ScriptableObject Extended(스크립터블 오브젝트 확장)
Scriptable Object 를 확장해서 Inspector에 노출되는 Eidtor Code이다.
하위 항목이 존재하면 Folder 형태로 표시가되고 편리하다.
<ExtendedScriptableObjectDrawer.cs>
// Developed by Tom Kail at Inkle
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT
// Must be placed within a folder named "Editor"
using System;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Object = UnityEngine.Object;
/// <summary>
/// Extends how ScriptableObject object references are displayed in the inspector
/// Shows you all values under the object reference
/// Also provides a button to create a new ScriptableObject if property is null.
/// </summary>
[CustomPropertyDrawer(typeof(ScriptableObject), true)]
public class ExtendedScriptableObjectDrawer : PropertyDrawer {
public override float GetPropertyHeight (SerializedProperty property, GUIContent label) {
float totalHeight = EditorGUIUtility.singleLineHeight;
if(property.objectReferenceValue == null || !AreAnySubPropertiesVisible(property)){
return totalHeight;
}
if(property.isExpanded) {
var data = property.objectReferenceValue as ScriptableObject;
if( data == null ) return EditorGUIUtility.singleLineHeight;
SerializedObject serializedObject = new SerializedObject(data);
SerializedProperty prop = serializedObject.GetIterator();
if (prop.NextVisible(true)) {
do {
if(prop.name == "m_Script") continue;
var subProp = serializedObject.FindProperty(prop.name);
float height = EditorGUI.GetPropertyHeight(subProp, null, true) + EditorGUIUtility.standardVerticalSpacing;
totalHeight += height;
}
while (prop.NextVisible(false));
}
// Add a tiny bit of height if open for the background
totalHeight += EditorGUIUtility.standardVerticalSpacing;
serializedObject.Dispose();
}
return totalHeight;
}
const int buttonWidth = 66;
static readonly List<string> ignoreClassFullNames = new List<string>{ "TMPro.TMP_FontAsset" };
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
EditorGUI.BeginProperty (position, label, property);
var type = GetFieldType();
if(type == null || ignoreClassFullNames.Contains(type.FullName)) {
EditorGUI.PropertyField(position, property, label);
EditorGUI.EndProperty ();
return;
}
ScriptableObject propertySO = null;
if(!property.hasMultipleDifferentValues && property.serializedObject.targetObject != null && property.serializedObject.targetObject is ScriptableObject) {
propertySO = (ScriptableObject)property.serializedObject.targetObject;
}
var propertyRect = Rect.zero;
var guiContent = new GUIContent(property.displayName);
var foldoutRect = new Rect(position.x, position.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight);
if(property.objectReferenceValue != null && AreAnySubPropertiesVisible(property)) {
property.isExpanded = EditorGUI.Foldout(foldoutRect, property.isExpanded, guiContent, true);
} else {
// So yeah having a foldout look like a label is a weird hack
// but both code paths seem to need to be a foldout or
// the object field control goes weird when the codepath changes.
// I guess because foldout is an interactable control of its own and throws off the controlID?
