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Other similar extension points exist, see Microsoft.Common.targets.
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8
Assets/Attributes.meta Normal file
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using System;
namespace Golems.Attributes
{
/// <summary>
/// Adds an Inspector Button which Invokes
/// decorated methods
/// </summary>
[AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = true)]
public class Button : Attribute
{
public string Ident = "";
public Button()
{
}
public Button(string ident)
{
Ident = ident;
}
}
}

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using UnityEngine;
using System;
namespace Golems.Attributes
{
/// <summary>
/// Draws the field/property ONLY if the compared property compared by the comparison type with the value of comparedValue returns true.
/// Based on: https://forum.unity.com/threads/draw-a-field-only-if-a-condition-is-met.448855/
/// </summary>
[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = true)]
public class DrawIfAttribute : PropertyAttribute
{
#region Fields
public string comparedPropertyName { get; private set; }
public object comparedValue { get; private set; }
public DisablingType disablingType { get; private set; }
/// <summary>
/// Types of comperisons.
/// </summary>
public enum DisablingType
{
ReadOnly = 2,
DontDraw = 3
}
#endregion
/// <summary>
/// Only draws the field only if a condition is met. Supports enum and bools.
/// </summary>
/// <param name="comparedPropertyName">The name of the property that is being compared (case sensitive).</param>
/// <param name="comparedValue">The value the property is being compared to.</param>
/// <param name="disablingType">The type of disabling that should happen if the condition is NOT met. Defaulted to DisablingType.DontDraw.</param>
public DrawIfAttribute(string comparedPropertyName, object comparedValue, DisablingType disablingType = DisablingType.DontDraw)
{
this.comparedPropertyName = comparedPropertyName;
this.comparedValue = comparedValue;
this.disablingType = disablingType;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Golems
{
/// <summary>
/// Custom Editor for All Objects.
/// Checks for any custom RS Attributes.
/// *F Odin*
/// </summary>
[CustomEditor(typeof(Object), true)]
public partial class AttributesEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
//
// Button Attribute for automatic Inspector Buttons on
//
OnInspectorGUIButtonAttribute();
//
// OnValueChanged Attribute for callback on Field Value Changes
//
OnInspectorGUIOnValueChangedAttribute();
//
// ShowLevelAttribute
//
OnInspectorGUIShowLevelAttribute();
base.OnInspectorGUI();
}
}
}

