diff options
author | chai <chaifix@163.com> | 2020-10-15 07:04:38 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2020-10-15 07:04:38 +0800 |
commit | b71d5611db087772179505ed10c82ca958900df7 (patch) | |
tree | 5160f6af41d45529e435550879e0c87ea59c09a8 /Assets/ThirdParty/AdvancedInspector/Examples/CSharp | |
parent | b1b14c45ce95dcf7b81867d68d6006345d98959e (diff) |
+advanced inspector
Diffstat (limited to 'Assets/ThirdParty/AdvancedInspector/Examples/CSharp')
91 files changed, 3612 insertions, 0 deletions
diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample0_UnityAttributes.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample0_UnityAttributes.cs new file mode 100644 index 00000000..1d1b5099 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample0_UnityAttributes.cs @@ -0,0 +1,30 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +using AdvancedInspector; + +// As of version 1.52, Unity attributes are also supported. +// So you will have to change your code as little as possible. +public class AIExample0_UnityAttributes : MonoBehaviour +{ + [Range(0, 10)] + public int rangeField; + + [Header("This is a header")] + public int headerField; + + [Tooltip("This is a tooltip")] + public int tooltipField; + + [Space(10)] + public int spaceField; + + [Multiline] + public string multilineField; + + [TextArea] + public string textAreaField; +}
\ No newline at end of file diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample0_UnityAttributes.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample0_UnityAttributes.cs.meta new file mode 100644 index 00000000..057c40a0 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample0_UnityAttributes.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7ce5bfe7903c223489c1db4776584c83 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample10_ReadOnly.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample10_ReadOnly.cs new file mode 100644 index 00000000..d9fd1f93 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample10_ReadOnly.cs @@ -0,0 +1,27 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample10_ReadOnly : MonoBehaviour +{ + // There's a few ways to display an item but prevent it from being edited. + // The first is using the ReadOnly attribute; + [Inspect, ReadOnly] + public float myField; + + // A property with only a getter is also not editable. + [Inspect] + public float MyGetter + { + get { return myField; } + } + + // Everything can be turned "Read Only", even method. + [Inspect, ReadOnly] + public void MyMethod() + { + myField++; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample10_ReadOnly.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample10_ReadOnly.cs.meta new file mode 100644 index 00000000..57d0ba44 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample10_ReadOnly.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: da3cc5fec53d04d44abb429ec4427324 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample11_ReadOnlyDynamic.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample11_ReadOnlyDynamic.cs new file mode 100644 index 00000000..a70b6c96 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample11_ReadOnlyDynamic.cs @@ -0,0 +1,27 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample11_ReadOnlyDynamic : MonoBehaviour +{ + // The ReadOnly attribute can also be dynamic and change at run time. + [Inspect, ReadOnly("IsReadOnly")] + public bool myVariable; + + // The function can be private or public, it doesn't matter. + private bool IsReadOnly() + { + return isReadOnly; + } + + private bool isReadOnly = true; + + // In this example, the button toggle on/off the read only attribute of "myVariable". + [Inspect] + public void PressMe() + { + isReadOnly = !isReadOnly; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample11_ReadOnlyDynamic.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample11_ReadOnlyDynamic.cs.meta new file mode 100644 index 00000000..a6afb69c --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample11_ReadOnlyDynamic.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7f566e87dc4b7354ba3e33c7bfcb9987 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample12_Group.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample12_Group.cs new file mode 100644 index 00000000..d01bcc10 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample12_Group.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample12_Group : MonoBehaviour +{ + // Item can be grouped using the Group attribute; + [Inspect, Group("My First Group")] + public float myFirstField; + + [Inspect, Group("My First Group")] + public float MyFirstProperty + { + get { return myFirstField; } + set { myFirstField = value; } + } + + // Flagging it false stops the chaining. + [Inspect, Group("My First Group")] + public void MyFirstMethod() + { + myFirstField++; + } + + // Grouping is done with similar names. + // The second parameter is the order in which the different groups are shown. + [Inspect, Group("My Second Group", 1, Description = "This is some extra text.")] + public float mySecondField; + + [Inspect, Group("My Second Group")] + public float MySecondProperty + { + get { return mySecondField; } + set { mySecondField = value; } + } + + [Inspect, Group("My Second Group")] + public void MySecondMethod() + { + mySecondField++; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample12_Group.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample12_Group.cs.meta new file mode 100644 index 00000000..31e360b2 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample12_Group.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5f16a147cfacbfa40b761ba7b3e52cb8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample13_Expandable.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample13_Expandable.cs new file mode 100644 index 00000000..41e3a722 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample13_Expandable.cs @@ -0,0 +1,39 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample13_Expandable : MonoBehaviour +{ + // The expandable attribute is used to control if an item can not be expanded, or if it should be expanded by default. + [Inspect, Expandable(Expanded = true)] + public ExpandableClass expandedField; + + // Preventing an object from being expandable is sometime useful when you want to display its inner content differently. + [Inspect, Expandable(Expandable = false)] + public ExpandableClass notExpandableField; + + // This class is not expandable by default. + [Inspect] + public NotExpandableClass notExpandableObject; + + // Class with the AdvancedInspector attribute are automaticly inlinable/expandable. + [AdvancedInspector, Serializable] + public class ExpandableClass + { + [Inspect] + public float myField; + } + + // It is possible to prevent that like this; + // This is useful when you build your own base type similar to how a float is displayed. + // A good example is the Guid class. + [AdvancedInspector(Expandable = false), Serializable] + public class NotExpandableClass + { + [Inspect] + public float myField; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample13_Expandable.