Utils/Runtime/DefaultScriptableObjectEditor.cs
2021-08-16 04:45:10 +02:00

34 lines
887 B
C#

#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