minValue=0 | string minCallback=null: minimum value of the slider

  • float maxValue=100 | string maxCallback=null: maximum value of the slider

  • float step=-1: the growth step of the slider, <= 0 means no limit.

  • EColor color=EColor.OceanicSlate: filler color

  • EColor backgroundColor=EColor.CharcoalGray: background color

  • string colorCallback=null: a callback or property name for the filler color. The function must return a EColor, Color, a name of EColor/Color, or a hex color string (starts with #). This will override color parameter.

  • string backgroundColorCallback=null: a callback or property name for the background color.

  • string titleCallback=null: a callback for displaying the title. The function signature is:

    string TitleCallback(float curValue, float min, float max, string label);

    rich text is not supported here

using SaintsField;

[ProgressBar(10)] public int myHp;
// control step for float rather than free value
[ProgressBar(0, 100f, step: 0.05f, color: EColor.Blue)] public float myMp;

[Space]
public int minValue;
public int maxValue;

[ProgressBar(nameof(minValue)
        , nameof(maxValue)  // dynamic min/max
        , step: 0.05f
        , backgroundColorCallback: nameof(BackgroundColor)  // dynamic background color
        , colorCallback: nameof(FillColor)  // dynamic fill color
        , titleCallback: nameof(Title)  // dynamic title, does not support rich label
    ),
]
[RichLabel(null)]  // make this full width
public float fValue;

private EColor BackgroundColor() => fValue <= 0? EColor.Brown: EColor.CharcoalGray;

private Color FillColor() => Color.Lerp(Color.yellow, EColor.Green.GetColor(), Mathf.Pow(Mathf.InverseLerp(minValue, maxValue, fValue), 2));

private string Title(float curValue, float min, float max, string label) => curValue < 0 ? $"[{label}] Game Over: {curValue}" : $"[{label}] {curValue / max:P}";
progress_bar.mp4

ResourcePath

A tool to pick an resource path (a string) with:

  1. required types or interfaces
  2. display a type instead of showing a string
  3. pick a suitable object using a custom picker

Parameters:

  • EStr eStr = EStr.Resource: which kind of string value you expected:

    • Resource: a resource path
    • AssetDatabase: an asset path. You should NOT use this unless you know what you are doing.
    • Guid: the GUID of the target object. You should NOT use this unless you know what you are doing.
  • bool freeSign=false:

    true to allow to sign any object, and gives a message if the signed value does not match.

    false to only allow to sign matched object, and trying to prevent the change if it's illegal.

  • bool customPicker=true: use a custom object pick that only display objects which meet the requirements

  • Type compType: the type of the component. It can be a component, or an object like GameObject, Sprite. The field will be this type. It can NOT be an interface

  • params Type[] requiredTypes: a list of required components or interfaces you want. Only objects with all of the types can be signed.

  • AllowMultiple: No

Known Issue: IMGUI, manually sign a null object by using Unity's default pick will sign an empty string instead of null. Use custom pick to avoid this inconsistency.

using SaintsField;

// resource: display as a MonoScript, requires a BoxCollider
[ResourcePath(typeof(Dummy), typeof(BoxCollider))]
[InfoBox(nameof(myResource), true)]
public string myResource;

// AssetDatabase path
[Space]
[ResourcePath(EStr.AssetDatabase, typeof(Dummy), typeof(BoxCollider))]
[InfoBox(nameof(myAssetPath), true)]
public string myAssetPath;

// GUID
[Space]
[ResourcePath(EStr.Guid, typeof(Dummy), typeof(BoxCollider))]
[InfoBox(nameof(myGuid), true)]
public string myGuid;

// prefab resource
[ResourcePath(typeof(GameObject))]
[InfoBox(nameof(resourceNoRequire), true)]
public string resourceNoRequire;

// requires to have a Dummy script attached, and has interface IMyInterface
[ResourcePath(typeof(Dummy), typeof(IMyInterface))]
[InfoBox(nameof(myInterface), true)]
public string myInterface;

resource_path

Field Utilities

AssetPreview

Show an image preview for prefabs, Sprite, Texture2D, etc. (Internally use AssetPreview.GetAssetPreview)

Note: Sometimes AssetPreview.GetAssetPreview simply does not return a correct preview image or returns an empty image. When no image returns, nothing is shown. If an empty image returns, an empty rect is shown. This can not be fixed unless Unity decides to fix it.

Note: Recommended to use AboveImage/BelowImage for image/sprite/texture2D.

  • int width=-1

    preview width, -1 for original image size that returned by Unity. If it's greater than current view width, it'll be scaled down to fit the view. Use int.MaxValue to always fit the view width.

  • int height=-1

    preview height, -1 for auto resize (with the same aspect) using the width

  • EAlign align=EAlign.End

    Align of the preview image. Options are Start, End, Center, FieldStart

  • bool above=false

    if true, render above the field instead of below

  • string groupBy=""

    See the GroupBy section

  • AllowMultiple: No

using SaintsField;

[AssetPreview(20, 100)] public Texture2D _texture2D;
[AssetPreview(50)] public GameObject _go;
[AssetPreview(above: true)] public Sprite _sprite;

asset_preview

AboveImage/BelowImage

Show an image above/below the field.

  • string image = null

    An image to display. This can be a property or a callback, which returns a Sprite, Texture2D, SpriteRenderer, UI.Image, UI.RawImage or UI.Button.

    If it's null, it'll try to get the image from the field itself.

  • string maxWidth=-1

    preview max width, -1 for original image size. If it's greater than current view width, it'll be scaled down to fit the view. . Use int.MaxValue to always fit the view width.

  • int maxHeight=-1

    preview max height, -1 for auto resize (with the same aspect) using the width

  • EAlign align=EAlign.Start

    Align of the preview image. Options are Start, End, Center, FieldStart

  • string groupBy=""

    See the GroupBy section

  • AllowMultiple: No

using SaintsField;

[AboveImage(nameof(spriteField))]
// size and group
[BelowImage(nameof(spriteField), maxWidth: 25, groupBy: "Below1")]
[BelowImage(nameof(spriteField), maxHeight: 20, align: EAlign.End, groupBy: "Below1")]
public Sprite spriteField;

// align
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.FieldStart)]
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.Start)]
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.Center)]
[BelowImage(nameof(spriteField), maxWidth: 20, align: EAlign.End)]
public string alignField;

show_image

OnValueChanged

Call a function every time the field value is changed

  • string callback the callback function name

    It'll try to pass the new value and the index (only if it's in an array/list). You can set the corresponding parameter in your callback if you want to receive them.

  • AllowMultiple: Yes

Special Note: AnimatorState will have a different OnValueChanged parameter passed in. See AnimatorState for more detail.

using SaintsField;

// no params
[OnValueChanged(nameof(Changed))]
public int value;
private void Changed()
{
    Debug.Log($"changed={value}");
}

// with params to get the new value
[OnValueChanged(nameof(ChangedAnyType))]
public GameObject go;

// it will pass the index too if it's inside an array/list
[OnValueChanged(nameof(ChangedAnyType))]
public SpriteRenderer[] srs;

// it's ok to set it as the super class
private void ChangedAnyType(object anyObj, int index=-1)
{
    Debug.Log($"changed={anyObj}@{index}");
}

ReadOnly/DisableIf/EnableIf

A tool to set field enable/disable status. Supports callbacks (function/field/property) and enum types. by using multiple arguments and decorators, you can make logic operation with it.