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample13_Expandable.cs.meta new file mode 100644 index 00000000..dda2c508 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample13_Expandable.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bb79533ced71f4748affaa227eef2d50 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample14_Background.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample14_Background.cs new file mode 100644 index 00000000..07ab49bb --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample14_Background.cs @@ -0,0 +1,32 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample14_Background : MonoBehaviour +{ + // The background attribute is simply used to stored a color for the background of an expandable item. + [Inspect, Background(1, 0.5f, 0)] + public ExpandableClass myObject; + + [AdvancedInspector, Serializable] + public class ExpandableClass + { + [Inspect] + public float myField; + } + + // It can also be dynamic. + [Inspect, Background("GetBackgroundColor")] + public float[] myArray; + + [Inspect] + public Color color; + + private Color GetBackgroundColor() + { + return color; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample14_Background.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample14_Background.cs.meta new file mode 100644 index 00000000..a3ab5f8c --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample14_Background.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8b0d16e53db0dd54b90940516b612930 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample15_DontAllowSceneObject.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample15_DontAllowSceneObject.cs new file mode 100644 index 00000000..d7b400f7 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample15_DontAllowSceneObject.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample15_DontAllowSceneObject : MonoBehaviour +{ + // "DontAllowSceneObject" does exactly what it means; it prevent this field from being able to target an object in the scene. + // It is useful if you want to force a user to target a prefab. + [Inspect, DontAllowSceneObject] + public GameObject myProjectObject; + + // Fields that can target a scene object have the "picker" icon tool on its right. + [Inspect] + public GameObject mySceneObject; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample15_DontAllowSceneObject.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample15_DontAllowSceneObject.cs.meta new file mode 100644 index 00000000..2a952052 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample15_DontAllowSceneObject.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ba5f4c80d7c773040a5d5c66c53beeb8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample16_Help.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample16_Help.cs new file mode 100644 index 00000000..16c0e122 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample16_Help.cs @@ -0,0 +1,17 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample16_Help : MonoBehaviour +{ + // "Help Box" is a bubble of information added before or after the inspected item. + [Inspect, Help(HelpType.Info, "This is an help box")] + public float myFirstField; + + // It is possible to control where the box appear, the default being after; + [Inspect, Help(HelpType.Warning, HelpPosition.Before, "This box appear before the item.")] + public float mySecondField; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample16_Help.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample16_Help.cs.meta new file mode 100644 index 00000000..d6f6f55e --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample16_Help.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 42fd9a8b294ee654c8c17da437cfba5c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample17_HelpDynamic.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample17_HelpDynamic.cs new file mode 100644 index 00000000..55d76192 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample17_HelpDynamic.cs @@ -0,0 +1,23 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample17_HelpDynamic : MonoBehaviour +{ + // Similar to Inspect or Descriptor, the Help attribute can also be dynamic; + [Inspect, Help("GetHelp")] + public float myField; + + private HelpAttribute GetHelp() + { + if (myField > 0) + return new HelpAttribute(HelpType.Info, "Change me to a negative value."); + else if (myField < 0) + return new HelpAttribute(HelpType.Warning, "Change me for positive!"); + else + return new HelpAttribute(HelpType.Error, "Change me!!"); + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample17_HelpDynamic.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample17_HelpDynamic.cs.meta new file mode 100644 index 00000000..5e58ab09 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample17_HelpDynamic.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 47d776743b198ec47adcdb4c821bfbcc +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample18_TextField.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample18_TextField.cs new file mode 100644 index 00000000..ca014617 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample18_TextField.cs @@ -0,0 +1,32 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample18_TextField : MonoBehaviour +{ + // The text field attribute change how a string is displayed. + // In area mode, it grows with new lines. + [Inspect, TextField(TextFieldType.Area)] + public string myArea; + + // In File mode, the text field is turned into a file picker. + // The string stores the path to the file. + [Inspect, TextField(TextFieldType.File)] + public string myFile; + + // Similar to the file one, this one invoke a folder picker. + [Inspect, TextField(TextFieldType.Folder)] + public string myFolder; + + // This one is similar to password field, only showing ***** + [Inspect, TextField(TextFieldType.Password)] + public string myPassword; + + // This is a drop down list of the available tag. + // Unity handles tag as string, but don't expose a tag selector. + [Inspect, TextField(TextFieldType.Tag)] + public string myTag; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample18_TextField.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample18_TextField.cs.meta new file mode 100644 index 00000000..f0e81108 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample18_TextField.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 593afd68488f81d44866ba650310ff66 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample19_Restrict.