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using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using Golems.Attributes;
using Object = UnityEngine.Object;
namespace Golems
{
public partial class AttributesEditor
{
private const BindingFlags k_ButtonBindingFlags = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public |
BindingFlags.NonPublic;
/// <summary>
/// Map between Method names and parameters for Methods
/// </summary>
private Dictionary<string, object[]> m_Parameters = new Dictionary<string, object[]>();
private void OnInspectorGUIButtonAttribute ()
{
var methods = target.GetType().GetMethods(k_ButtonBindingFlags);
//
// Search for Button Attribute within Each Method on this Object
//
for (int i = 0, counti = methods.Length; i < counti; ++i)
{
var method = methods[i];
var buttonAttribute = method.GetCustomAttribute<Button>(false);
if (buttonAttribute == null)
continue;
var name = string.IsNullOrEmpty(buttonAttribute.Ident) ? method.Name : buttonAttribute.Ident;
//
// Invoke Method with parms on button pressed
//
if (GUILayout.Button(name))
{
m_Parameters.TryGetValue(name, out var parms);
if (parms != null)
{
var p = new List<object>();
for (int j = 0, countj = parms.Length; j < countj; ++j)
{
p.Add(parms[j]);
//
// Skip over array size
//
if (parms[j].GetType().IsArray) ++j;
}
method.Invoke(target, p.ToArray());
} else method.Invoke(target, parms);
}
EditorGUI.indentLevel++;
SetUpParameters(name, method);
EditorGUI.indentLevel--;
}
}
/// <summary>
/// Set up Parameters for use on Method Invocation
/// </summary>
private void SetUpParameters(string name, MethodInfo method)
{
var parameterInfo = method.GetParameters();
if (parameterInfo.Length <= 0) return;
//
// Check if Method has already has its parameters setup.
// If not create a new array and add to dict.
//
if (!m_Parameters.TryGetValue(name, out var parameters))
{
var p = new List<object>(parameterInfo.Length);
for (int i = 0, counti = parameterInfo.Length; i < counti; ++i)
{
p.Add(default);
//
// If we have an Array add an additional parameter for size
//
if (parameterInfo[i].ParameterType.IsArray)
{
p.Add(default);
}
}
m_Parameters.Add(name, p.ToArray());
}
if (parameters == null) return;
//
// Iterate over each parameter and set up relevant display Field.
//
for (int i = 0, counti = parameters.Length, pi = 0; i < counti; ++i, ++pi)
{
var paramName = parameterInfo[pi].Name;
if (parameterInfo[pi].ParameterType == typeof(int))
{
int val = parameters[i] == null ? 0 : (int)parameters[i];
parameters[i] = EditorGUILayout.IntField(paramName, val);
}
else if (parameterInfo[pi].ParameterType == typeof(float))
{
float val = parameters[i] == null ? 0 : (float)parameters[i];
parameters[i] = EditorGUILayout.FloatField(paramName, val);
}
else if (parameterInfo[pi].ParameterType == typeof(string))
{
string val = String.IsNullOrEmpty((string)parameters[i]) ? "" : (string)parameters[i];
parameters[i] = EditorGUILayout.TextField(paramName, val);
}
else if (parameterInfo[pi].ParameterType == typeof(bool))
{
bool val = parameters[i] != null && (bool)parameters[i];
parameters[i] = EditorGUILayout.Toggle(paramName, val);
}
else if (parameterInfo[pi].ParameterType == typeof(char))
{
string val = "";
if (parameters[i] != null)
{
val = ((char)parameters[i]).ToString();
}
val = EditorGUILayout.TextField(paramName, val);
if (!String.IsNullOrEmpty(val))
{
parameters[i] = val[0];
}
}
else if (parameterInfo[pi].ParameterType == typeof(Sprite))
{
Sprite val = parameters[i] != null ? (Sprite)parameters[i] : default;
parameters[i] = EditorGUILayout.ObjectField(paramName, val, typeof(Sprite), false) as Sprite;
}
else
{
//
// GameObject Array support - copy me around if we want more Inspector Button Arrays
//
if (parameterInfo[pi].ParameterType.IsArray)
{
//
// We can Safely assume next item is index
//
var arraySizeIndex = i + 1;
int size = parameters[arraySizeIndex] == null ? 0 : (int)parameters[arraySizeIndex];
parameters[arraySizeIndex] = EditorGUILayout.IntField($"{paramName} Size: ", size);
var arrayParameter = (GameObject[]) parameters[i] ?? new GameObject[0];
if (arrayParameter.Length != size)
{
Array.Resize(ref arrayParameter, size);
}
EditorGUI.indentLevel++;
for (int j = 0, countj = size; j < countj; ++j)
{
GameObject val = arrayParameter[j] == null ? default : arrayParameter[j];
arrayParameter[j] = EditorGUILayout.ObjectField($"{paramName} - {j}", val, typeof(UnityEngine.GameObject), true) as GameObject;
}
EditorGUI.indentLevel--;
parameters[i] = arrayParameter;
//
// Advance an extra step to skip Array size
//
++i;
}
else
{
GameObject val = (UnityEngine.GameObject) parameters[i];
parameters[i] = EditorGUILayout.ObjectField(paramName, val, parameterInfo[pi].ParameterType, true);
}
}
}
}
}
}

