com.codewriter.triinspector
v1.0.2
Published
Better inspector and validator for Unity
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Tri Inspector
Advanced inspector attributes for Unity
How to Install
Minimal Unity Version is 2020.3.
Library distributed as git package (How to install package from git URL)
Git URL: https://github.com/codewriter-packages/Tri-Inspector.git
After installing the package, you need to unpack the Installer.unitypackage
that comes with the package.
Then in ProjectSettings
/TriInspector
enable Full
mode for Tri Inspector.
Attributes
Misc
ShowInInspector
Shows non-serialized property in the inspector.
private float _field;
[ShowInInspector]
public float ReadOnlyProperty => _field;
[ShowInInspector]
public float EditableProperty
{
get => _field;
set => _field = value;
}
PropertyOrder
Changes property order in the inspector.
public float first;
[PropertyOrder(0)]
public float second;
ReadOnly
Makes property non-editable in the inspector.
[ReadOnly]
public Vector3 vec;
OnValueChanged
Invokes callback on property modification.
[OnValueChanged(nameof(OnMaterialChanged))]
public Material mat;
private void OnMaterialChanged()
{
Debug.Log("Material changed!");
}
Validation
Tri Inspector has some builtin validators such as missing reference
and type mismatch
error. Additionally you can mark out your code with validation attributes or even write own validators.
Required
[Required]
public Material mat;
ValidateInput
[ValidateInput(nameof(ValidateTexture))]
public Texture tex;
private TriValidationResult ValidateTexture()
{
if (tex == null) return TriValidationResult.Error("Tex is null");
if (!tex.isReadable) return TriValidationResult.Warning("Tex must be readable");
return TriValidationResult.Valid;
}
InfoBox
[Title("InfoBox Message Types")]
[InfoBox("Default info box")]
public int a;
[InfoBox("None info box", TriMessageType.None)]
public int b;
[InfoBox("Warning info box", TriMessageType.Warning)]
public int c;
[InfoBox("Error info box", TriMessageType.Error)]
public int d;
[InfoBox("$" + nameof(DynamicInfo), visibleIf: nameof(VisibleInEditMode))]
public Vector3 vec;
private string DynamicInfo => "Dynamic info box: " + DateTime.Now.ToLongTimeString();
private bool VisibleInEditMode => !Application.isPlaying;
Styling
Title
[Title("My Title")]
public string val;
[Title("$" + nameof(_myTitleField))]
public Rect rect;
[Title("$" + nameof(MyTitleProperty))]
public Vector3 vec;
[Title("Button Title")]
[Button]
public void MyButton()
{
}
private string _myTitleField = "Serialized Title";
private string MyTitleProperty => DateTime.Now.ToLongTimeString();
HideLabel
[Title("Wide Vector")]
[HideLabel]
public Vector3 vector;
[Title("Wide String")]
[HideLabel]
public string str;
LabelText
[LabelText("Custom Label")]
public int val;
[LabelText("$" + nameof(DynamicLabel))]
public Vector3 vec;
public string DynamicLabel => DateTime.Now.ToShortTimeString();
LabelWidth
public int defaultWidth;
[LabelWidth(40)]
public int thin;
[LabelWidth(300)]
public int customInspectorVeryLongPropertyName;
GUIColor
[GUIColor(0.8f, 1.0f, 0.6f)]
public Vector3 vec;
[GUIColor(0.6f, 0.9f, 1.0f)]
[Button]
public void BlueButton() { }
[GUIColor(1.0f, 0.6f, 0.6f)]
[Button]
public void RedButton() { }
Indent
[Title("Custom Indent")]
[Indent]
public int a;
[Indent(2)]
public int b;
[Indent(3)]
public int c;
[Indent(4)]
public int d;
PropertySpace
[Space, PropertyOrder(0)]
public Vector3 vecField;
[ShowInInspector, PropertyOrder(1)]
[PropertySpace(SpaceBefore = 10, SpaceAfter = 30)]
public Rect RectProperty { get; set; }
[PropertyOrder(2)]
public bool b;
PropertyTooltip
[PropertyTooltip("This is tooltip")]
public Rect rect;
[PropertyTooltip("$" + nameof(DynamicTooltip))]
public Vector3 vec;
public string DynamicTooltip => DateTime.Now.ToShortTimeString();
InlineEditor
[InlineEditor]
public Material mat;
InlineProperty
public MinMax rangeFoldout;
[InlineProperty(LabelWidth = 40)]
public MinMax rangeInline;
[Serializable]
public class MinMax
{
public int min;
public int max;
}
Collections
ListDrawerSettings
[ListDrawerSettings(Draggable = true,
HideAddButton = false,
HideRemoveButton = false,
AlwaysExpanded = false)]
public List<Material> list;
Conditionals
ShowIf
public Material material;
public bool toggle;
public SomeEnum someEnum;
[ShowIf(nameof(material), null)]
public Vector3 showWhenMaterialIsNull;
[ShowIf(nameof(toggle))]
public Vector3 showWhenToggleIsTrue;
[ShowIf(nameof(toggle), false)]
public Vector3 showWhenToggleIsFalse;
[ShowIf(nameof(someEnum), SomeEnum.Two)]
public Vector3 showWhenSomeEnumIsTwo;
public enum SomeEnum { One, Two, Three }
HideIf
public bool visible;
[HideIf(nameof(visible))]
public float val;
EnableIf
public bool visible;
[EnableIf(nameof(visible))]
public float val;
DisableIf
public bool visible;
[DisableIf(nameof(visible))]
public float val;
HideInPlayMode / ShowInPlayMode
[HideInPlayMode] [ShowInPlayMode]
DisableInPlayMode / EnableInPlayMode
[DisableInPlayMode] [EnableInPlayMode]
HideInEditMode / ShowInEditMode
[HideInEditMode] [ShowInEditMode]
DisableInEditMode / EnableInEditMode
[DisableInEditMode] [EnableInEditMode]
Buttons
Button
[Button("Click me!")]