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample19_Restrict.cs new file mode 100644 index 00000000..0b162a4d --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample19_Restrict.cs @@ -0,0 +1,46 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample19_Restrict : MonoBehaviour +{ + // Unlike other "dynamic" attributes, the Restrict attribute can only work in "dynamic" mode. + // The restrict attribute limits - or restrict - the data that can be input in a field. + // This is quite useful when you want to limit what can be selected. + [Inspect, Restrict("ValidFloats")] + public float[] myFloat; + + private IList ValidFloats() + { + return new float[] { 0, 2, 4, 6, 8, 10 }; + } + + // The restrict attribute can display the choices as a drop down list, a collection of button, or a toolbox popup + // The toolbox popup is quite useful when you have a high number of choices and you want the user to search in them. + [Inspect, Restrict("ValidStrings", RestrictDisplay.Toolbox)] + public string myString; + + private IList ValidStrings() + { + return new string[] { "A", "AA", "A+", "B", "BB", "B+", "C", "CC", "C+", "D", "DD", "D+", "E", "EE", "E+" }; + } + + // Another huge advantage of Restrict, is that you can build your own list of object. + // If you have ScriptableObject, you can do Resources.LoadAll and return a list of those. + // Or you can do FindAll for a specific type. + // Note that you can also add "null" in your collection for the user to "unselect" an object. + [Inspect, Restrict("GetObjects")] + public MonoBehaviour[] myObjects; + + private IList GetObjects() + { + List<MonoBehaviour> collection = new List<MonoBehaviour>(); + collection.Add(null); + collection.AddRange(GetComponents<MonoBehaviour>()); + return collection; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample19_Restrict.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample19_Restrict.cs.meta new file mode 100644 index 00000000..8483794a --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample19_Restrict.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: af710f9e639a2a945b88c8476cd7d315 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample1_AdvancedInspector.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample1_AdvancedInspector.cs new file mode 100644 index 00000000..ee26168a --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample1_AdvancedInspector.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +// Adding the AdvancedInspector namespace is required. +using AdvancedInspector; + +// The AdvancedInspector attribute is the switch between Unity inspector and the Advanced Inspector. +// Without it, this class is drawn by the default inspector. +// The first optionnal parameter allows the Advanced Inspector to work in the same manner as the default one. +[AdvancedInspector(true)] // [AdvancedInspector] or [AdvancedInspector(false)] +public class AIExample1_AdvancedInspector : MonoBehaviour +{ + // Usually Advanced Inspector would not show this item because it lacks the "Inspect" attribute. + public float myFloat; +} + +// The AdvancedInspector attribute contains 3 property; +// InspectDefaultItems; it displayes fields Unity would display by default. +// ShowScript; show or hide the top "script" field. +// Expandable; In case of an inlined variable, it can force the item to not be expandable (have an arrow on its left)
\ No newline at end of file diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample1_AdvancedInspector.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample1_AdvancedInspector.cs.meta new file mode 100644 index 00000000..843a91af --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample1_AdvancedInspector.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 28d414ded131443449c3ddde3a1a2454 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample20_RangeValue.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample20_RangeValue.cs new file mode 100644 index 00000000..c5365b73 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample20_RangeValue.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample20_RangeValue : MonoBehaviour +{ + // Unity already have a RangeAttribute. + // However, this [Range] can only be applied on fields. + [Inspect, RangeValue(0, 10)] + public float myField; + + // However, the RangeValue attribute can also be applied on property. + [Inspect, RangeValue(0, 10)] + public float MyProperty + { + get { return myField; } + set { myField = value; } + } + + // Unity's range attribute also works, but cannot be applied to properties. + [Inspect, Range(0, 10)] + public float unityRange; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample20_RangeValue.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample20_RangeValue.cs.meta new file mode 100644 index 00000000..885420fe --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample20_RangeValue.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9099461b6bac48643969cbf5a2f06fad +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample21_Bypass.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample21_Bypass.cs new file mode 100644 index 00000000..a8b01074 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample21_Bypass.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample21_Bypass : MonoBehaviour +{ + // Some class - often in .dll - do now have AdvancedInspector attributes. + // It is possible to force them to behave as if they were flagged with the Bypass attribute. + // IMPORTANT: Some Unity classes are not meant to be inspected, and may break. + // The Advanced Inspector should be rock solid in those case and flag invalid data field as read only. + // The GUIStyle is one example of a class that has no editor for it. + // The Bypass attribute automaticly inspect every public fields and properties. + [Inspect, Bypass] + public GUIStyle skin = new GUIStyle(); +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample21_Bypass.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample21_Bypass.cs.meta new file mode 100644 index 00000000..a829b116 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample21_Bypass.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 25630ff4669448841a5d08171025ae48 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample22_DisplayAsParent.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample22_DisplayAsParent.cs new file mode 100644 index 00000000..02ffca47 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample22_DisplayAsParent.cs @@ -0,0 +1,23 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample22_DisplayAsParent : MonoBehaviour +{ + // The DisplayAsParent attribute prevents a sub-object from being expandable + // Instead it display its inner fields as being part of the parent. + // This is useful to remove some depth in multi-nested-object. + // The name of this field remains, but it shows no editor. + [Inspect, DisplayAsParent] + public SubObject myObject = new SubObject(); + + [AdvancedInspector] + public class SubObject + { + [Inspect] + public float myField; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample22_DisplayAsParent.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample22_DisplayAsParent.cs.meta new file mode 100644 index 00000000..1cb5d7ba --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample22_DisplayAsParent.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 32862e638ae20b645bcf9b8c63363903 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample23_Space.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample23_Space.cs new file mode 100644 index 00000000..4ddbe0b5 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample23_Space.cs @@ -0,0 +1,22 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample23_Space : MonoBehaviour +{ + // For readability, it is often useful to add empty space between items. + // The Space attribute allows you to add empty space before or after an item. + [Inspect, AdvancedInspector.Spacing(Before = 10)] + public float myField; + + // Because Unity now has a UnityEngine.Space type, you have to declare it as AdvancedInspector.Space + [Inspect, AdvancedInspector.Spacing(After = 10)] + public float MyProperty + { + get { return myField; } + set { myField = value; } + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample23_Space.