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using UnityEditor;
using UnityEngine;
namespace Golems.Attributes
{
/// <summary>
/// Based on: https://forum.unity.com/threads/draw-a-field-only-if-a-condition-is-met.448855/
/// </summary>
[CustomPropertyDrawer(typeof(DrawIfAttribute))]
public class DrawIfPropertyDrawer : PropertyDrawer
{
#region Fields
// Reference to the attribute on the property.
DrawIfAttribute drawIf;
// Field that is being compared.
SerializedProperty comparedField;
#endregion
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
if (!ShowMe(property) && drawIf.disablingType == DrawIfAttribute.DisablingType.DontDraw)
return 0f;
// The height of the property should be defaulted to the default height.
return base.GetPropertyHeight(property, label);
}
/// <summary>
/// Errors default to showing the property.
/// </summary>
private bool ShowMe(SerializedProperty property)
{
drawIf = attribute as DrawIfAttribute;
// Replace propertyname to the value from the parameter
string path = property.propertyPath.Contains(".") ? System.IO.Path.ChangeExtension(property.propertyPath, drawIf.comparedPropertyName) : drawIf.comparedPropertyName;
comparedField = property.serializedObject.FindProperty(path);
if (comparedField == null)
{
Debug.LogError("Cannot find property with name: " + path);
return true;
}
// get the value & compare based on types
switch (comparedField.type)
{ // Possible extend cases to support your own type
case "bool":
return comparedField.boolValue.Equals(drawIf.comparedValue);
case "Enum":
return comparedField.enumValueIndex.Equals((int)drawIf.comparedValue);
default:
Debug.LogError("Error: " + comparedField.type + " is not supported of " + path);
return true;
}
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// If the condition is met, simply draw the field.
if (ShowMe(property))
{
EditorGUI.PropertyField(position, property, new GUIContent($"{property.displayName}:"));
} //...check if the disabling type is read only. If it is, draw it disabled
else if (drawIf.disablingType == DrawIfAttribute.DisablingType.ReadOnly)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property);
GUI.enabled = true;
}
}
}
}

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using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace Golems
{
// http://wiki.unity3d.com/index.php?title=EnumFlagPropertyDrawer&oldid=19986S
[CustomPropertyDrawer(typeof(EnumFlagAttribute))]
public class EnumFlagDrawer : PropertyDrawer
{
private const BindingFlags k_BindingFlags = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public |
BindingFlags.NonPublic;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EnumFlagAttribute flagSettings = (EnumFlagAttribute) attribute;
Enum targetEnum = GetBaseProperty<Enum>(property);
string propName = flagSettings.AttributeName;
if (string.IsNullOrEmpty(propName))
propName = property.name;
EditorGUI.BeginProperty(position, label, property);
Enum enumNew = EditorGUI.EnumFlagsField(position, propName, targetEnum);
property.intValue = (int) Convert.ChangeType(enumNew, targetEnum.GetType());
EditorGUI.EndProperty();
}
static T GetBaseProperty<T>(SerializedProperty prop)
{
// Separate the steps it takes to get to this property
string[] separatedPaths = prop.propertyPath.Split('.');
// Go down to the root of this serialized property
System.Object reflectionTarget = prop.serializedObject.targetObject as object;
// Walk down the path to get the target object
foreach (var path in separatedPaths)
{
FieldInfo fieldInfo = reflectionTarget.GetType().GetField(path, k_BindingFlags);
reflectionTarget = fieldInfo.GetValue(reflectionTarget);
}
return (T) reflectionTarget;
}
}
}

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#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace Golems.Attributes
{
[CustomPropertyDrawer(typeof(NavMeshMaskAttribute))]
public class NavMeshMaskDrawer : PropertyDrawer
{
// Draw the property inside the given rect
public override void OnGUI(Rect position, SerializedProperty serializedProperty, GUIContent label)
{
EditorGUI.BeginChangeCheck();
string[] navMeshAreaNames = GameObjectUtility.GetNavMeshAreaNames();
int navMeshArea = serializedProperty.intValue;
int selectedIndex = -1;
for (int i = 0; i < navMeshAreaNames.Length; i++)
{
if (GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[i]) == navMeshArea)
{
selectedIndex = i;
break;
}
}
int num = EditorGUI.Popup(position, "Navigation Area", selectedIndex, navMeshAreaNames);
if (EditorGUI.EndChangeCheck())
{
int navMeshAreaFromName = GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[num]);
serializedProperty.intValue = navMeshAreaFromName;
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Reflection;
using Golems.Attributes;
namespace Golems
{
public partial class AttributesEditor
{
const BindingFlags k_OnValChangedFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;
private Dictionary<string, object> m_Fields = new Dictionary<string, object>();
private void OnInspectorGUIOnValueChangedAttribute()
{
var targetType = target.GetType();
var fields = targetType.GetFields(k_OnValChangedFlags);
//
// Search for OnValueChanged Attribute on Each Field on this Object
//
for (int i = 0, counti = fields.Length; i < counti; ++i)
{
var field = fields[i];
var onValueChangedAttribute = field.GetCustomAttribute<OnValueChanged>();
//
// If we find an attribute and haven't already included it in m_Fields, include it!
//
if (onValueChangedAttribute == null || m_Fields.TryGetValue(field.Name, out var fieldValue)) continue;
var method = targetType.GetMethod(onValueChangedAttribute.Method, k_ButtonBindingFlags);
if (method != null)
{
m_Fields.Add(field.Name, field.GetValue(this.target));
}
}
var changed = new List<Action>();
//
// Now check all our found Fields and see if a value has changed
//
foreach (var fieldValueKeypair in m_Fields)
{
//
// Retrieve the FieldInfo for the cached field name
//
var fieldInfo = targetType.GetField(fieldValueKeypair.Key, k_OnValChangedFlags);
if (fieldInfo == null) continue;
//
// Detect any change?
//
var currentValue = fieldInfo.GetValue(target);
if (currentValue != null && currentValue.Equals(fieldValueKeypair.Value) ||
currentValue == null && fieldValueKeypair.Value == null) continue;
var key = fieldValueKeypair.Key;
changed.Add(() => { m_Fields[key] = currentValue; });
// ...a bit lazy, probably should cache this stuff but here we are :(
var onValueChangedAttribute = fieldInfo.GetCustomAttribute<OnValueChanged>();
if (onValueChangedAttribute == null) continue;
var method = targetType.GetMethod(onValueChangedAttribute.Method, k_ButtonBindingFlags);
method?.Invoke(target, null);
}
//
// Update m_Fields which have been changed
//
changed.ForEach(x => x.Invoke());
}
}
}