foldoutRect.x += 12;
EditorGUI.Foldout(foldoutRect, property.isExpanded, guiContent, true, EditorStyles.label);
}
var indentedPosition = EditorGUI.IndentedRect(position);
var indentOffset = indentedPosition.x - position.x;
propertyRect = new Rect(position.x + (EditorGUIUtility.labelWidth - indentOffset), position.y, position.width - (EditorGUIUtility.labelWidth - indentOffset), EditorGUIUtility.singleLineHeight);
if(propertySO != null || property.objectReferenceValue == null) {
propertyRect.width -= buttonWidth;
}
EditorGUI.ObjectField(propertyRect, property, type, GUIContent.none);
if (GUI.changed) property.serializedObject.ApplyModifiedProperties();
var buttonRect = new Rect(position.x + position.width - buttonWidth, position.y, buttonWidth, EditorGUIUtility.singleLineHeight);
if(property.propertyType == SerializedPropertyType.ObjectReference && property.objectReferenceValue != null) {
var data = (ScriptableObject)property.objectReferenceValue;
if(property.isExpanded) {
// Draw a background that shows us clearly which fields are part of the ScriptableObject
GUI.Box(new Rect(0, position.y + EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing - 1, Screen.width, position.height - EditorGUIUtility.singleLineHeight - EditorGUIUtility.standardVerticalSpacing), "");
EditorGUI.indentLevel++;
SerializedObject serializedObject = new SerializedObject(data);
// Iterate over all the values and draw them
SerializedProperty prop = serializedObject.GetIterator();
float y = position.y + EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
if (prop.NextVisible(true)) {
do {
// Don't bother drawing the class file
if(prop.name == "m_Script") continue;
float height = EditorGUI.GetPropertyHeight(prop, new GUIContent(prop.displayName), true);
EditorGUI.PropertyField(new Rect(position.x, y, position.width-buttonWidth, height), prop, true);
y += height + EditorGUIUtility.standardVerticalSpacing;
}
while (prop.NextVisible(false));
}
if (GUI.changed)
serializedObject.ApplyModifiedProperties();
serializedObject.Dispose();
EditorGUI.indentLevel--;
}
} else {
if(GUI.Button(buttonRect, "Create")) {
string selectedAssetPath = "Assets";
if(property.serializedObject.targetObject is MonoBehaviour) {
MonoScript ms = MonoScript.FromMonoBehaviour((MonoBehaviour)property.serializedObject.targetObject);
selectedAssetPath = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath( ms ));
}
property.objectReferenceValue = CreateAssetWithSavePrompt(type, selectedAssetPath);
}
}
property.serializedObject.ApplyModifiedProperties();
EditorGUI.EndProperty ();
}
public static T _GUILayout<T> (string label, T objectReferenceValue, ref bool isExpanded) where T : ScriptableObject {
return _GUILayout<T>(new GUIContent(label), objectReferenceValue, ref isExpanded);
}
public static T _GUILayout<T> (GUIContent label, T objectReferenceValue, ref bool isExpanded) where T : ScriptableObject {
Rect position = EditorGUILayout.BeginVertical();
var propertyRect = Rect.zero;
var guiContent = label;
var foldoutRect = new Rect(position.x, position.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight);
if(objectReferenceValue != null) {
isExpanded = EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true);
var indentedPosition = EditorGUI.IndentedRect(position);
var indentOffset = indentedPosition.x - position.x;
propertyRect = new Rect(position.x + EditorGUIUtility.labelWidth - indentOffset, position.y, position.width - EditorGUIUtility.labelWidth - indentOffset, EditorGUIUtility.singleLineHeight);
} else {
// So yeah having a foldout look like a label is a weird hack
// but both code paths seem to need to be a foldout or
// the object field control goes weird when the codepath changes.
// I guess because foldout is an interactable control of its own and throws off the controlID?