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample23_Space.cs.meta new file mode 100644 index 00000000..75444a84 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample23_Space.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4ebe44d003d2ff4419683a4a7534e3de +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample24_Tabs.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample24_Tabs.cs new file mode 100644 index 00000000..f3f70149 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample24_Tabs.cs @@ -0,0 +1,43 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +public class AIExample24_Tabs : MonoBehaviour +{ + // Tabs work in a manner similar to groups. + // However, only the fields of a single tab is display at the same time. + [Tab(TabEnum.First)] + public float myFirstField; + + [Inspect, Tab(TabEnum.First)] + public float MyFirstProperty + { + get { return myFirstField; } + set { myFirstField = value; } + } + + + [Tab(TabEnum.Second)] + public float mySecondField; + + [Inspect, Tab(TabEnum.Second)] + public float MySecondProperty + { + get { return mySecondField; } + set { mySecondField = value; } + } + + // Field that are not bound to a tab are displayed after the currently selected tab. + public float myThirdField; + + public enum TabEnum + { + First, + Second, + Third + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample24_Tabs.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample24_Tabs.cs.meta new file mode 100644 index 00000000..4b716ca5 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample24_Tabs.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f654ddba4aaf14344b93309dd8aa8ac2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample25_Style.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample25_Style.cs new file mode 100644 index 00000000..43c01a31 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample25_Style.cs @@ -0,0 +1,23 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample25_Style : MonoBehaviour +{ + // The Style attribute allows you to change the style that is used for drawing the field. + // See EditorStyles class for a number of style that are pickable by name. + // You can find the complete list here; http://kwnetzwelt.net/wordpress/archives/2200 + [Inspect, Style("ToolbarTextField")] + public float myField; + + [Inspect, Style("ToolbarButton")] + public void MyMethod() + { + myField++; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample25_Style.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample25_Style.cs.meta new file mode 100644 index 00000000..6f41e403 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample25_Style.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6f3bc554ede9607419eb951e225eea1e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample26_Toolbar.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample26_Toolbar.cs new file mode 100644 index 00000000..ee88cd74 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample26_Toolbar.cs @@ -0,0 +1,25 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample26_Toolbar : MonoBehaviour +{ + // Toolbars are similar to groups. + // However, they are not collapsible and display their inner fields horizontally. + // One thing you must explicitly declare is the name of the style you want to use for the toolbar and for the item. + // Toolbars are always drawn in the header of the object, before any other fields. + [Inspect, Toolbar("MyToolbar", Style = "Toolbar"), Style("ToolbarTextField")] + public float myField; + + // The Flexible attribute allows to add a flexible space between toolbar items. + [Inspect(1), Toolbar("MyToolbar", Flexible = true), Style("ToolbarButton", Label = false)] + public void MyMethod() + { + myField++; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample26_Toolbar.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample26_Toolbar.cs.meta new file mode 100644 index 00000000..016330c8 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample26_Toolbar.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 607ead49e4d6bb043b4eff4d25b7ebfd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample27_CreateDerived.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample27_CreateDerived.cs new file mode 100644 index 00000000..aab3742e --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample27_CreateDerived.cs @@ -0,0 +1,19 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample27_CreateDerived : MonoBehaviour +{ + // Usually in Unity, polymorphism is a rather annoying issue. + // If you don't know what polymorphism is; http://en.wikipedia.org/wiki/Polymorphism_%28computer_science%29 + // Read up about it, it's VERY important! + // To fix the issue Unity has with polymorphism, you can use the CreateDerived attribute with a base type that derive from ComponentMonoBehaviour; + // This allows you to create instances directly from that field. + [Inspect, CreateDerived] + public AIExample_BaseClass[] myField; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample27_CreateDerived.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample27_CreateDerived.cs.meta new file mode 100644 index 00000000..59ec6bc4 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample27_CreateDerived.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fc390bc934a1b77438b25227bba337ab +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample28_Preview.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample28_Preview.cs new file mode 100644 index 00000000..ee4c21e3 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample28_Preview.cs @@ -0,0 +1,23 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +// Usually in Unity using the preview window at the bottom of the Inspector is a daunting task. +// With Advanced Inspector, you simply implement the IPrewiew interface... and that's it! +[AdvancedInspector] +public class AIExample28_Preview : MonoBehaviour, IPreview +{ + [Inspect] + public UnityEngine.Object[] myPreviewList; + + // The IPreview interface only has one property getter; + // If you pass null or an empty collection, the preview section is hidden. + public UnityEngine.Object[] Preview + { + get { return myPreviewList; } + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample28_Preview.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample28_Preview.cs.meta new file mode 100644 index 00000000..207684fb --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample28_Preview.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6ff9b3765cd9cd349b5f9086b51dc254 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample29_RuntimeResolve.