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guid: 595d2059fa7c03f4c8c5601e985467cb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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using Golems.Attributes;
using UnityEditor;
using UnityEngine;
namespace Golems
{
[CustomPropertyDrawer(typeof(ReadOnly))]
public class ReadOnlyPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.LabelField(position, $"{property.displayName}");
}
}
}

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fileFormatVersion: 2
guid: 419c0496451345568582194a3ca84016
timeCreated: 1629738460

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using Golems.Attributes;
namespace Golems
{
public partial class AttributesEditor
{
/// <summary>
/// Show the ShowLevelAttributes
/// </summary>
private void OnInspectorGUIShowLevelAttribute()
{
ShowLevelAttribute.EditorShowLevelInfo(target, "<color=green>Level info</color>");
}
}
}

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fileFormatVersion: 2
guid: 7a10473fb25a4548a133b600bdb80984
timeCreated: 1645812805

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using UnityEngine;
namespace Golems
{
// http://wiki.unity3d.com/index.php?title=EnumFlagPropertyDrawer&oldid=19986S
public class EnumFlagAttribute : PropertyAttribute
{
public string AttributeName;
public EnumFlagAttribute()
{
}
public EnumFlagAttribute(string name)
{
AttributeName = name;
}
}
}

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fileFormatVersion: 2
guid: 06d3d8b981898964da953a3cdce0bd42
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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using System;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace Golems.Attributes
{
[CustomPropertyDrawer(typeof(NavMeshMaskAttribute))]
public class NavMeshMaskDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty serializedProperty, GUIContent label)
{
float width = position.width;
position.width = EditorGUIUtility.labelWidth;
EditorGUI.PrefixLabel(position, label);
string[] areaNames = GameObjectUtility.GetNavMeshAreaNames();
int mask = serializedProperty.intValue;
position.x += EditorGUIUtility.labelWidth;
position.width = width - EditorGUIUtility.labelWidth;
EditorGUI.BeginChangeCheck();
mask = EditorGUI.MaskField(position, mask, areaNames);
if (EditorGUI.EndChangeCheck())
{
serializedProperty.intValue = mask;
}
}
}
[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = true)]
public class NavMeshMaskAttribute : PropertyAttribute // if there are build issues move the NavMeshMaskAttribute class out of the unity editor folder
{
}
}
#endif

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guid: 66f5c29600cacf64892081213937119e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
namespace Golems.Attributes
{
/// <summary>
/// OnValueChange Attribute Invokes
/// passed Method when Field Value is changed.
/// </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
public class OnValueChanged : Attribute
{
/// <summary>
/// Method to Invoke when Value change detected
/// </summary>
public string Method { get; private set; } = "";
public OnValueChanged(string method)
{
Method = method;
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f31eac74bacac3c4f8138e10208ac952
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,11 @@
using System;
using UnityEngine;
namespace Golems.Attributes
{
[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = true)]
public class ReadOnly : PropertyAttribute
{
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1b36eef4ba5e4a7290eab96d800a0c78
timeCreated: 1629738411