ReadOnly equals DisableIf, EnableIf is the opposite of DisableIf

Arguments:

For callback (functions, fields, properties):

  • (Optional) EMode editorMode=EMode.Edit | EMode.Play

    Condition: if it should be in edit mode or play mode for Editor. By default (omitting this parameter) it does not check the mode at all.

  • string by...

    callbacks or attributes for the condition.

  • AllowMultiple: Yes

For ReadOnly/DisableIf: The field will be disabled if ALL condition is true (and operation)

For EnableIf: The field will be enabled if ANY condition is true (or operation)

For multiple attributes: The field will be disabled if ANY condition is true (or operation)

Logic example:

  • EnableIf(A) == DisableIf(!A)
  • EnableIf(A, B) == EnableIf(A || B) == DisableIf(!(A || B)) == DisableIf(!A && !B)
  • [EnableIf(A), EnableIf(B)] == [DisableIf(!A), DisableIf(!B)] == DisableIf(!A || !B)

A simple example:

using SaintsField;

[ReadOnly(nameof(ShouldBeDisabled))] public string disableMe;

private bool ShouldBeDisabled  // change the logic here
{
    return true;
}

It also support enum types. The syntax is like this:

using SaintsField;

[Serializable]
public enum EnumToggle
{
    Off,
    On,
}
public EnumToggle enum1;
[ReadOnly(nameof(enum1), EnumToggle.On)] public string enumReadOnly;

The rule is:

  1. First optional parameter is EMode editorMode=EMode.Edit | EMode.Play. Omit to ignore the mode check.

  2. Then, followed by the name of the field/property/function, and the expected enum value, as a pair. You can at most write 4 pairs.

  3. It's true if the value of the field/property/function is equal to the expected value. If enum has [Flags] attribute, it will check if the value has the expected bit on.

  4. It's also OK to mix the normal callback with enum callback check, just ensure:

    1. the normal callbacks are always before the enum callbacks
    2. at most 4 callbacks (normal + enum pair) in total is allowed
using SaintsField;

[Serializable]
public enum EnumToggle
{
    Off,
    On,
}

public EnumToggle enum1;
public EnumToggle enum2;
public bool bool1;
public bool bool2 {
    return true;
}

// example of checking two normal callbacks and two enum callbacks
[EnableIf(nameof(bool1), nameof(bool2), nameof(enum1), EnumToggle.On, nameof(enum2), EnumToggle.On)] public string bool12AndEnum12;

A more complex example:

using SaintsField;

[ReadOnly] public string directlyReadOnly;

[SerializeField] private bool _bool1;
[SerializeField] private bool _bool2;
[SerializeField] private bool _bool3;
[SerializeField] private bool _bool4;

[SerializeField]
[ReadOnly(nameof(_bool1))]
[ReadOnly(nameof(_bool2))]
[RichLabel("readonly=1||2")]
private string _ro1and2;


[SerializeField]
[ReadOnly(nameof(_bool1), nameof(_bool2))]
[RichLabel("readonly=1&&2")]
private string _ro1or2;


[SerializeField]
[ReadOnly(nameof(_bool1), nameof(_bool2))]
[ReadOnly(nameof(_bool3), nameof(_bool4))]
[RichLabel("readonly=(1&&2)||(3&&4)")]
private string _ro1234;
readonly.mp4

EMode example:

using SaintsField;

public bool boolVal;

[DisableIf(EMode.Edit)] public string disEditMode;
[DisableIf(EMode.Play)] public string disPlayMode;

[DisableIf(EMode.Edit, nameof(boolVal))] public string disEditAndBool;
[DisableIf(EMode.Edit), DisableIf(nameof(boolVal))] public string disEditOrBool;

[EnableIf(EMode.Edit)] public string enEditMode;
[EnableIf(EMode.Play)] public string enPlayMode;

[EnableIf(EMode.Edit, nameof(boolVal))] public string enEditOrBool;
// dis=!editor || dis=!bool => en=editor&&bool
[EnableIf(EMode.Edit), EnableIf(nameof(boolVal))] public string enEditAndBool;

ShowIf / HideIf

Show or hide the field based on a condition. . Supports callbacks (function/field/property) and enum types. by using multiple arguments and decorators, you can make logic operation with it.

Arguments:

  • (Optional) EMode editorMode=EMode.Edit | EMode.Play

    Condition: if it should be in edit mode or play mode for Editor. By default (omitting this parameter) it does not check the mode at all.

  • string by...

    callbacks or attributes for the condition.

  • AllowMultiple: Yes

You can use multiple ShowIf, HideIf, and even a mix of the two.

For ShowIf: The field will be shown if ALL condition is true (and operation)

For HideIf: The field will be hidden if ANY condition is true (or operation)

For multiple attributes: The field will be shown if ANY condition is true (or operation)

For example, [ShowIf(A...), ShowIf(B...)] will be shown if ShowIf(A...) || ShowIf(B...) is true.

HideIf is the opposite of ShowIf. Please note "the opposite" is like the logic operation, like !(A && B) is !A || !B, !(A || B) is !A && !B.

  • HideIf(A) == ShowIf(!A)
  • HideIf(A, B) == HideIf(A || B) == ShowIf(!(A || B)) == ShowIf(!A && !B)
  • [Hideif(A), HideIf(B)] == [ShowIf(!A), ShowIf(!B)] == ShowIf(!A || !B)

A simple example:

using SaintsField;

[ShowIf(nameof(ShouldShow))]
public int showMe;

public bool ShouldShow()  // change the logic here
{
    return true;
}

It also support enum types. The syntax is like this:

using SaintsField;

[Serializable]
public enum EnumToggle
{
    Off,
    On,
}
public EnumToggle enum1;
[ShowIf(nameof(enum1), EnumToggle.On)] public string enum1Show;

The rule is:

  1. First optional parameter is EMode editorMode=EMode.Edit | EMode.Play. Omit to ignore the mode check.

  2. Then, followed by the name of the field/property/function, and the expected enum value, as a pair. You can at most write 4 pairs.

  3. It's true if the value of the field/property/function is equal to the expected value. If enum has [Flags] attribute, it will check if the value has the expected bit on.

  4. It's also OK to mix the normal callback with enum callback check, just ensure:

    1. the normal callbacks are always before the enum callbacks
    2. at most 4 callbacks (normal + enum pair) in total is allowed
using SaintsField;

[Serializable]
public enum EnumToggle
{
    Off,
    On,
}

public EnumToggle enum1;
public EnumToggle enum2;
public bool bool1;
public bool bool2 {
    return true;
}

// example of checking two normal callbacks and two enum callbacks
[ShowIf(nameof(bool1), nameof(bool2), nameof(enum1), EnumToggle.On, nameof(enum2), EnumToggle.On)] public string bool12AndEnum12;

A more complex example:

using SaintsField;

public bool _bool1;
public bool _bool2;
public bool _bool3;
public bool _bool4;

[ShowIf(nameof(_bool1))]
[ShowIf(nameof(_bool2))]
[RichLabel("<color=red>show=1||2")]
public string _showIf1Or2;


[ShowIf(nameof(_bool1), nameof(_bool2))]
[RichLabel("<color=green>show=1&&2")]
public string _showIf1And2;

[HideIf(nameof(_bool1))]
[HideIf(nameof(_bool2))]
[RichLabel("<color=blue>show=!1||!2")]
public string _hideIf1Or2;


[HideIf(nameof(_bool1), nameof(_bool2))]
[RichLabel("<color=yellow>show=!(1||2)=!1&&!2")]
public string _hideIf1And2;

