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-rw-r--r--Assets/Plugins/AdvancedInspector/Attributes/AdvancedInspector.cs60
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diff --git a/Assets/Plugins/AdvancedInspector/Attributes/AdvancedInspector.cs b/Assets/Plugins/AdvancedInspector/Attributes/AdvancedInspector.cs
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+using System;
+
+namespace AdvancedInspector
+{
+ /// <summary>
+ /// Turn off the default Inspector in favor or the Advanced one.
+ /// If false, both may be draw if some members are flagged "Inspect", one after the other...
+ /// </summary>
+ [AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Interface, Inherited = true)]
+ public class AdvancedInspectorAttribute : Attribute
+ {
+ private bool inspectDefaultItems = false;
+
+ /// <summary>
+ /// If true, the Advanced Inspector inspect all the item the default Inspector does without adding the [Inspect] attribute.
+ /// You can still add item that Unity would not display by adding the [Inspect] attribute.
+ /// </summary>
+ public bool InspectDefaultItems
+ {
+ get { return inspectDefaultItems; }
+ set { inspectDefaultItems = value; }
+ }
+
+ private bool showScript = true;
+
+ /// <summary>
+ /// Show or hide the script field at the top of the inspector.
+ /// The script field allow to change the type of the object.
+ /// </summary>
+ public bool ShowScript
+ {
+ get { return showScript; }
+ set { showScript = value; }
+ }
+
+ private bool expandable = true;
+
+ /// <summary>
+ /// Is this object expandable in a in-lined context?
+ /// </summary>
+ public bool Expandable
+ {
+ get { return expandable; }
+ set { expandable = value; }
+ }
+
+ public AdvancedInspectorAttribute() { }
+
+ public AdvancedInspectorAttribute(bool inspectDefaultItems)
+ {
+ this.inspectDefaultItems = inspectDefaultItems;
+ }
+
+ public AdvancedInspectorAttribute(bool inspectDefaultItems, bool showScript)
+ {
+ this.showScript = showScript;
+ this.inspectDefaultItems = inspectDefaultItems;
+ }
+ }
+}