using UnityEngine; namespace NaughtyAttributes.Test { public class DisableIfTest : MonoBehaviour { public bool disable1; public bool disable2; [DisableIf(EConditionOperator.And, "disable1", "disable2")] [ReorderableList] public int[] disableIfAll; [DisableIf(EConditionOperator.Or, "disable1", "disable2")] [ReorderableList] public int[] disableIfAny; public DisableIfNest1 nest1; } [System.Serializable] public class DisableIfNest1 { public bool disable1; public bool disable2; public bool Disable1 { get { return disable1; } } public bool Disable2 { get { return disable2; } } [DisableIf(EConditionOperator.And, "Disable1", "Disable2")] [AllowNesting] // Because it's nested we need to explicitly allow nesting public int disableIfAll = 1; [DisableIf(EConditionOperator.Or, "Disable1", "Disable2")] [AllowNesting] // Because it's nested we need to explicitly allow nesting public int disableIfAny = 2; public DisableIfNest2 nest2; } [System.Serializable] public class DisableIfNest2 { public bool disable1; public bool disable2; public bool GetDisable1() { return disable1; } public bool GetDisable2() { return disable2; } [DisableIf(EConditionOperator.And, "GetDisable1", "GetDisable2")] [MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer public Vector2 enableIfAll = new Vector2(0.25f, 0.75f); [DisableIf(EConditionOperator.Or, "GetDisable1", "GetDisable2")] [MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer public Vector2 enableIfAny = new Vector2(0.25f, 0.75f); } }