[ShowIf(nameof(_bool1))]
[HideIf(nameof(_bool2))]
[RichLabel("<color=magenta>show=1||!2")]
public string _showIf1OrNot2;

[ShowIf(nameof(_bool1), nameof(_bool2))]
[ShowIf(nameof(_bool3), nameof(_bool4))]
[RichLabel("<color=orange>show=(1&&2)||(3&&4)")]
public string _showIf1234;

[HideIf(nameof(_bool1), nameof(_bool2))]
[HideIf(nameof(_bool3), nameof(_bool4))]
[RichLabel("<color=pink>show=!(1||2)||!(3||4)=(!1&&!2)||(!3&&!4)")]
public string _hideIf1234;
show_hide.mp4

Example about EMode:

using SaintsField;

public bool boolValue;

[ShowIf(EMode.Edit)] public string showEdit;
[ShowIf(EMode.Play)] public string showPlay;

[ShowIf(EMode.Edit, nameof(boolValue))] public string showEditAndBool;
[ShowIf(EMode.Edit), ShowIf(nameof(boolValue))] public string showEditOrBool;

[HideIf(EMode.Edit)] public string hideEdit;
[HideIf(EMode.Play)] public string hidePlay;

[HideIf(EMode.Edit, nameof(boolValue))] public string hideEditOrBool;
[HideIf(EMode.Edit), HideIf(nameof(boolValue))] public string hideEditAndBool;

Required

Reminding a given reference type field to be required.

This will check if the field value is a truly value, which means:

  1. ValuedType like struct will always be truly because struct is not nullable and Unity will fill a default value for it no matter what
  2. It works on reference type and will NOT skip Unity's life-circle null check
  3. You may not want to use it on int, float (because only 0 is not truly) or bool, but it's still allowed if you insist

Parameters:

  • string errorMessage = null Error message. Default is {label} is required
  • AllowMultiple: No
using SaintsField;

[Required("Add this please!")] public Sprite _spriteImage;
// works for the property field
[field: SerializeField, Required] public GameObject Go { get; private set; }
[Required] public UnityEngine.Object _object;
[SerializeField, Required] private float _wontWork;

[Serializable]
public struct MyStruct
{
    public int theInt;
}

[Required]
public MyStruct myStruct;

image

ValidateInput

Validate the input of the field when the value changes.

  • string callback is the callback function to validate the data.

    Parameters:

    1. If the function accepts no arguments, then no argument will be passed
    2. If the function accepts required arguments, the first required argument will receive the field's value. If there is another required argument and the field is inside a list/array, the index will be passed.
    3. If the function only has optional arguments, it will try to pass the field's value and index if possible. Otherwise the default value of the parameter will be passed.

    Return:

    1. If return type is string, then null or empty string for valid, otherwise, the string will be used as the error message
    2. If return type is bool, then true for valid, false for invalid with message "`{label}` is invalid`"
  • AllowMultiple: Yes

using SaintsField;

// string callback
[ValidateInput(nameof(OnValidateInput))]
public int _value;
private string OnValidateInput() => _value < 0 ? $"Should be positive, but gets {_value}" : null;

// property validate
[ValidateInput(nameof(boolValidate))]
public bool boolValidate;

// bool callback
[ValidateInput(nameof(BoolCallbackValidate))]
public string boolCallbackValidate;
private bool BoolCallbackValidate() => boolValidate;

// with callback params
[ValidateInput(nameof(ValidateWithReqParams))]
public int withReqParams;
private string ValidateWithReqParams(int v) => $"ValidateWithReqParams: {v}";

// with optional callback params
[ValidateInput(nameof(ValidateWithOptParams))]
public int withOptionalParams;

private string ValidateWithOptParams(string sth="a", int v=0) => $"ValidateWithOptionalParams[{sth}]: {v}";

// with array index callback
[ValidateInput(nameof(ValidateValArr))]
public int[] valArr;

private string ValidateValArr(int v, int index) => $"ValidateValArr[{index}]: {v}";
validate.mp4

MinValue / MaxValue

Limit for int/float field

They have the same overrides:

  • float value: directly limit to a number value

  • string valueCallback: a callback or property for limit

  • AllowMultiple: Yes

using SaintsField;

public int upLimit;

[MinValue(0), MaxValue(nameof(upLimit))] public int min0Max;
[MinValue(nameof(upLimit)), MaxValue(10)] public float fMinMax10;
min_max_value.mp4

GetComponent

Automatically sign a component to a field, if the field value is null and the component is already attached to current target. (First one found will be used)

  • Type compType = null

    The component type to sign. If null, it'll use the field type.

  • string groupBy = ""

    For error message grouping.

  • AllowMultiple: No

using SaintsField;

[GetComponent] public BoxCollider otherComponent;
[GetComponent] public GameObject selfGameObject;  // get the GameObject itself
[GetComponent] public RectTransform selfRectTransform;  // useful for UI

[GetComponent] public GetComponentExample selfScript;  // yeah you can get your script itself
[GetComponent] public Dummy otherScript;  // other script

get_component

GetComponentInChildren

Automatically sign a component to a field, if the field value is null and the component is already attached to its child GameObjects. (First one found will be used)

NOTE: Unlike GetComponentInChildren by Unity, this will NOT check the target object itself.

  • bool includeInactive = false

    Should inactive children be included? true to include inactive children.

  • Type compType = null

    The component type to sign. If null, it'll use the field type.

  • string groupBy = ""

    For error message grouping.

  • AllowMultiple: No

using SaintsField;

[GetComponentInChildren] public BoxCollider childBoxCollider;
// by setting compType, you can sign it as a different type
[GetComponentInChildren(compType: typeof(Dummy))] public BoxCollider childAnotherType;
// and GameObject field works too
[GetComponentInChildren(compType: typeof(BoxCollider))] public GameObject childBoxColliderGo;

get_component_in_children

FindComponent

Automatically find a component under the current target. This is very similar to Unity's transform.Find, except it accepts many paths, and it's returning value is not limited to transform

  • string path a path to search
  • params string[] paths more paths to search
  • AllowMultiple: Yes but not necessary
using SaintsField;

[FindComponent("sub/dummy")] public Dummy subDummy;
[FindComponent("sub/dummy")] public GameObject subDummyGo;
[FindComponent("sub/noSuch", "sub/dummy")] public Transform subDummyTrans;

find_component

GetComponentInParent / GetComponentInParents

Automatically sign a component to a field, if the field value is null and the component is already attached to its parent GameObject(s). (First one found will be used)

  • Type compType = null

    The component type to sign. If null, it'll use the field type.

  • string groupBy = ""

    For error message grouping.

  • AllowMultiple: No

using SaintsField;

[GetComponentInParent] public SpriteRenderer directParent;
[GetComponentInParent(typeof(SpriteRenderer))] public GameObject directParentDifferentType;
[GetComponentInParent] public BoxCollider directNoSuch;

[GetComponentInParents] public SpriteRenderer searchParent;
[GetComponentInParents(typeof(SpriteRenderer))] public GameObject searchParentDifferentType;
[GetComponentInParents] public BoxCollider searchNoSuch;

get_component_in_parents

GetComponentInScene

Automatically sign a component to a field, if the field value is null and the component is in the currently opened scene. (First one found will be used)

  • bool includeInactive = false

    Should inactive GameObject be included? true to include inactive GameObject.

  • Type compType = null

    The component type to sign. If null, it'll use the field type.

  • string groupBy = ""

    For error message grouping.