private void DoButton()
{
Debug.Log("Button clicked!");
}
Debug
ShowDrawerChain
[ShowDrawerChain]
[Indent]
[PropertySpace]
[Title("Custom Title")]
[GUIColor(1.0f, 0.8f, 0.8f)]
public Vector3 vec;
Groups
[DeclareHorizontalGroup("header")]
[DeclareBoxGroup("header/left", Title = "My Left Box")]
[DeclareVerticalGroup("header/right")]
[DeclareBoxGroup("header/right/top", Title = "My Right Box")]
[DeclareTabGroup("header/right/tabs")]
[DeclareBoxGroup("body")]
public class GroupDemo : MonoBehaviour
{
[Group("header/left")] public bool prop1;
[Group("header/left")] public int prop2;
[Group("header/left")] public string prop3;
[Group("header/left")] public Vector3 prop4;
[Group("header/right/top")] public string rightProp;
[Group("body")] public string body1;
[Group("body")] public string body2;
[Group("header/right/tabs"), Tab("One")] public float tabOne;
[Group("header/right/tabs"), Tab("Two")] public float tabTwo;
[Group("header/right/tabs"), Tab("Three")] public float tabThree;
[Group("header/right"), Button("Click me!")]
public void MyButton()
{
}
}
Customization
Custom Drawers
using TriInspector;
using UnityEditor;
using UnityEngine;
[assembly: RegisterTriValueDrawer(typeof(BoolDrawer), TriDrawerOrder.Fallback)]
public class BoolDrawer : TriValueDrawer<bool>
{
public override float GetHeight(float width, TriValue<bool> propertyValue, TriElement next)
{
return EditorGUIUtility.singleLineHeight;
}
public override void OnGUI(Rect position, TriValue<bool> propertyValue, TriElement next)
{
var value = propertyValue.Value;
EditorGUI.BeginChangeCheck();
value = EditorGUI.Toggle(position, propertyValue.Property.DisplayNameContent, value);
if (EditorGUI.EndChangeCheck())
{
propertyValue.Value = value;
}
}
}
using TriInspector;
using UnityEditor;
using UnityEngine;
[assembly: RegisterTriAttributeDrawer(typeof(LabelWidthDrawer), TriDrawerOrder.Decorator)]
public class LabelWidthDrawer : TriAttributeDrawer<LabelWidthAttribute>
{
public override void OnGUI(Rect position, TriProperty property, TriElement next)
{
var oldLabelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = Attribute.Width;
next.OnGUI(position);
EditorGUIUtility.labelWidth = oldLabelWidth;
}
}
using TriInspector;
using TriInspector.Elements;
[assembly: RegisterTriGroupDrawer(typeof(TriBoxGroupDrawer))]
public class TriBoxGroupDrawer : TriGroupDrawer<DeclareBoxGroupAttribute>
{
public override TriPropertyCollectionBaseElement CreateElement(DeclareBoxGroupAttribute attribute)
{
// ...
}
}
Validators
using TriInspector;
[assembly: RegisterTriValueValidator(typeof(MissingReferenceValidator<>))]
public class MissingReferenceValidator<T> : TriValueValidator<T>
where T : UnityEngine.Object
{
public override TriValidationResult Validate(TriValue<T> propertyValue)
{
// ...
}
}
using TriInspector;
[assembly: RegisterTriAttributeValidator(typeof(RequiredValidator), ApplyOnArrayElement = true)]
public class RequiredValidator : TriAttributeValidator<RequiredAttribute>
{
public override TriValidationResult Validate(TriProperty property)
{
// ...
}
}
Property Processors
using TriInspector;
using UnityEngine;
[assembly: RegisterTriPropertyHideProcessor(typeof(HideInPlayModeProcessor))]
public class HideInPlayModeProcessor : TriPropertyHideProcessor<HideInPlayModeAttribute>
{
public override bool IsHidden(TriProperty property)
{
return Application.isPlaying;
}
}
using TriInspector;
using UnityEngine;
[assembly: RegisterTriPropertyDisableProcessor(typeof(DisableInPlayModeProcessor))]
public class DisableInPlayModeProcessor : TriPropertyDisableProcessor<DisableInPlayModeAttribute>
{
public override bool IsDisabled(TriProperty property)
{
return Application.isPlaying;
}
}
Integrations
Odin Inspector
Tri Inspector is able to work in compatibility mode with Odin Inspector. In this mode, the primary interface will be drawn by the Odin Inspector. However, parts of the interface can be rendered by the Tri Inspector.
In order for the interface to be rendered by Tri instead of Odin,
it is necessary to mark classes with [DrawWithTriInspector]
attribute.
Odin Validator
Tri Inspector is integrated with the Odin Validator so all validation results from Tri attributes will be shown in the Odin Validator window.
License
Tri-Inspector is MIT licensed.