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@@ -0,0 +1,147 @@
using System;
#if UNITY_EDITOR
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
#endif
namespace Golems.Attributes
{
/// <summary>
/// Show the EditorInspectableLevel property on the field.
/// </summary>
[AttributeUsage(AttributeTargets.Field)]
public class ShowLevelAttribute : Attribute
{
public bool ShowWhenNotPlaying
{
get;
private set;
}
public ShowLevelAttribute()
{
ShowWhenNotPlaying = false;
}
public ShowLevelAttribute(bool showWhenNotPlaying)
{
ShowWhenNotPlaying = showWhenNotPlaying;
}
#if UNITY_EDITOR
private const BindingFlags k_ShowLevelBindingFlags = BindingFlags.Public | BindingFlags.NonPublic |
BindingFlags.Instance | BindingFlags.DeclaredOnly;
private static readonly List<FieldInfo> s_Fields = new List<FieldInfo>();
private static GUIStyle s_LabelStyle = null;
private const string k_EditorLevelProperty = "EditorInspectableLevel";
public static void EditorShowLevelInfo(UnityEngine.Object target, string label)
{
s_Fields.Clear();
GetShowLevelAttributeFields(target, s_Fields, EditorApplication.isPlaying);
if (s_Fields.Count <= 0)
{
return;
}
if (!string.IsNullOrEmpty(label))
{
if (s_LabelStyle == null)
{
s_LabelStyle = EditorStyles.boldLabel;
s_LabelStyle.richText = true;
}
EditorGUILayout.LabelField(label, s_LabelStyle);
}
var origIndent = EditorGUI.indentLevel;
EditorGUI.indentLevel += 1;
for (int i = 0; i < s_Fields.Count; i++)
{
var field = s_Fields[i];
var niceName = ObjectNames.NicifyVariableName(field.Name);
var fieldValue = field.GetValue(target);
if (fieldValue != null)
{
var levelProperty = GetLevelNoSideEffectsProperty(fieldValue);
if (levelProperty != null)
{
var levelValue = levelProperty.GetValue(fieldValue);
var level = levelValue;
EditorGUI.BeginDisabledGroup(true);
EditorGUI.EndDisabledGroup();
}
else
{
EditorGUILayout.LabelField($"{niceName} does not implement LevelNoSideEffects");
}
}
else
{
EditorGUILayout.LabelField($"{niceName} is null");
}
}
EditorGUI.indentLevel = origIndent;
}
private static void GetShowLevelAttributeFields(object target, List<FieldInfo> resList, bool appPlaying)
{
int count = 0;
for (var currentType = target.GetType(); currentType != null; currentType = currentType.BaseType)
{
if (count == 100)
{
return;
}
var fields = currentType.GetFields(k_ShowLevelBindingFlags);
//
// Search for ShowLevelAttribute within each field on this Object
//
for (int i = 0, counti = fields.Length; i < counti; ++i)
{
var field = fields[i];
var showLevelAttribute = field.GetCustomAttribute<ShowLevelAttribute>(true);
if (showLevelAttribute == null)
continue;
if (!appPlaying && !showLevelAttribute.ShowWhenNotPlaying)
{
continue;
}
resList.Add(field);
}
count += 1;
}
}
private static PropertyInfo GetLevelNoSideEffectsProperty(object fieldValue)
{
var properties = fieldValue.GetType().GetProperties(BindingFlags.GetProperty |
BindingFlags.Public | BindingFlags.Instance);
for (int i = 0; i < properties.Length; i++)
{
var property = properties[i];
if (k_EditorLevelProperty.CompareTo(property.Name) == 0)
{
return property;
}
}
return null;
}
#endif
}
}

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fileFormatVersion: 2
guid: 39074075b7a640d2913b2dbdfed4d978
timeCreated: 1645812118