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample29_RuntimeResolve.cs new file mode 100644 index 00000000..7fe9fc0b --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample29_RuntimeResolve.cs @@ -0,0 +1,49 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample29_RuntimeResolve : MonoBehaviour +{ + public bool myBoolean; + public float myFloat; + public string myString; + + private int index = 0; + + // The RuntimeResolve attribute is an edge case tool where you want to display an object, but don't know it's proper type. + // In this case, there is no editor for "object", but there's one for bool, float and string. + // By default the Advanced Inspector uses the editor related to the declared type, not the current object type. + // The RuntimeResolve forces it to seek the proper editor for the current type. + [Inspect, RuntimeResolve] + public object MyProperty + { + get + { + if (index == 0) + return myBoolean; + else if (index == 1) + return myFloat; + else + return myString; + } + set + { + if (index == 0) + myBoolean = (bool)value; + else if (index == 1) + myFloat = (float)value; + else + myString = (string)value; + } + } + + [Inspect] + public void PressMe() + { + index++; + if (index > 2) + index = 0; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample29_RuntimeResolve.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample29_RuntimeResolve.cs.meta new file mode 100644 index 00000000..2f3765c8 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample29_RuntimeResolve.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c06bacf3a080c8b42b9e23ef01764f94 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample2_Inspect.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample2_Inspect.cs new file mode 100644 index 00000000..da4e3e2d --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample2_Inspect.cs @@ -0,0 +1,29 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample2_Inspect : MonoBehaviour +{ + // The Inspector attribute is used to display something by the Advanced Inspector. + // By default, everything is hidden. + [Inspect] + public float myField; + + // Properties can also be inspected. + [Inspect] + public float MyProperty + { + get { return myField; } + set { myField = value; } + } + + // Method/Functions without input parameters can also be inspected. + // They show up as a button. + [Inspect] + public void MyMethod() + { + myField++; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample2_Inspect.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample2_Inspect.cs.meta new file mode 100644 index 00000000..ce032bac --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample2_Inspect.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 596eb187caca4af46ac534414d25491b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample30_RuntimeResolvedDynamic.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample30_RuntimeResolvedDynamic.cs new file mode 100644 index 00000000..28aedb57 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample30_RuntimeResolvedDynamic.cs @@ -0,0 +1,30 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample30_RuntimeResolvedDynamic : MonoBehaviour +{ + [Inspect] + public Material mat; + + [SerializeField] + private UnityEngine.Object myField; + + // Using the RuntimeResolve with a linked function allows you to restrist the type of object that shows up in Unity's object picker. + // It is sometimes useful when you want a dynamic property to only show a specific type of object at a specific moment. + // In this example, only Material will show up as being valid, even if MyProperty is null. + [Inspect, RuntimeResolve("GetResolvedType")] + public object MyProperty + { + get { return myField; } + set { myField = value as UnityEngine.Object; } + } + + private Type GetResolvedType() + { + return typeof(Material); + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample30_RuntimeResolvedDynamic.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample30_RuntimeResolvedDynamic.cs.meta new file mode 100644 index 00000000..b7e224dd --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample30_RuntimeResolvedDynamic.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b000f5aab7e3c414786db3c28dcf11d5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample31_Range.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample31_Range.cs new file mode 100644 index 00000000..2ec0ad33 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample31_Range.cs @@ -0,0 +1,16 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample31_Range : MonoBehaviour +{ + // RangeInt and RangeFloat are two struct that are used to offer a min-max range. + // Those struct are used in conjunction with the RangeValue attribute. + [Inspect, RangeValue(0, 50)] + public AdvancedInspector.RangeInt myRangeInt = new AdvancedInspector.RangeInt(10, 20); + + [Inspect, RangeValue(-10f, 10f)] + public RangeFloat myRangeFloat = new RangeFloat(-2.5f, 5.1f); +}
\ No newline at end of file diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample31_Range.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample31_Range.cs.meta new file mode 100644 index 00000000..593673bd --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample31_Range.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3684e2d60aec13547a14d2a4f2560d96 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample32_Dictionary.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample32_Dictionary.cs new file mode 100644 index 00000000..8d5869a3 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample32_Dictionary.cs @@ -0,0 +1,20 @@ +using UnityEngine; +using System; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample32_Dictionary : MonoBehaviour +{ + // The UDictionary is a Unity friendly dictionary that fully implement all .NET collection/dictionary interface + // However, Unity is unable to properly save a generic object, so we must create a non-generic version like this; + // The Serializable attribute is also required. + [Serializable] + public class StringGameObjectDictionary : UDictionary<string, GameObject> { } + + // The Advanced Inspector is able to display anything having the ICollection or IDictionary interfaces. + // Note that it is best to initialize the variable yourself in case of Dictionaries; + [Inspect] + public StringGameObjectDictionary myDictionary = new StringGameObjectDictionary(); +}