  • AllowMultiple: No

using SaintsField;

[GetComponentInScene] public Dummy dummy;
// by setting compType, you can sign it as a different type
[GetComponentInScene(compType: typeof(Dummy))] public RectTransform dummyTrans;
// and GameObject field works too
[GetComponentInScene(compType: typeof(Dummy))] public GameObject dummyGo;

get_component_in_scene

GetComponentByPath

Automatically sign a component to a field by a given path.

  • (Optional)EGetComp config

    Options are:

    • EGetComp.ForceResign: when the target changed (e.g. you delete/create one), automatically resign the new correct component.
    • EGetComp.NoResignButton: do not display a resign button when the target mismatches.
  • string paths...

    Paths to search.

  • AllowMultiple: Yes. But not necessary.

The path is a bit like html's XPath but with less functions:

Path Meaning
/ Separator. Using at start means the root of the current scene.
// Separator. Any descendant children
. Node. Current node
.. Node. Parent node
* All nodes
name Node. Any nodes with this name
[last()] Index Filter. Last of results
[index() > 1] Index Filter. Node index that is greater than 1
[0] Index Filter. First node in the results

For example:

  • ./sth or sth: direct child object of current object named sth
  • .//sth: any descendant child under current. (descendant::sth)
  • ..//sth: first go to parent, then find the direct child named sth
  • /sth: top level node in current scene named sth
  • //sth: first go to top level, then find the direct child named sth
  • ///sth: first go to top level, then find any node named sth
  • ./get/sth[1]: the child named get of current node, then the second node named sth in the direct children list of get
using SaintsField;

// starting from root, search any object with name "Dummy"
[GetComponentByPath("///Dummy")] public GameObject dummy;
// first child of current object
[GetComponentByPath("./*[1]")] public GameObject direct1;
// child of current object which has index greater than 1
[GetComponentByPath("./*[index() > 1]")] public GameObject directPosTg1;
// last child of current object
[GetComponentByPath("./*[last()]")] public GameObject directLast;
// re-sign the target if mis-match
[GetComponentByPath(EGetComp.NoResignButton | EGetComp.ForceResign, "./DirectSub")] public GameObject directSubWatched;
// without "ForceResign", it'll display a reload button if mis-match
// with multiple paths, it'll search from left to right
[GetComponentByPath("/no", "./DirectSub1")] public GameObject directSubMulti;
// if no match, it'll show an error message
[GetComponentByPath("/no", "///sth/else/../what/.//ever[last()]/goes/here")] public GameObject notExists;

get_component_by_path

GetPrefabWithComponent

Automatically sign a prefab to a field, if the field value is null and the prefab has the component. (First one found will be used)

Recommended to use it with FieldType!

  • Type compType = null

    The component type to sign. If null, it'll use the field type.

  • string groupBy = ""

    For error message grouping.

  • AllowMultiple: No

using SaintsField;

[GetPrefabWithComponent] public Dummy dummy;
// get the prefab itself
[GetPrefabWithComponent(compType: typeof(Dummy))] public GameObject dummyPrefab;
// works so good with `FieldType`
[GetPrefabWithComponent(compType: typeof(Dummy)), FieldType(typeof(Dummy))] public GameObject dummyPrefabFieldType;

get_prefab_with_component

GetScriptableObject

Automatically sign a ScriptableObject file to this field. (First one found will be used)

Recommended to use it with Expandable!

  • string pathSuffix=null the path suffix for this ScriptableObject. null for no limit. for example: if it's /Resources/mySo, it will only sign the file whose path is ends with /Resources/mySo.asset, like Assets/proj/Resources/mySo.asset
  • AllowMultiple: No
using SaintsField;

[GetScriptableObject] public Scriptable mySo;
[GetScriptableObject("RawResources/ScriptableIns")] public Scriptable mySoSuffix;

GetScriptableObject

AddComponent

Automatically add a component to the current target if the target does not have this component. (This will not sign the component added)

Recommended to use it with GetComponent!

  • Type compType = null

    The component type to add. If null, it'll use the field type.

  • string groupBy = ""

    For error message grouping.

  • AllowMultiple: Yes

using SaintsField;

[AddComponent, GetComponent] public Dummy dummy;
[AddComponent(typeof(BoxCollider)), GetComponent] public GameObject thisObj;

add_component

ButtonAddOnClick

Add a callback to a button's onClick event. Note this at this point does only supports callback with no arguments.

Note: SaintsEditor has a more powerful OnButtonClick. If you have SaintsEditor enabled, it's recommended to use OnButtonClick instead.

  • string funcName the callback function name

  • string buttonComp=null the button component name.

    If null, it'll try to get the button component by this order:

    1. the field itself
    2. get the Button component from the field itself
    3. get the Button component from the current target

    If it's not null, the search order will be:

    1. get the field of this name from current target
    2. call a function of this name from current target
using SaintsField;

[GetComponent, ButtonAddOnClick(nameof(OnClick))] public Button button;

private void OnClick()
{
    Debug.Log("Button clicked!");
}

buttonaddonclick

RequireType

Allow you to specify the required component(s) or interface(s) for a field.

If the signed field does not meet the requirement, it'll:

  • show an error message, if freeSign=false
  • prevent the change, if freeSign=true

customPicker will allow you to pick an object which are already meet the requirement(s).

Overload:

  • RequireTypeAttribute(bool freeSign = false, bool customPicker = true, params Type[] requiredTypes)
  • RequireTypeAttribute(bool freeSign, params Type[] requiredTypes)
  • RequireTypeAttribute(EPick editorPick, params Type[] requiredTypes)
  • RequireTypeAttribute(params Type[] requiredTypes)

For each argument:

  • bool freeSign=false

    If true, it'll allow you to sign any object to this field, and display an error message if it does not meet the requirement(s).

    Otherwise, it will try to prevent the change.

  • bool customPicker=true

    Show a custom picker to pick an object. The showing objects are already meet the requirement(s).

  • EPick editorPick=EPick.Assets | EPick.Scene

    The picker type for the custom picker. EPick.Assets for assets, EPick.Scene for scene objects.

  • params Type[] requiredTypes

    The required component(s) or interface(s) for this field.

  • AllowMultiple: No

using SaintsField;

public interface IMyInterface {}

public class MyInter1: MonoBehaviour, IMyInterface {}
public class MySubInter: MyInter1 {}

public class MyInter2: MonoBehaviour, IMyInterface {}

[RequireType(typeof(IMyInterface))] public SpriteRenderer interSr;
[RequireType(typeof(IMyInterface), typeof(SpriteRenderer))] public GameObject interfaceGo;

[RequireType(true, typeof(IMyInterface))] public SpriteRenderer srNoPickerFreeSign;
[RequireType(true, typeof(IMyInterface))] public GameObject goNoPickerFreeSign;

RequireType

ArraySize

A decorator that limit the size of the array or list.

Note: Because of the limitation of PropertyDrawer:

  1. When the field is 0 length, it'll not be filled to target size.
  2. You can always change it to 0 size.
  3. Delete an element will first be deleted, then the array will duplicated the last element.
  4. UI Toolkit: you might see the UI flicked when you remove an element.

(If you enable SaintsEditor, there is a PlayaArraySize that does NOT have issue 1 & 2)

Parameters:

  • int size the size of the array or list
  • string groupBy = "" for error message grouping
  • AllowMultiple: No
using SaintsField;

[ArraySize(3)]
public string[] myArr;

image

SaintsRow

SaintsRow attribute allows you to draw Button, Layout, ShowInInspector, DOTweenPlay etc (all SaintsEditor attributes) in a Serializable object (usually a class or a struct).

This attribute does NOT need SaintsEditor enabled. It's an out-of-box tool.

