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A NaughtyAttributes Fork

A NaughtyAttributes fork that is converted to Unity Package format and provides new attributes as well as separating out Enable Attributes so they can be used separately to Drawer Attributes.

Original Readme

NaughtyAttributes

NaughtyAttributes is an extension for the Unity Inspector.

It expands the range of attributes that Unity provides so that you can create powerful inspectors without the need of custom editors or property drawers. It also provides attributes that can be applied to non-serialized fields or functions.

It is implemented by replacing the default Unity Inspector. This means that if you have any custom editors, NaughtyAttributes will not work with them. All of your custom editors and property drawers are not affected in any way.

System Requirements

Unity 2017.1.0 or later versions. Feel free to try older version. Don't forget to include the NaughtyAttributes namespace.

Drawer Attributes

Provide special draw options to serialized fields. A field can have only one DrawerAttribute. If a field has more than one, only the bottom one will be used.

Slider

The same as Unity's Range attribute. There is no difference between the two, you can use whatever you like, I just wanted to support a custom slider attribute.

code

inspector

MinMaxSlider

A double slider. The min value is saved to the X property, and the max value is saved to the Y property of a Vector2 field.

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inspector

ReorderableList

Provides array type fields with an interface for easy reordering of elements.

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inspector

Button

A method can be marked as a button. A button appears in the inspector and executes the method if clicked. Works both with instance and static methods.

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inspector

Dropdown

Provides an interface for dropdown value selection.

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inspector

ResizableTextArea

A resizable text area where you can see the whole text. Unlike Unity's Multiline and TextArea attributes where you can see only 3 rows of a given text, and in order to see it or modify it you have to manually scroll down to the desired row.

code

inspector

ShowNonSerializedField

Shows non-serialized fields in the inspector. All non-serialized fields are displayed at the botton of the inspector before the method buttons. Keep in mind that if you change a non-static non-serialized field in the code - the value in the inspector will be updated after you press Play in the editor. There is no such issue with static non-serialized fields because their values are updated at compile time. It supports only certain types (bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object).

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inspector

ShowNativeProperty

Shows native C# properties in the inspector. All native properties are displayed at the bottom of the inspector after the non-serialized fields and before the method buttons. It supports only certain types (bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object).

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inspector

ReadOnly

Makes a field read only.

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inspector

EnableIf / DisableIf

Thanks to Chris Lewis

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inspector

ShowAssetPreview

Shows the texture preview of a given asset (Sprite, Prefab...)

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inspector

ProgressBar

Thanks to Shinao

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inspector

DrawCondition Attributes

Can be used to specify when a given serialized field is visible, and when not. A field can have only one DrawConditionAttribute.

ShowIf / HideIf

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inspector

Group Attributes

Serialized fields can be grouped in different groups. A field can have only one GroupAttribute. If a field has more than one, only the bottom one will be used.

BoxGroup

Surrounds grouped fields with a box.

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inspector

Validator Attributes

Used for validating the fields. A field can have infinite number of validator attributes.

MinValue / MaxValue

Clamps integer and float fields.

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inspector

Required

Used to remind the developer that a given reference type field is required.

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inspector

ValidateInput

The most powerful ValidatorAttribute.

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inspector

Meta Attributes

Give the fields meta data. A field can have infinite number of meta attributes.

InfoBox

Used for providing additional information.

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inspector

OnValueChanged

Detects a value change and executes a callback. Keep in mind that the event is detected only when the value is changed from the inspector. If you want a runtime event, you should probably use an event/delegate and subscribe to it.

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How to create your own attributes

Lets say you want to implement your own [ReadOnly] attribute.

First you have to create a ReadOnlyAttribute class

[AttributeUsage(AttributeTargets.Field, AllowMultiple = false, Inherited = true)]
public class ReadOnlyAttribute : DrawerAttribute
{
}

Then you need to create a drawer for that attribute

[PropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyPropertyDrawer : PropertyDrawer
{
	public override void DrawProperty(SerializedProperty property)
	{
		GUI.enabled = false;
		EditorGUILayout.PropertyField(property, true);
		GUI.enabled = true;
	}
}

Last, in order for the editor to recognize the drawer for this attribute, you have to press the Tools/NaughtyAttributes/Update Attributes Database menu item in the editor.

License

MIT License

Copyright (c) 2017 Denis Rizov

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.