\ No newline at end of file diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample32_Dictionary.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample32_Dictionary.cs.meta new file mode 100644 index 00000000..13ad3276 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample32_Dictionary.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 53782a2327be76e44b6b44116995f9fd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample33_Title.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample33_Title.cs new file mode 100644 index 00000000..44a42650 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample33_Title.cs @@ -0,0 +1,21 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using UnityEngine; +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample33_Title : MonoBehaviour +{ + [SerializeField] + private int value = 10; + + // Title is similar to Unity header, but it can be place on method and properties. + [Inspect, Title(FontStyle.Bold, "This is a line.\nThis is another line.")] + public int Value + { + get { return value; } + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample33_Title.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample33_Title.cs.meta new file mode 100644 index 00000000..4b00eab7 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample33_Title.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a3d43736a4c9cac4dbf5a8eda8d4fdbe +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample34_TitleDynamic.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample34_TitleDynamic.cs new file mode 100644 index 00000000..83df7802 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample34_TitleDynamic.cs @@ -0,0 +1,20 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using UnityEngine; +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample34_TitleDynamic : MonoBehaviour +{ + // Similar to other IRuntimeAttribute, Title can be modified at runtime from a bound method. + [Inspect, Title("GetTitle")] + public FontStyle style = FontStyle.Bold; + + private TitleAttribute GetTitle() + { + return new TitleAttribute(style, "This Title Is Dynamic"); + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample34_TitleDynamic.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample34_TitleDynamic.cs.meta new file mode 100644 index 00000000..a836077c --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample34_TitleDynamic.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 022a991f89c66244cba970eebde65d2b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample35_ToString.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample35_ToString.cs new file mode 100644 index 00000000..6ab519b4 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample35_ToString.cs @@ -0,0 +1,27 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using UnityEngine; +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample35_ToString : MonoBehaviour +{ + [Inspect] + public Nested[] collection; + + [Serializable] + public class Nested + { + [Inspect] + public string name; + + // When overriding ToString, the AdvancedInspector display that string on the right side of the item when there is no picker. + public override string ToString() + { + return name; + } + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample35_ToString.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample35_ToString.cs.meta new file mode 100644 index 00000000..e711dac9 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample35_ToString.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fa7f094924dc0624a90a5b8ecb6a88a6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample36_NoPicker.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample36_NoPicker.cs new file mode 100644 index 00000000..13a6cbb0 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample36_NoPicker.cs @@ -0,0 +1,19 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using UnityEngine; +using AdvancedInspector; + +using UnityEngine.Events; + +[AdvancedInspector] +public class AIExample36_NoPicker : MonoBehaviour +{ + [Inspect, NoPicker] + public Camera Camera + { + get { return Camera.main; } + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample36_NoPicker.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample36_NoPicker.cs.meta new file mode 100644 index 00000000..15bc91d8 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample36_NoPicker.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3d38a30fcedf4d04bae4693e8149f012 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample37_UnityEvent.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample37_UnityEvent.cs new file mode 100644 index 00000000..29e0e78b --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample37_UnityEvent.cs @@ -0,0 +1,16 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.UI; +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample37_UnityEvent : MonoBehaviour +{ + [Inspect] + public UnityEvent testEvent; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample37_UnityEvent.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample37_UnityEvent.cs.meta new file mode 100644 index 00000000..6b273cd5 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample37_UnityEvent.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ccfb24b7914ff1344b13fe925f42aa47 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample38_Constructor.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample38_Constructor.cs new file mode 100644 index 00000000..27cadeb3 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample38_Constructor.cs @@ -0,0 +1,36 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; + +using UnityEngine; +using AdvancedInspector; + +public class AIExample38_Constructor : MonoBehaviour +{ + // In some case, you may want a class to have a custom constructor. + // Usually, Unity is unable to invoke that constructor. + [Serializable] + public class CustomConstructor + { + [Inspect] + public string value; + + public CustomConstructor(string text) + { + value = text; + } + } + + // Advanced Inspector allows you to create your own instance using the constructor attribute. + // You may setup your object as you wish before returning it. + [Inspect, Constructor("InvokeConstructor")] + public CustomConstructor[] constructors; + + public CustomConstructor InvokeConstructor() + { + return new CustomConstructor("This was added in a constructor"); + } +} + + diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample38_Constructor.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample38_Constructor.cs.meta new file mode 100644 index 00000000..30cd19e8 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample38_Constructor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 34ee88f36071dea4f877d49f91de3f42 +timeCreated: 1426031597 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample39_DynamicStatic.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample39_DynamicStatic.cs new file mode 100644 index 00000000..511eb837 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample39_DynamicStatic.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample39_DynamicStatic : MonoBehaviour +{ + // A Runtime Dynamic attribute can also recieve the path towards a static method declared in any type. + // This offers a way to write generic conditionals. + // The '.' denote a path towards a method. The class owning the method can be nested. + [Inspect("StaticDynamicExample.Inspect")] + public bool myVariable; + + public bool displayItem = true; + + // In this example, the button toggle on/off the display of "myVariable". + [Inspect] + public void PressMe() + { + displayItem = !displayItem; + } + + [Inspect, Help(HelpAttribute.IsNull, HelpType.Error, "Should not be null!")] + public Camera nullField; +} + +public class StaticDynamicExample +{ + // The delegate should have a single param argument. + // Usually, Advanced Inspector pass the instance and the value as argument. + // Other attribute may pass extra argument, such as Regex or the attribute properties. + private static bool Inspect(InspectAttribute inspect, object instance, object value) + { + AIExample39_DynamicStatic example = instance as AIExample39_DynamicStatic; + if (example == null) + return false; + + return example.displayItem; + } +}