Parameters:

  • bool inline=false

    If true, it'll draw the Serializable inline like it's directly in the MonoBehavior

  • AllowMultiple: No

Special Note:

  1. After applying this attribute, only pure PropertyDrawer, and decorators from SaintsEditor works on this target. Which means, using third party's PropertyDrawer is fine, but decorator of Editor level (e.g. Odin's Button, NaughtyAttributes' Button) will not work.
  2. IMGUI: ELayout.Horizontal does not work here
  3. IMGUI: DOTweenPlay might be a bit buggy displaying the playing/pause/stop status for each function.
using SaintsField;
using SaintsField.Playa;

[Serializable]
public struct Nest
{
    public string nest2Str;  // normal field
    [Button]  // function button
    private void Nest2Btn() => Debug.Log("Call Nest2Btn");
    // static field (non serializable)
    [ShowInInspector] public static Color StaticColor => Color.cyan;
    // const field (non serializable)
    [ShowInInspector] public const float Pi = 3.14f;
    // normal attribute drawer works as expected
    [BelowImage(maxWidth: 25)] public SpriteRenderer spriteRenderer;

    [DOTweenPlay]  // DOTween helper
    private Sequence PlayColor()
    {
        return DOTween.Sequence()
            .Append(spriteRenderer.DOColor(Color.red, 1f))
            .Append(spriteRenderer.DOColor(Color.green, 1f))
            .Append(spriteRenderer.DOColor(Color.blue, 1f))
            .SetLoops(-1);
    }
    [DOTweenPlay("Position")]
    private Sequence PlayTween2()
    {
        return DOTween.Sequence()
                .Append(spriteRenderer.transform.DOMove(Vector3.up, 1f))
                .Append(spriteRenderer.transform.DOMove(Vector3.right, 1f))
                .Append(spriteRenderer.transform.DOMove(Vector3.down, 1f))
                .Append(spriteRenderer.transform.DOMove(Vector3.left, 1f))
                .Append(spriteRenderer.transform.DOMove(Vector3.zero, 1f))
            ;
    }
}

[SaintsRow]
public Nest n1;

saints_row

To show a Serializable inline like it's directly in the MonoBehavior:

using SaintsField;

[Serializable]
public struct MyStruct
{
    public int structInt;
    public bool structBool;
}

[SaintsRow(inline: true)]
public MyStruct myStructInline;

public string normalStringField;

saints_row_inline

Other Tools

Addressable

These tools are for Unity Addressable. It's there only if you have Addressable installed.

Namespace: SaintsField.Addressable

If you encounter issue because of version incompatible with your installation, you can add a macro SAINTSFIELD_ADDRESSABLE_DISABLE to disable this component (See "Add a Macro" section for more information)

AddressableLabel

A picker to select an addressable label.

  • Allow Multiple: No
using SaintsField.Addressable;

[AddressableLabel]
public string addressableLabel;

addressable_label

AddressableAddress

A picker to select an addressable address (key).

  • string group = null the Addressable group name. null for all groups

  • params string[] orLabels the addressable label names to filter. Only entries with this label will be shown. null for no filter.

    If it requires multiple labels, use A && B, then only entries with both labels will be shown.

    If it requires any of the labels, just pass them separately, then entries with either label will be shown. For example, pass "A && B", "C" will show entries with both A and B label, or with C label.

  • Allow Multiple: No

using SaintsField.Addressable;

[AddressableAddress]  // from all group
public string address;

[AddressableAddress("Packed Assets")]  // from this group
public string addressInGroup;

[AddressableAddress(null, "Label1", "Label2")]  // either has label `Label1` or `Label2`
public string addressLabel1Or2;

// must have both label `default` and `Label1`
// or have both label `default` and `Label2`
[AddressableAddress(null, "default && Label1", "default && Label2")]
public string addressLabelAnd;

addressable_address

AI Navigation

These tools are for Unity AI Navigation (NavMesh). It's there only if you have AI Navigation installed.

Namespace: SaintsField.AiNavigation

Adding marco SAINTSFIELD_AI_NAVIGATION_DISABLED to disable this component. (See "Add a Macro" section for more information)

NavMeshAreaMask

Select NavMesh area bit mask for an integer field. (So the integer value can be used in SamplePathPosition)

  • Allow Multiple: No
using SaintsField.AiNavigation;

[NavMeshAreaMask]
public int areaMask;

nav_mesh_area_mask

NavMeshArea

Select a NavMesh area for a string or an interger field.

  • bool isMask=true if true, it'll use the bit mask, otherwise, it'll use the area value. Has no effect if the field is a string.

  • string groupBy = "" for error message grouping

  • Allow Multiple: No

using SaintsField.AiNavigation;

[NavMeshArea]  // then you can use `areaSingleMask1 | areaSingleMask2` to get multiple masks
public int areaSingleMask;

[NavMeshArea(false)]  // then you can use `1 << areaValue` to get areaSingleMask
public int areaValue;

[NavMeshArea]  // then you can use `NavMesh.GetAreaFromName(areaName)` to get areaValue
public int areaName;

nav_mesh_area

SaintsArray/SaintsList

Unity does not allow to serialize two dimensional array or list. SaintsArray and SaintsList are there to help.

using SaintsField;

// two dimensional array
public SaintsArray<GameObject>[] gameObjects2;
public SaintsArray<SaintsArray<GameObject>> gameObjects2Nest;
// four dimensional array, if you like.
// it can be used with array, but ensure the `[]` is always at the end.
public SaintsArray<SaintsArray<SaintsArray<GameObject>>>[] gameObjects4;

image

SaintsArray implements IReadOnlyList, SaintsList implements IList:

using SaintsField;

// SaintsArray
GameObject firstGameObject = saintsArrayGo[0];
Debug.Log(saintsArrayGo.value); // the actual array value

// SaintsList
saintsListGo.Add(new GameObject());
saintsListGo.RemoveAt(0);
Debug.Log(saintsListGo.value);  // the actual list value

These two can be easily converted to array/list:

using SaintsField;

// SaintsArray to Array
GameObject[] arrayGo = saintsArrayGo;
// Array to SaintsArray
SaintsArray<GameObject> expSaintsArrayGo = (SaintsArray<GameObject>)arrayGo;

// SaintsList to List
List<GameObject> ListGo = saintsListGo;
// List to SaintsList
SaintsList<GameObject> expSaintsListGo = (SaintsList<GameObject>)ListGo;

Because it's actually a struct, you can also implement your own Array/List, using [SaintsArray]. Here is an example of customize your own struct:

using SaintsField;

// example: using ISaintsArray so you don't need to specify the type name everytime
[Serializable]
public class MyList : ISaintsArray
{
    [SerializeField] public List<string> myStrings;

#if UNITY_EDITOR
    public string EditorArrayPropertyName => nameof(myStrings);
#endif
}

[SaintsArray]
public MyList[] myLis;


// example: any Serializable which hold a serialized array/list is fine
[Serializable]
public struct MyArr
{
    [RichLabel(nameof(MyInnerRichLabel), true)]
    public int[] myArray;

    private string MyInnerRichLabel(object _, int index) => $"<color=pink> Inner [{(char)('A' + index)}]";
}

[RichLabel(nameof(MyOuterLabel), true), SaintsArray("myArray")]
public MyArr[] myArr;

private string MyOuterLabel(object _, int index) => $"<color=Lime> Outer {index}";

image

SaintsEditor

SaintsField is a UnityEditor.Editor level component.