254
Assets/BaseVariable.cs Normal file
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using System;
using System.Text;
using System.Collections.Generic;
using Golems.Attributes;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.Serialization;
namespace RogueUtils.Data
{
public abstract class BaseVariable<T> : SubBaseVariable, IValueMonitor<T>
#if UNITY_EDITOR
, ISerializationCallbackReceiver
#endif
{
//
// NOTE: you cannot have Editor only serialised fields in Generics, it will crash a build
// see https://issuetracker.unity3d.com/issues/serialization-layout-error-thrown-in-build-when-using-generic-classes-with-fields-that-only-exist-in-the-editor
//
[Multiline] public string m_Description = "";
[SerializeField] protected T m_Value;
// DW: Lets re-implement this down the line
/*#if UNITY_EDITOR
[NonSerialized]
[ShowInInspector]
[OnValueChanged("BaseHandleEditorValueChange")]
[LabelText("Value")]
//
// This is an inspector editable version of the value
//
protected T m_EditorValue;
#endif*/
/// <summary>
/// The reason for the m_ZeroOnExitPlayMode is that it is an Unity Editor only feature and
/// resets the Variable value so that Git does not see a bunch of changes to runtime
/// ScriptableObject Variables
/// </summary>
[SerializeField]
protected bool m_DefaultOnExitPlayMode = false;
private event EventHandler<OnChangeEventArgs> InternalOnChange;
public event EventHandler<OnChangeEventArgs> OnChange
{
add
{
InternalOnChange += value;
}
remove
{
InternalOnChange -= value;
}
}
public class OnChangeEventArgs : EventArgs
{
public T OldValue { get; private set; }
public T NewValue { get; private set; }
public OnChangeEventArgs(T value)
{
OldValue = value;
NewValue = value;
}
public OnChangeEventArgs(T oldValue, T newValue)
{
OldValue = oldValue;
NewValue = newValue;
}
}
protected virtual T DefaultValue
{
get => default;
}
public virtual T Value
{
get
{
return m_Value;
}
set
{
T oldValue = m_Value;
m_Value = value;
/*#if UNITY_EDITOR
m_EditorValue = m_Value;
#endif*/
BaseHandleValueChange();
InternalOnChange?.Invoke(this, new OnChangeEventArgs(oldValue, m_Value));
}
}
[Button]
public void ForceOnChange()
{
InternalOnChange?.Invoke(this, new OnChangeEventArgs(m_Value));
}
public override TValue GetValue<TValue>()
{
var value = Value;
if (value is TValue theValue)
{
return theValue;
}
return default;
}
public override object GetValueUntyped()
{
return Value;
}
public override void SetValueUntyped(object value)
{
if (value is T theValue)
{
Value = theValue;
}
}
public void MonitoredValueChanged(T value, T _)
{
Value = value;
}
protected virtual void OnEnable()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += HandlePlayModeStateChange;
#endif
}
protected virtual void OnDisable()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged -= HandlePlayModeStateChange;
#endif
}
#if UNITY_EDITOR
private void HandlePlayModeStateChange(PlayModeStateChange stateChange)
{
bool doDefaultValue = false;
switch (stateChange)
{
case PlayModeStateChange.EnteredEditMode:
break;
case PlayModeStateChange.ExitingEditMode:
break;
case PlayModeStateChange.EnteredPlayMode:
break;
case PlayModeStateChange.ExitingPlayMode:
doDefaultValue = m_DefaultOnExitPlayMode;
break;
}
if (doDefaultValue)
{
var defaultValue = DefaultValue;
//Undo.RecordObject(this, $"{name}: Clearing list");
m_Value = defaultValue;
#if UNITY_EDITOR
// m_EditorValue = m_Value;
#endif
//
// Marking this dirty so Unity sees the value is its default value
// JJA: Doing this means the user has to manually save otherwise the Dirty flag carries over to the next time
// Play is hit, causing it to save with the value it has after entering play mode (ie the runtime, not default value).
// Bottom line: There is no need to set this dirty, as play mode changes aren't saved and by changing it back to default on exit we already avoid any chance of a runtime value being saved later
// EditorUtility.SetDirty(this);
}
AdditionalHandlePlayModeStateChange(stateChange);
}
/// <summary>
/// Do any additional changes needed when changing PlayMode.
/// NOTE: any override must be surrounded by #if UNITY_EDITOR as it is Editor only.
/// </summary>
/// <param name="stateChange"></param>
protected virtual void AdditionalHandlePlayModeStateChange(PlayModeStateChange stateChange)
{
}
#endif
#if UNITY_EDITOR
[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Odin")]
private void BaseHandleEditorValueChange()
{
HandleEditorValueChange();
//
// Marking this dirty so Unity sees the value change
//
EditorUtility.SetDirty(this);
}
protected virtual void HandleEditorValueChange()
{
//Value = m_EditorValue;
}
// [BoxGroup("Debug/Listeners")]
// [HideIf("@this.m_InspectorValueListeners == null || this.m_InspectorValueListeners.Count == 0")]
// [Button("Log Listeners")]
private void LogListListeners()
{
var listeners = InternalOnChange?.GetInvocationList();
if (listeners == null)
{
return;
}
StringBuilder builder = new StringBuilder();
foreach (var listener in listeners)
{
builder.AppendLine(string.Format("{0}: listener {1}", name, listener));
}
Debug.Log(builder.ToString());
}
#endif
public override string ToString()
{
if (m_Value == null)
{
return name + " (null)";
}
return name + " (" + m_Value.ToString() + ")";
}
#if UNITY_EDITOR
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
//m_EditorValue = m_Value;
}
#endif
}
}