foldoutRect.x += 12;
EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true, EditorStyles.label);
var indentedPosition = EditorGUI.IndentedRect(position);
var indentOffset = indentedPosition.x - position.x;
propertyRect = new Rect(position.x + EditorGUIUtility.labelWidth - indentOffset, position.y, position.width - EditorGUIUtility.labelWidth - indentOffset-60, EditorGUIUtility.singleLineHeight);
}
EditorGUILayout.BeginHorizontal();
objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent(" "), objectReferenceValue, typeof(T), false) as T;
if(objectReferenceValue != null) {
EditorGUILayout.EndHorizontal();
if(isExpanded) {
DrawScriptableObjectChildFields(objectReferenceValue);
}
} else {
if(GUILayout.Button("Create", GUILayout.Width(buttonWidth))) {
string selectedAssetPath = "Assets";
var newAsset = CreateAssetWithSavePrompt(typeof(T), selectedAssetPath);
if(newAsset != null) {
objectReferenceValue = (T)newAsset;
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndVertical();
return objectReferenceValue;
}
static void DrawScriptableObjectChildFields<T> (T objectReferenceValue) where T : ScriptableObject {
// Draw a background that shows us clearly which fields are part of the ScriptableObject
EditorGUI.indentLevel++;
EditorGUILayout.BeginVertical(GUI.skin.box);
var serializedObject = new SerializedObject(objectReferenceValue);
// Iterate over all the values and draw them
SerializedProperty prop = serializedObject.GetIterator();
if (prop.NextVisible(true)) {
do {
// Don't bother drawing the class file
if(prop.name == "m_Script") continue;
EditorGUILayout.PropertyField(prop, true);
}
while (prop.NextVisible(false));
}
if (GUI.changed)
serializedObject.ApplyModifiedProperties();
serializedObject.Dispose();
EditorGUILayout.EndVertical();
EditorGUI.indentLevel--;
}
public static T DrawScriptableObjectField<T> (GUIContent label, T objectReferenceValue, ref bool isExpanded) where T : ScriptableObject {
Rect position = EditorGUILayout.BeginVertical();
var propertyRect = Rect.zero;
var guiContent = label;
var foldoutRect = new Rect(position.x, position.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight);
if(objectReferenceValue != null) {
isExpanded = EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true);
var indentedPosition = EditorGUI.IndentedRect(position);
var indentOffset = indentedPosition.x - position.x;
propertyRect = new Rect(position.x + EditorGUIUtility.labelWidth - indentOffset, position.y, position.width - EditorGUIUtility.labelWidth - indentOffset, EditorGUIUtility.singleLineHeight);
} else {
// So yeah having a foldout look like a label is a weird hack
// but both code paths seem to need to be a foldout or
// the object field control goes weird when the codepath changes.
// I guess because foldout is an interactable control of its own and throws off the controlID?
foldoutRect.x += 12;
EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true, EditorStyles.label);
var indentedPosition = EditorGUI.IndentedRect(position);
var indentOffset = indentedPosition.x - position.x;
propertyRect = new Rect(position.x + EditorGUIUtility.labelWidth - indentOffset, position.y, position.width - EditorGUIUtility.labelWidth - indentOffset-60, EditorGUIUtility.singleLineHeight);
}
EditorGUILayout.BeginHorizontal();
objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent(" "), objectReferenceValue, typeof(T), false) as T;
if(objectReferenceValue != null) {
EditorGUILayout.EndHorizontal();
if(isExpanded) {
}
} else {
if(GUILayout.Button("Create", GUILayout.Width(buttonWidth))) {
string selectedAssetPath = "Assets";
var newAsset = CreateAssetWithSavePrompt(typeof(T), selectedAssetPath);
if(newAsset != null) {
objectReferenceValue = (T)newAsset;
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndVertical();
return objectReferenceValue;
}
// Creates a new ScriptableObject via the default Save File panel
static ScriptableObject CreateAssetWithSavePrompt (Type type, string path) {
path = EditorUtility.SaveFilePanelInProject("Save ScriptableObject", type.Name+".asset", "asset", "Enter a file name for the ScriptableObject.", path);
if (path == "") return null;
ScriptableObject asset = ScriptableObject.CreateInstance(type);
AssetDatabase.CreateAsset (asset, path);
AssetDatabase.SaveAssets ();
AssetDatabase.Refresh();
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
EditorGUIUtility.PingObject(asset);
return asset;
}
Type GetFieldType () {
Type type = fieldInfo.FieldType;
if(type.IsArray) type = type.GetElementType();
else if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(List<>)) type = type.GetGenericArguments()[0];
return type;
}
static bool AreAnySubPropertiesVisible(SerializedProperty property) {
var data = (ScriptableObject)property.objectReferenceValue;
SerializedObject serializedObject = new SerializedObject(data);
SerializedProperty prop = serializedObject.GetIterator();
while (prop.NextVisible(true)) {
if (prop.name == "m_Script") continue;
return true; //if theres any visible property other than m_script
}
serializedObject.Dispose();
return false;
}
}
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원본 GitHub Code : [링크]
★★★★☆
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