Namespace: SaintsField.Playa

Compared with NaughtyAttributes and MarkupAttributes:

  1. NaughtyAttributes has Button, and has a way to show a non-field property(ShowNonSerializedField, ShowNativeProperty), but it does not retain the order of these fields, but only draw them at the end. It has layout functions (Foldout, BoxGroup) but it has not Tab layout, and much less powerful compared to MarkupAttributes. It's IMGUI only.

  2. MarkupAttributes is super powerful in layout, but it does not have a way to show a non-field property. It's IMGUI only. It also supports shader editor.

  3. SaintsEditor

    • Layout like markup attributes. Compared to MarkupAttributes, it allows a non-field property (e.g. a button or a ShowInInspector inside a group) (like OdinInspector). However, it does not have a Scope for convenience coding.
    • It provides Button (with less functions) and a way to show a non-field property (ShowInInspector).
    • It tries to retain the order, and allows you to use [Ordered] when it can not get the order (c# does not allow to obtain all the orders).
    • Supports both UI Toolkit and IMGUI.

Please note, any Editor level component can not work together with each other (it will not cause trouble, but only one will actually work). Which means, OdinInspector, NaughtyAttributes, MarkupAttributes, SaintsEditor can not work together.

If you are interested, here is how to use it.

Set Up SaintsEditor

Window - Saints - Apply SaintsEditor. After the project finish re-compile, go Window - Saints - SaintsEditor to tweak configs.

If you want to do it manually, check ApplySaintsEditor.cs for more information

DOTweenPlay

A method decorator to play a DOTween animation returned by the method.

The method should not have required parameters, and need to return a Tween or a Sequence (Sequence is actually also a tween).

Parameters:

  • [Optional] string label = null the label of the button. Use method name if null. Rich label not supported.
  • ETweenStop stopAction = ETweenStop.Rewind the action after the tween is finished or killed. Options are:
    • None: do nothing
    • Complete: complete the tween. This only works if the tween get killed
    • Rewind: rewind to the start state
using SaintsField.Playa;
using SaintsField;

[GetComponent]
public SpriteRenderer spriteRenderer;

[DOTweenPlay]
private Sequence PlayColor()
{
    return DOTween.Sequence()
        .Append(spriteRenderer.DOColor(Color.red, 1f))
        .Append(spriteRenderer.DOColor(Color.green, 1f))
        .Append(spriteRenderer.DOColor(Color.blue, 1f))
        .SetLoops(-1);  // Yes you can make it a loop
}

[DOTweenPlay("Position")]
private Sequence PlayTween2()
{
    return DOTween.Sequence()
        .Append(spriteRenderer.transform.DOMove(Vector3.up, 1f))
        .Append(spriteRenderer.transform.DOMove(Vector3.right, 1f))
        .Append(spriteRenderer.transform.DOMove(Vector3.down, 1f))
        .Append(spriteRenderer.transform.DOMove(Vector3.left, 1f))
        .Append(spriteRenderer.transform.DOMove(Vector3.zero, 1f))
    ;
}

The first row is global control. Stop it there will stop all preview.

The check of each row means auto play when you click the start in the global control.

dotween_play.mp4

Set Up

To use DOTweenPlay: Tools - Demigaint - DOTween Utility Panel, click Create ASMDEF

Button

Draw a button for a function.

Compared to NaughtyAttributes, this does not allow to specific for editing and playing mode. It also does not handle an IEnumerator function, it just Invoke the target function.

  • string buttonLabel = null the button label. If null, it'll use the function name.
using SaintsField.Playa;

[Button]
private void EditorButton()
{
    Debug.Log("EditorButton");
}

[Button("Label")]
private void EditorLabeledButton()
{
    Debug.Log("EditorLabeledButton");
}

button

ShowInInspector

Show a non-field property.

using SaintsField.Playa;

// const
[ShowInInspector, Ordered] public const float MyConstFloat = 3.14f;
// static
[ShowInInspector, Ordered] public static readonly Color MyColor = Color.green;

// auto-property
[ShowInInspector, Ordered]
public Color AutoColor
{
    get => Color.green;
    set {}
}

show_in_inspector

Ordered

SaintsEditor uses reflection to get each field. However, c# reflection does not give all the orders: PropertyInfo, MethodInfo and FieldInfo does not order with each other.

Thus, if the order is incorrect, you can use [Ordered] to specify the order. But also note: Ordered ones are always after the ones without an Ordered. So if you want to add it, add it to every field.

using SaintsField.Playa;

[Ordered] public string myStartField;

[ShowInInspector, Ordered] public const float MyConstFloat = 3.14f;
[ShowInInspector, Ordered] public static readonly Color MyColor = Color.green;

[ShowInInspector, Ordered]
public Color AutoColor
{
    get => Color.green;
    set {}
}

[Button, Ordered]
private void EditorButton()
{
    Debug.Log("EditorButton");
}

[Ordered] public string myOtherFieldUnderneath;

ordered

Layout

A layout decorator to group fields.

  • string groupBy the grouping key. Use / to separate different groups and create sub groups.
  • ELayout layout=ELayout.Vertical the layout of the current group. Note this is a EnumFlag, means you can mix with options.

Options are:

  • Vertical
  • Horizontal
  • Background draw a background color for the whole group
  • TitleOut make title more visible if you have Title enabled. On IMGUI it will draw an separator between title and the rest of the content. On UI Toolkit it will draw a background color for the title.
  • Foldout allow to fold/unfold this group. If you have no Tab on, then this will automatically add Title
  • Tab make this group a tab page separated rather than grouping it
  • Title show the title

Known Issue

Horizental style is buggy, for the following reasons:

  1. On IMGUI, HorizontalScope does NOT shrink when there are many items, and will go off-view without a scrollbar. Both Odin and Markup-Attributes have the same issue. However, Markup-Attribute uses labelWidth to make the situation a bit better, which SaintsEditor does not provide (at this point at least).
  2. On UI Toolkit we have the well-behaved layout system, but because Unity will try to align the first label, all the field except the first one will get the super-shrank label width which makes it unreadable.

layout_compare_with_other

Appearance

layout_compare

Example

using SaintsField;
using SaintsField.Playa;

[Layout("Titled", ELayout.Title | ELayout.TitleOut)]
public string titledItem1, titledItem2;

// title
[Layout("Titled Box", ELayout.Title | ELayout.Background | ELayout.TitleOut)]
public string titledBoxItem1;
[Layout("Titled Box")]  // you can omit config when you already declared one somewhere (no need to be the first one)
public string titledBoxItem2;

// foldout
[Layout("Foldout", ELayout.Foldout)]
public string foldoutItem1, foldoutItem2;

// tabs
[Layout("Tabs", ELayout.Tab | ELayout.Foldout)]
[Layout("Tabs/Tab1")]
public string tab1Item1, tab1Item2;

[Layout("Tabs/Tab2")]
public string tab2Item1, tab2Item2;

[Layout("Tabs/Tab3")]
public string tab3Item1, tab3Item2;

// nested groups
[Layout("Nested", ELayout.Title | ELayout.Background | ELayout.TitleOut)]
public int nestedOne;
[Layout("Nested/Nested Group 1", ELayout.Title | ELayout.TitleOut)]
public int nestedTwo, nestedThree;
[Layout("Nested/Nested Group 2", ELayout.Title | ELayout.TitleOut)]
public int nestedFour, nestedFive;

// Unlabeled Box
[Layout("Unlabeled Box", ELayout.Background)]
public int unlabeledBoxItem1, unlabeledBoxItem2;