\ No newline at end of file diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample39_DynamicStatic.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample39_DynamicStatic.cs.meta new file mode 100644 index 00000000..7c93619a --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample39_DynamicStatic.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cdd783ed65a35fa4c92e97e603c3e088 +timeCreated: 1433804447 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample3_InspectDynamic.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample3_InspectDynamic.cs new file mode 100644 index 00000000..f6e299b6 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample3_InspectDynamic.cs @@ -0,0 +1,28 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample3_InspectDynamic : MonoBehaviour +{ + // The inspect attribute can be binded to a function. + // This function should return true or false, if the item should be displayed or hidden. + [Inspect("InspectItem")] + public bool myVariable; + + // The function can be private or public, it doesn't matter. + private bool InspectItem() + { + return displayItem; + } + + private bool displayItem = true; + + // In this example, the button toggle on/off the display of "myVariable". + [Inspect] + public void PressMe() + { + displayItem = !displayItem; + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample3_InspectDynamic.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample3_InspectDynamic.cs.meta new file mode 100644 index 00000000..9951b8ee --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample3_InspectDynamic.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: baab8042842e4ad41a93e92bef810df2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample4_InspectLevel.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample4_InspectLevel.cs new file mode 100644 index 00000000..d7af6990 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample4_InspectLevel.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample4_InspectLevel : MonoBehaviour +{ + // Item can be displayed in "levels". + // Advanced Inspector contains 3 levels; Basic, Advanced, Debug. + [Inspect(InspectorLevel.Basic)] + public bool basicVariable; + + // Higher level can be displayed in the inspector by right-clicking on a label and selecting that level. + [Inspect(InspectorLevel.Advanced)] + public bool advancedVariable; + + // It allows to hide items that are only useful for debug purpose. + [Inspect(InspectorLevel.Debug)] + public bool debugVariable; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample4_InspectLevel.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample4_InspectLevel.cs.meta new file mode 100644 index 00000000..e43a48bb --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample4_InspectLevel.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2ba87571ce116aa44a09c02a70d39a7e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample5_Descriptor.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample5_Descriptor.cs new file mode 100644 index 00000000..9641b787 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample5_Descriptor.cs @@ -0,0 +1,27 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample5_Descriptor : MonoBehaviour +{ + // The Descriptor attribute is used to give more information about an item. + // It can also change the displayed name of the item; + [Inspect, Descriptor("Variable New Name", "")] + public float myFloat; + + // The second parameter - "Description" - is used as a tooltip in the inspector. + [Inspect, Descriptor("With Tooltip", "This is the tooltip description")] + public float myFloat2; + + // The third parameter - "URL" - is used as a web info in the inspector. + // Try right-clicking on this label to see "Online Help". + [Inspect, Descriptor("With URL", "This is the tooltip description", "http://www.lightstrikersoftware.com/")] + public float myFloat3; + + // The descriptor also contains a RGB value, that is used to tint the item. + // Because of the limits of attributes, the color has to be passed by floats. + [Inspect, Descriptor("With Color", "This is the tooltip description", "", 1, 0, 0)] + public float myFloat4; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample5_Descriptor.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample5_Descriptor.cs.meta new file mode 100644 index 00000000..8e49d9ab --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample5_Descriptor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 76120477498432b42b7c99cfd53e622c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample6_DescriptorDynamic.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample6_DescriptorDynamic.cs new file mode 100644 index 00000000..baa50f83 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample6_DescriptorDynamic.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample6_DescriptorDynamic : MonoBehaviour +{ + // If you give only a single string to the descriptor attribute, it will try to find a function with that name. + // Similar to the Inspect Dynamic example, it allows to change how something is drawn at runtime. + [Inspect, Descriptor("GetDescriptor")] + public string myName = "Change me!"; + + private DescriptorAttribute GetDescriptor() + { + return new DescriptorAttribute(myName, "Every item can be changed"); + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample6_DescriptorDynamic.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample6_DescriptorDynamic.cs.meta new file mode 100644 index 00000000..5844512b --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample6_DescriptorDynamic.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 349826337296e374181cb9a6a6887f34 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample7_Collection.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample7_Collection.cs new file mode 100644 index 00000000..49ec53be --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample7_Collection.cs @@ -0,0 +1,64 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +using AdvancedInspector; + +public class AIExample7_Collection : MonoBehaviour +{ + // Any collection inspected by Advanced Inspector has the re-ordering controls. + public float[] myArray; + + // The collection attribute gives you control on how the collection is displayed. + // Giving it a number forces the collection to be of a fixed size, it cannot grow or shrink. + [Collection(10)] + public int[] fixedArray; + + // You can also turn off the sortable feature of an array, if for example item should be listed in a specific order. + [Collection(false)] + public bool[] unsortableArray; + + // Collection can also be displayed 1 item at a time. You can use a drop down or buttons to navigate in it. + [Collection(Display = CollectionDisplay.DropDown)] + public List<bool> dropDownList; + + // A collection size and index can also be bound to an enum type. + [Collection(typeof(MyCollectionEnum))] + public List<Vector3> enumBoundList; + + // Very large collection get a scrolling system to not display them all at once. + [Collection(100, MaxDisplayedItems = 10)] + public string[] largeCollection; + + // In some case, you may want a class to have a custom constructor. + // Usually, Unity is unable to invoke that constructor. + [Serializable] + public class CustomConstructor + { + public string value; + + public CustomConstructor(string text) + { + value = text; + } + } + + [Constructor("InvokeConstructor")] + public CustomConstructor[] constructors; + + public CustomConstructor InvokeConstructor() + { + return new CustomConstructor("This was added in a constructor"); + } +} + +// When binding an enum with a collection, the values should be in a zero-based 1 increment order, similar to the index of the collection. +public enum MyCollectionEnum +{ + ZeroValue = 0, + FirstValue = 1, + SecondValue = 2, + ThirdValue = 3, + ForthValue = 4 +}
