Simpler way to hide script field in inspector per class.

This commit is contained in:
Alexander Filippov 2022-06-28 17:51:09 +02:00
parent 16ce496f12
commit 0e7276b98c
6 changed files with 59 additions and 82 deletions

View File

@ -14,6 +14,11 @@
"name": "com.unity.modules.physics",
"expression": "",
"define": "COM_UNITY_MODULES_PHYSICS"
},
{
"name": "com.unity.netcode.gameobjects",
"expression": "",
"define": "COM_UNITY_NETCODE_GAMEOBJECTS"
}
],
"noEngineReferences": false

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@ -1,34 +0,0 @@
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace Utils
{
[CustomEditor(typeof(ScriptableObject), true)]
public class DefaultScriptableObjectEditor : Editor
{
private bool hideScriptField;
private void OnEnable()
{
hideScriptField = target.GetType().GetCustomAttributes(typeof(HideScriptField), false).Length > 0;
}
public override void OnInspectorGUI()
{
if (hideScriptField)
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
DrawPropertiesExcluding(serializedObject, "m_Script");
if (EditorGUI.EndChangeCheck())
serializedObject.ApplyModifiedProperties();
}
else
{
base.OnInspectorGUI();
}
}
}
}
#endif

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: cf2664ad6bca36847b220c7a796fda2f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,36 +1,53 @@
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace Utils
{
[CustomEditor(typeof(MonoBehaviour), true)]
public class DefaultMonoBehaviourEditor : Editor
{
private bool hideScriptField;
private void OnEnable()
{
hideScriptField = target.GetType().GetCustomAttributes(typeof(HideScriptField), false).Length > 0;
}
public override void OnInspectorGUI()
{
if (hideScriptField)
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
DrawPropertiesExcluding(serializedObject, "m_Script");
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
}
}
else
{
base.OnInspectorGUI();
}
}
}
}
#if UNITY_EDITOR
using Unity.Netcode;
using UnityEditor;
using UnityEngine;
namespace Utils
{
public abstract class HiddenScriptFieldInspector : Editor
{
private bool hideScriptField;
private void OnEnable()
{
hideScriptField = target.GetType().GetCustomAttributes(typeof(HideScriptField), false).Length > 0;
}
public override void OnInspectorGUI()
{
if (hideScriptField)
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
DrawPropertiesExcluding(serializedObject, "m_Script");
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
}
}
else
{
base.OnInspectorGUI();
}
}
}
[CustomEditor(typeof(MonoBehaviour), true)]
public class DefaultMonoBehaviourEditor : HiddenScriptFieldInspector
{
}
[CustomEditor(typeof(ScriptableObject), true)]
public class DefaultScriptableObjectEditor : HiddenScriptFieldInspector
{
}
#if COM_UNITY_NETCODE_GAMEOBJECTS
[CustomEditor(typeof(NetworkBehaviour), true)]
public class DefaultNetworkBehaviourEditor : HiddenScriptFieldInspector
{
}
#endif
}
#endif

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: eb81e1373aff45646b4be5eaacc2d20f
guid: bd71dcc30125e161ca9c7faddd531ca2
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -1,6 +1,6 @@
{
"name": "ru.shazbot.utils",
"version": "3.1.1",
"version": "3.1.2",
"displayName": "Utils",
"description": "Utility useful for almost any project.",
"licensesUrl": "https://git.shazbot.ru/Utils.git/tree/LICENSE.md",