// Foldout In A Box
[Layout("Foldout In A Box", ELayout.Foldout | ELayout.Background | ELayout.TitleOut)]
public int foldoutInABoxItem1, foldoutInABoxItem2;

// Complex example. Button and ShowInInspector works too
[Ordered]
[Layout("Root", ELayout.Tab | ELayout.TitleOut | ELayout.Foldout | ELayout.Background)]
[Layout("Root/V1")]
[SepTitle("Basic", EColor.Pink)]
public string hv1Item1;

[Ordered]
[Layout("Root/V1/buttons", ELayout.Horizontal)]
[Button("Root/V1 Button1")]
public void RootV1Button()
{
    Debug.Log("Root/V1 Button");
}
[Ordered]
[Layout("Root/V1/buttons", ELayout.Horizontal)]
[Button("Root/V1 Button2")]
public void RootV1Button2()
{
    Debug.Log("Root/V1 Button");
}

[Ordered]
[Layout("Root/V1")]
[ShowInInspector]
public static Color color1 = Color.red;

[Ordered]
[DOTweenPlay("Tween1", "Root/V1")]
public Tween RootV1Tween1()
{
    return DOTween.Sequence();
}

[Ordered]
[DOTweenPlay("Tween2", "Root/V1")]
public Tween RootV1Tween2()
{
    return DOTween.Sequence();
}

[Ordered]
[Layout("Root/V1")]
public string hv1Item2;

// public string below;

[Ordered]
[Layout("Root/V2")]
public string hv2Item1;

[Ordered]
[Layout("Root/V2/H", ELayout.Horizontal), RichLabel(null)]
public string hv2Item2, hv2Item3;

[Ordered]
[Layout("Root/V2")]
public string hv2Item4;

[Ordered]
[Layout("Root/V3", ELayout.Horizontal)]
[ResizableTextArea, RichLabel(null)]
public string hv3Item1, hv3Item2;

[Ordered]
[Layout("Root/Buggy")]
[InfoBox("Sadly, Horizontal is buggy either in UI Toolkit or IMGUI", above: true)]
public string buggy = "See below:";

[Ordered]
[Layout("Root/Buggy/H", ELayout.Horizontal)]
public string buggy1;
[Ordered]
[Layout("Root/Buggy/H", ELayout.Horizontal)]
public string buggy2;
layout.mp4

PlayaShowIf/PlayaHideIf

This is the same as ShowIf, HideIf, plus it's allowed to be applied to array, Button, ShowInInspector

Different from ShowIf/HideIf:

  1. apply on an array will directly show or hide the array itself, rather than each element.
  2. Callback function can not receive value and index
using SaintsField.Playa;

public bool boolValue;

[PlayaHideIf] public int[] justHide;
[PlayaShowIf] public int[] justShow;

[PlayaHideIf(nameof(boolValue))] public int[] hideIf;
[PlayaShowIf(nameof(boolValue))] public int[] showIf;

[PlayaHideIf(EMode.Edit)] public int[] hideEdit;
[PlayaHideIf(EMode.Play)] public int[] hidePlay;
[PlayaShowIf(EMode.Edit)] public int[] showEdit;
[PlayaShowIf(EMode.Play)] public int[] showPlay;

[ShowInInspector, PlayaHideIf(nameof(boolValue))] public const float HideIfConst = 3.14f;
[ShowInInspector, PlayaShowIf(nameof(boolValue))] public const float ShowIfConst = 3.14f;
[ShowInInspector, PlayaHideIf(EMode.Edit)] public const float HideEditConst = 3.14f;
[ShowInInspector, PlayaHideIf(EMode.Play)] public const float HidePlayConst = 3.14f;
[ShowInInspector, PlayaShowIf(EMode.Edit)] public const float ShowEditConst = 3.14f;
[ShowInInspector, PlayaShowIf(EMode.Play)] public const float ShowPlayConst = 3.14f;

[ShowInInspector, PlayaHideIf(nameof(boolValue))] public static readonly Color HideIfStatic = Color.green;
[ShowInInspector, PlayaShowIf(nameof(boolValue))] public static readonly Color ShowIfStatic = Color.green;
[ShowInInspector, PlayaHideIf(EMode.Edit)] public static readonly Color HideEditStatic = Color.green;
[ShowInInspector, PlayaHideIf(EMode.Play)] public static readonly Color HidePlayStatic = Color.green;
[ShowInInspector, PlayaShowIf(EMode.Edit)] public static readonly Color ShowEditStatic = Color.green;
[ShowInInspector, PlayaShowIf(EMode.Play)] public static readonly Color ShowPlayStatic = Color.green;

[Button, PlayaHideIf(nameof(boolValue))] private void HideIfBtn() => Debug.Log("HideIfBtn");
[Button, PlayaShowIf(nameof(boolValue))] private void ShowIfBtn() => Debug.Log("ShowIfBtn");
[Button, PlayaHideIf(EMode.Edit)] private void HideEditBtn() => Debug.Log("HideEditBtn");
[Button, PlayaHideIf(EMode.Play)] private void HidePlayBtn() => Debug.Log("HidePlayBtn");
[Button, PlayaShowIf(EMode.Edit)] private void ShowEditBtn() => Debug.Log("ShowEditBtn");
[Button, PlayaShowIf(EMode.Play)] private void ShowPlayBtn() => Debug.Log("ShowPlayBtn");

image

PlayaEnableIf/PlayaDisableIf

This is the same as EnableIf, DisableIf, plus it can be applied to array, Button

Different from EnableIf/DisableIf in the following:

  1. apply on an array will directly enable or disable the array itself, rather than each element.
  2. Callback function can not receive value and index
  3. this method can not detect foldout, which means using it on Expandable, EnumFlags, the foldout button will also be disabled. For this case, use DisableIf/EnableIf instead.
using SaintsField.Playa;

[PlayaDisableIf] public int[] justDisable;
[PlayaEnableIf] public int[] justEnable;

[PlayaDisableIf(nameof(boolValue))] public int[] disableIf;
[PlayaEnableIf(nameof(boolValue))] public int[] enableIf;

[PlayaDisableIf(EMode.Edit)] public int[] disableEdit;
[PlayaDisableIf(EMode.Play)] public int[] disablePlay;
[PlayaEnableIf(EMode.Edit)] public int[] enableEdit;
[PlayaEnableIf(EMode.Play)] public int[] enablePlay;

[Button, PlayaDisableIf(nameof(boolValue))] private void DisableIfBtn() => Debug.Log("DisableIfBtn");
[Button, PlayaEnableIf(nameof(boolValue))] private void EnableIfBtn() => Debug.Log("EnableIfBtn");
[Button, PlayaDisableIf(EMode.Edit)] private void DisableEditBtn() => Debug.Log("DisableEditBtn");
[Button, PlayaDisableIf(EMode.Play)] private void DisablePlayBtn() => Debug.Log("DisablePlayBtn");
[Button, PlayaEnableIf(EMode.Edit)] private void EnableEditBtn() => Debug.Log("EnableEditBtn");
[Button, PlayaEnableIf(EMode.Play)] private void EnablePlayBtn() => Debug.Log("EnablePlayBtn");

image

PlayaArraySize

Like ArraySize, but:

  1. it will set array size to expected size when the array is empty
  2. it does not have a groupBy, and will not give any error if the target is not an array/list

Parameters:

  • int size the size of the array or list
  • AllowMultiple: No
using SaintsField.Playa;

[PlayaArraySize(3)] public int[] myArr3;

PlayaArraySize

PlayaRichLabel

This is like RichLabel, but it can change label of an array/list

Please note: at the moment it only works for serialized property, and is only tested on array/list. It's suggested to use RichLabel for non-array/list serialized fields.