\ No newline at end of file diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample7_Collection.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample7_Collection.cs.meta new file mode 100644 index 00000000..f430c838 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample7_Collection.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 18d07fe85983094419f13b822c964e1a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample8_Enum.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample8_Enum.cs new file mode 100644 index 00000000..ae8426e2 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample8_Enum.cs @@ -0,0 +1,42 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample8_Enum : MonoBehaviour +{ + [Inspect] + public MyEnum normalEnum; + + // The enum attribute is used to control how an enum is displayed. + // The first parameter is a switch between a normal 1-choice enum, and a masked enum. + [Inspect, Enum(true)] + public MyEnum maskedEnum; + + // An enum can also be display as checkboxes or buttons + [Inspect, Enum(EnumDisplay.Checkbox)] + public MyEnum checkboxEnum; + + [Inspect] + public ByteEnum byteEnum; +} + +public enum MyEnum +{ + // Masked enum - or bitfield - must follow a bitwise values. (1, 2, 4, 8, 16, 32, 64, etc) + // Otherwise the bitfield cannot be save properly. + // Unity has issue with a masked value of an enum having a 0 value. + // None = 0, + FirstValue = 1, + SecondValue = 2, + ThirdValue = 4, + ForthValue = 8 +} + +public enum ByteEnum : byte +{ + One = 1, + Two = 2, + Three = 3 +}
\ No newline at end of file diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample8_Enum.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample8_Enum.cs.meta new file mode 100644 index 00000000..a13e916f --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample8_Enum.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 033ddb79ef125b842a63c537ab4660c8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample9_Method.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample9_Method.cs new file mode 100644 index 00000000..758ae194 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample9_Method.cs @@ -0,0 +1,23 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +[AdvancedInspector] +public class AIExample9_Method : MonoBehaviour +{ + // They show up as a button. + [Inspect] + public void MyMethod() + { + Debug.Log("You pressed my button"); + } + + // Using the Method attribute, with the Invoke variable, this function is called every time the inspector is refreshed. + // This way, you can perform action or draw stuff on the inspector. + [Inspect, Method(MethodDisplay.Invoke)] + public void MyInvokedMethod() + { + GUILayout.Label("This was drawn from an invoked method."); + } +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample9_Method.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample9_Method.cs.meta new file mode 100644 index 00000000..847d93b6 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/AIExample9_Method.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 022036cfff7a46049a2c8e3c27eac135 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived.meta new file mode 100644 index 00000000..8e78acb1 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 0bb0cd63a827eab4ca9a5c0db36c4db9 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_BaseClass.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_BaseClass.cs new file mode 100644 index 00000000..d34aeb8e --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_BaseClass.cs @@ -0,0 +1,12 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +// It's very important for object that are created from the inspector to derive from ComponentMonoBehaviour instead of MonoBehaviour. +[AdvancedInspector] +public abstract class AIExample_BaseClass : ComponentMonoBehaviour +{ + [Inspect] + public float myFloat; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_BaseClass.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_BaseClass.cs.meta new file mode 100644 index 00000000..38b22438 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_BaseClass.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b8446bfd82bff0c4d8b4477360a50035 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassA.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassA.cs new file mode 100644 index 00000000..422533d2 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassA.cs @@ -0,0 +1,11 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +// You don't need [AdvancedInspector] if the parent class has it. +public class AIExample_DerivedClassA : AIExample_BaseClass +{ + [Inspect] + public float myDerivedFloatA; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassA.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassA.cs.meta new file mode 100644 index 00000000..60ec1dbc --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassA.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c357848b9cfe12f419c5df766c7c596b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassB.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassB.cs new file mode 100644 index 00000000..2a5f1983 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassB.cs @@ -0,0 +1,11 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +// You don't need [AdvancedInspector] if the parent class has it. +public class AIExample_DerivedClassB : AIExample_BaseClass +{ + [Inspect] + public int myDerivedIntB; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassB.cs.meta b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassB.cs.meta new file mode 100644 index 00000000..42645db4 --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassB.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 999913abf1e4eb142ad438ecb9fe9308 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassC.cs b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassC.cs new file mode 100644 index 00000000..9990533a --- /dev/null +++ b/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassC.cs @@ -0,0 +1,11 @@ +using UnityEngine; +using System.Collections; + +using AdvancedInspector; + +// You don't need [AdvancedInspector] if the parent class has it. +public class AIExample_DerivedClassC : AIExample_BaseClass +{ + [Inspect] + public string myDerivedStringC; +} diff --git a/Assets/ThirdParty/AdvancedInspector/Examples/CSharp/CreateDerived/AIExample_DerivedClassC.cs.meta 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