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guid: 025416d8b9c2cfd47bc2f404a9198e4a
MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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using System;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace RogueUtils.Data
{
public abstract class BaseVariableReference<TVariable, TValue> : SubBaseVariableReference where TVariable : BaseVariable<TValue>
{
//
[Multiline]
[UnityEngine.Serialization.FormerlySerializedAs("description")]
public string m_Description = "";
[SerializeField]
[HideInInspector]
protected TVariable m_Variable;
#if UNITY_EDITOR
//
// This is what appear in the inspector as the variable.
// It is separate so that Inspector changes can go through the this.Value = new variable instance
// code path.
//
//[ShowInInspector]
//[OnValueChanged("BaseHandleEditorVariableChange")]
protected TVariable m_InspectorVariable;
#endif
/// <summary>
/// The reason for the m_ZeroOnExitPlayMode is that it is an Unity Editor only feature and
/// resets the Variable value so that Git does not see a bunch of changes to runtime
/// ScriptableObject Variables
/// </summary>
[SerializeField]
protected bool m_DefaultOnExitPlayMode = false;
private event EventHandler InternalOnVariableChange;
protected event EventHandler<BaseVariable<TValue>.OnChangeEventArgs> InternalOnReferencedValueChange;
protected event EventHandler<BaseVariable<TValue>.OnChangeEventArgs> InternalOnValueChange;
public event EventHandler OnVariableChange
{
// Not thread safe.
// Will add tracking of subscribers
add
{
InternalOnVariableChange += value;
}
remove
{
InternalOnVariableChange -= value;
}
}
public event EventHandler<BaseVariable<TValue>.OnChangeEventArgs> OnReferencedValueChange
{
// Not thread safe.
// Will add tracking of subscribers
add
{
InternalOnReferencedValueChange += value;
}
remove
{
InternalOnReferencedValueChange -= value;
}
}
public event EventHandler<BaseVariable<TValue>.OnChangeEventArgs> OnValueChange
{
// Not thread safe.
// Will add tracking of subscribers
add
{
InternalOnValueChange += value;
}
remove
{
InternalOnValueChange -= value;
}
}
protected virtual TVariable DefaultVariable
{
get => default;
}
public virtual TVariable Variable
{
get
{
return m_Variable;
}
set
{
if (m_Variable != null)
{
//
// Remove the listeners from the old variable
//
m_Variable.OnChange -= HandleValueChange;
}
m_Variable = value;
#if UNITY_EDITOR
m_InspectorVariable = m_Variable;
#endif
if (m_Variable != null)
{
m_Variable.OnChange += HandleValueChange;
}
TriggerVariableListeners();
//
// This is also a value change
//
if (m_Variable != null)
{
HandleValueChange(m_Variable, new BaseVariable<TValue>.OnChangeEventArgs(m_Variable.Value));
}
else
{
HandleValueChange(m_Variable, new BaseVariable<TValue>.OnChangeEventArgs(default));
}
}
}
public virtual TValue Value
{
get
{
return (m_Variable != null ? m_Variable.Value : default);
}
set
{
if (m_Variable != null)
{
m_Variable.Value = value;
}
}
}
protected virtual void HandleValueChange(object sender, BaseVariable<TValue>.OnChangeEventArgs onChangeEventArgs)
{
SubBaseTriggerValueListeners();
if (m_Variable != null)
{
InternalOnValueChange?.Invoke(m_Variable, onChangeEventArgs);
}
InternalOnReferencedValueChange?.Invoke(this, onChangeEventArgs);
}
protected virtual void OnEnable()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += HandlePlayModeStateChange;
#endif
//
// Listen on the variable value changing.
//
if (m_Variable != null)
{
m_Variable.OnChange += HandleValueChange;
}
}
protected virtual void OnDisable()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged -= HandlePlayModeStateChange;
#endif
//
// Stop listening on the variable value changing.