Parameters:

  • string richTextXml the rich text xml for the label
  • bool isCallback=false if it's a callback (a method/property/field)
using SaintsField.Playa;

[PlayaRichLabel("<color=lame>It's Labeled!")]
public List<string> myList;

[PlayaRichLabel(nameof(MethodLabel), true)]
public string[] myArray;

private string MethodLabel(string[] values)
{
    return $"<color=green><label /> {string.Join("", values.Select(_ => "<icon=star.png />"))}";
}

PlayaRichLabel

OnButtonClick

This is a method decorator, which will bind this method to the target button's click event.

Parameters:

  • string buttonTarget=null the target button. null to get it form the current target.
  • object value=null the value passed to the method. Note unity only support bool, int, float, string and UnityEngine.Object. To pass a UnityEngine.Object, use a string name of the target, and set the isCallback parameter to true
  • bool isCallback=false: when value is a string, set this to true to obtain the actual value from a method/property/field
using SaintsField.Playa;

[OnButtonClick]
public void OnButtonClickVoid()
{
    Debug.Log("OnButtonClick Void");
}

[OnButtonClick(value: 2)]
public void OnButtonClickInt(int value)
{
    Debug.Log($"OnButtonClick ${value}");
}

[OnButtonClick(value: true)]
public void OnButtonClickBool(bool value)
{
    Debug.Log($"OnButtonClick ${value}");
}

[OnButtonClick(value: 0.3f)]
public void OnButtonClickFloat(float value)
{
    Debug.Log($"OnButtonClick ${value}");
}

private GameObject ThisGo => this.gameObject;

[OnButtonClick(value: nameof(ThisGo), isCallback: true)]
public void OnButtonClickComp(UnityEngine.Object value)
{
    Debug.Log($"OnButtonClick ${value}");
}

image

Note:

  1. In UI Toolkit, it will only check once when you select the GameObject. In IMGUI, it'll constantly check as long as you're on this object.
  2. It'll only check the method name. Which means, if you change the value of the callback, it'll not update the callback value.

OnEvent

This is a method decorator, which will bind this method to the target UnityEvent (allows generic type) invoke event.

Parameters:

  • string eventTarget the target UnityEvent.
  • object value=null the value passed to the method. Note unity only support bool, int, float, string and UnityEngine.Object. To pass a UnityEngine.Object, use a string name of the target, and set the isCallback parameter to true
  • bool isCallback=false: when value is a string, set this to true to obtain the actual value from a method/property/field
public UnityEvent<int, int> intIntEvent;

[OnEvent(nameof(intIntEvent))]
public void OnInt2(int int1, int int2)  // dynamic parameter binding
{
}

[OnEvent(nameof(intIntEvent), value: 1)]
public void OnInt1(int int1)  // static parameter binding
{
}

image

Note:

  1. In UI Toolkit, it will only check once when you select the GameObject. In IMGUI, it'll constantly check as long as you're on this object.
  2. It'll only check the method name. Which means, if you change the value of the callback, it'll not update the callback value.

About GroupBy

group with any decorator that has the same groupBy for this field. The same group will share even the width of the view width between them.

This only works for decorator draws above or below the field. The above drawer will not grouped with the below drawer, and vice versa.

"" means no group.

Add a Macro

Pick a way that is most convenient for you:

Using Saints Menu

Go to Window - Saints to enable/disable functions you want

Saints Menu

Using csc.rsp

  1. Create file Assets/csc.rsp

  2. Write marcos like this:

    #"Disable DOTween"
    -define:SAINTSFIELD_DOTWEEN_DISABLE
    
    #"Disable Addressable"
    -define:SAINTSFIELD_ADDRESSABLE_DISABLE
    
    #"Disable AI Navigation"
    -define:SAINTSFIELD_AI_NAVIGATION_DISABLED
    
    #"Disable UI Toolkit"
    -define:SAINTSFIELD_UI_TOOLKIT_DISABLE
    
    #"Apply SaintsEditor project wide"
    -define:SAINTSFIELD_SAINTS_EDITOR_APPLY
    
    #"Disable SaintsEditor IMGUI constant repaint"
    -define:SAINTSFIELD_SAINTS_EDITOR_IMGUI_CONSTANT_REPAINT_DISABLE

Note: csc.rsp can override settings by Saints Menu.

Using project settings

Edit - Project Settings - Player, find your platform, then go Other Settings - Script Compliation - Scripting Define Symbols to add your marcos. Don't forget to click Apply before closing the window.

Common Pitfalls & Compatibility

List/Array & Nesting

Directly using on list/array will apply to every direct element of the list, this is a limit from Unity.

Unlike NaughtyAttributes, SaintsField does not need a AllowNesting attribute to work on nested element.

public class ArrayLabelExample : MonoBehaviour
{
    // works for list/array
    [Scene] public int[] myScenes;

    [System.Serializable]
    public struct MyStruct
    {
        public bool enableFlag;

        [AboveRichLabel("No need for `[AllowNesting]`, it just works")]
        public int integer;
    }

    public MyStruct myStruct;
}

Order Matters

SaintsField only uses PropertyDrawer to draw the field, and will properly fall back to the rest drawers if there is one. This works for both 3rd party drawer, your custom drawer, and Unity's default drawer.

However, Unity only allows decorators to be loaded from top to bottom, left to right. Any drawer that does not properly handle the fallback will override PropertyDrawer follows by. Thus, ensure SaintsField is always the first decorator.

An example of working with NaughtyAttributes:

using SaintsField;

[RichLabel("<color=green>+NA</color>"),
 NaughtyAttributes.CurveRange(0, 0, 1, 1, NaughtyAttributes.EColor.Green),
 NaughtyAttributes.Label(" ")  // a little hack for label issue
]
public AnimationCurve naCurve;

[RichLabel("<color=green>+Native</color>"), Range(0, 5)]
public float nativeRange;

// this wont work. Please put `SaintsField` before other drawers
[Range(0, 5), RichLabel("<color=green>+Native</color>")]
public float nativeRangeHandled;

// this wont work too. Please put `SaintsField` before other drawers
[NaughtyAttributes.CurveRange(0, 0, 1, 1, NaughtyAttributes.EColor.Green)]
[RichLabel("<color=green>+NA</color>")]
public AnimationCurve naCurveHandled;

Fallback To Other Drawers

SaintsField is designed to be compatible with other drawers if

  1. the drawer itself respects the GUIContent argument in OnGUI for IMGUI, or add unity-label class to Label for UI Toolkit

    NOTE: NaughtyAttributes (IMGUI) uses property.displayName instead of GUIContent. You need to set Label(" ") if you want to use RichLabel. Might not work very well with NaughtyAttributes's meta attributes because they are editor level components.

  2. if the drawer hijacks the CustomEditor, it must fall to the rest drawers

    NOTE: In many cases Odin does not fallback to the rest drawers, but only to Odin and Unity's default drawers. So sometimes things will not work with Odin

Special Note:

NaughtyAttributes uses only IMGUI. If you're using Unity 2022.2+, NaughtyAttributes's editor will try fallback default drawers and Unity will decide to use UI Toolkit rendering SaintsField and cause troubles. Please disable SaintsField's UI Toolkit ability by Window - Saints - Disable UI Toolkit Support (See "Add a Macro" section for more information)

My (not full) test about compatibility:

About

A Unity Inspector extension tool focusing on script fields inspector enhancement

License:MIT License


Languages

Language:C# 100.0%