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-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;
- }
-}