//
if (m_Variable != null)
{
m_Variable.OnChange -= HandleValueChange;
}
/*#if UNITY_EDITOR
if (m_TestRuntimeVariable != null)
{
RogueUtils.Utils.NiceDestroy(m_TestRuntimeVariable);
m_TestRuntimeVariable = null;
}
#endif*/
}
#if UNITY_EDITOR
private void HandlePlayModeStateChange(PlayModeStateChange stateChange)
{
bool doDefaultVariable = false;
switch (stateChange)
{
case PlayModeStateChange.EnteredEditMode:
break;
case PlayModeStateChange.ExitingEditMode:
break;
case PlayModeStateChange.EnteredPlayMode:
break;
case PlayModeStateChange.ExitingPlayMode:
doDefaultVariable = m_DefaultOnExitPlayMode;
break;
}
if (doDefaultVariable)
{
var defaultVariable = DefaultVariable;
//Undo.RecordObject(this, $"{name}: Clearing list");
m_Variable = defaultVariable;
//
// Marking this dirty so Unity sees the value is its default value
//
EditorUtility.SetDirty(this);
}
}
#endif
public override SubBaseVariable GetVariableUntyped()
{
return Variable;
}
public override void SetVariableUntyped(SubBaseVariable variable)
{
if (variable is TVariable theVariable)
{
Variable = theVariable;
}
}
public override T GetValue<T>()
{
var variable = Variable;
if (variable != null)
{
var value = variable.Value;
if (value is T theValue)
{
return theValue;
}
}
return default;
}
public override object GetValueUntyped()
{
var variable = Variable;
if (variable != null)
{
return variable.Value;
}
return default;
}
public override void SetValueUntyped(object value)
{
var variable = Variable;
if (variable != null)
{
if (value is TValue theValue)
{
variable.Value = theValue;
}
}
}
public override void TriggerVariableListeners()
{
InternalOnVariableChange?.Invoke(this, EventArgs.Empty);
base.SubBaseTriggerVariableListeners();
}
#if UNITY_EDITOR
[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Odin")]
private void BaseHandleEditorVariableChange()
{
Variable = m_InspectorVariable;
}
//[FoldoutGroup("Debug", Order = 200)]
//[BoxGroup("Debug/Runtime")]
//[ShowInInspector]
//[ReadOnly]
private TVariable m_TestRuntimeVariable;
//[BoxGroup("Debug/Runtime")]
//[Button("Set to runtime variable instance")]
//[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Odin")]
private void SetToRuntimeInstance()
{
if (m_TestRuntimeVariable == null)
{
m_TestRuntimeVariable = ScriptableObject.CreateInstance<TVariable>();
}
Variable = m_TestRuntimeVariable;
}
#endif
}
}

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54
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using UnityEngine;
public class CheckOutlines : MonoBehaviour
{
[SerializeField] private Camera cam;
[SerializeField] private float rayDistance = 100f;
Outline2 outline;
void Start()
{
if (cam == null)
cam = Camera.main;
}
void Update()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, rayDistance))
{
var outlineTemp = hit.collider.GetComponentInChildren<Outline2>(true);
if (outlineTemp != null)
{
if (outline != outlineTemp)
{
if (outline != null)
outline.Alpha = 0; // Reset previous outline
outline = outlineTemp;
outline.Alpha = 1;
Debug.Log("Detected object with outline: " + hit.collider.name);
}
}
else
{
if (outline != null)
{
outline.Alpha = 0;
outline = null;
}
}
}
else
{
// Raycast hit nothing <20> reset outline
if (outline != null)
{
outline.Alpha = 0;
outline = null;
}
}
}
}

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10
Assets/ColorVariable.cs Normal file
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using UnityEngine;
namespace RogueUtils.Data
{
[CreateAssetMenu(fileName = "New ColorVariable", menuName = "Golems/Variable/Color")]
public class ColorVariable : BaseVariable<Color>
{
}
}

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8
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