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Custom inspectors
Jeppe Zapp edited this page May 25, 2014
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3 revisions
Custom inspectors in OpenEd are fairly similar to the native Unity ones, but with a few differences. They need to be a subclass of OEComponentInspector
public class MyClassInspector extends OEComponentInspector {
override function get type () : System.Type { return typeof ( MyClass ); }
override function Inspector () {
// Set fixed width of inspector
width = 300;
var myClass : MyClass = target.GetComponent.< MyClass > ();
myClass.myBool = Toggle ( "My bool", myClass.myBool );
myClass.myFloat = Slider ( "My float", myClass.myFloat1, 0, 10 );
myClass.myObject = ObjectField ( "My object", myClass.myObject, typeof ( GameObject ), OEObjectField.Target.Scene ) as GameObject;
// Disable the next fields if condition is true
BeginDisabled ( myClass.myObject == null );
// Changes the layout offset by 20 pixels to the right
Offset ( 0, 20 );
myClass.myColor = ColorField ( "My color", myClass.myColor );
EndDisabled ();
}
}You can set a fixed width of the inspector, you can enable or disable fields in groups, and you do not have to prefix every single field with UnityEditorGUIInspectorLayoutExtentionFabulousness.