Show a popup field to serialize string or integer values from a list of choices in unity3d
In a previous coderwall post of mine, I tried to explain how to create show a popup in the editor to select easily the sorting layer in a MonoBehavior.
My question, after that, was: how could I make this more generic?
For instance, I want that my string property to stay inside a list of values.
Here's a simple solution:
using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class StringInList : PropertyAttribute {
public delegate string[] GetStringList();
public StringInList(string [] list) {
List = list;
}
public string[] List {
get;
private set;
}
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(StringInList))]
public class StringInListDrawer : PropertyDrawer {
// Draw the property inside the given rect
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
var stringInList = attribute as StringInList;
var list = stringInList.List;
if (property.propertyType == SerializedPropertyType.String) {
int index = Mathf.Max (0, Array.IndexOf (list, property.stringValue));
index = EditorGUI.Popup (position, property.displayName, index, list);
property.stringValue = list [index];
} else if (property.propertyType == SerializedPropertyType.Integer) {
property.intValue = EditorGUI.Popup (position, property.displayName, property.intValue, list);
} else {
base.OnGUI (position, property, label);
}
}
}
#endif
And here's how to use it:
public class MyBehavior : MonoBehaviour {
[StringInList(new [] { "Cat", "Dog"})] public string Animal;
// This will store the index of the array value
[StringInList(new [] { "John", "Jack", "Jim"})] public int PersonID;
}
However this is not very useful, as is. I would like to create a set of useful property drawers that could show some game informations.
Here's an example: Assuming I have a Component that should change its behavior when it's loaded in a certain Scene.
public class SomeBehavior : MonoBehaviour {
public string SceneName;
void Start() {
if (SceneManager.GetCurrentScene().name == SceneName) {
Debug.Log("Special things");
}
}
}
It would be really cool if the scene selection could be shown as a list of scene names.
Here's how I edited the "SceneInList" property drawer:
public class StringInList : PropertyAttribute {
public delegate string[] GetStringList();
public StringInList(string [] list) {
List = list;
}
public StringInList(Type type, string methodName) {
var method = type.GetMethod (methodName);
if (method != null) {
List = method.Invoke (null, null) as string[];
} else {
Debug.LogError ("NO SUCH METHOD " + methodName + " FOR " + type);
}
}
public string[] List {
get;
private set;
}
}
Now, using reflection, I can define a static method that creates the list of scene names:
public static class PropertyDrawersHelper {
#if UNITY_EDITOR
public static string[] AllSceneNames()
{
var temp = new List<string>();
foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)
{
if (S.enabled)
{
string name = S.path.Substring(S.path.LastIndexOf('/')+1);
name = name.Substring(0,name.Length-6);
temp.Add(name);
}
}
return temp.ToArray();
}
#endif
}
And here's how it could be used:
[StringInList(typeof(PropertyDrawersHelper), "AllSceneNames")] public string SceneName;
Here's the complete example:
https://gist.github.com/ProGM/9cb9ae1f7c8c2a4bd3873e4df14a6687
We used this code in Oh! I'm Getting Taller :D
I hope it'll be useful!