dug_deep/Assets/NaughtyAttributes/Scripts/Test/HideIfTest.cs

56 lines
1.6 KiB
C#

using UnityEngine;
namespace NaughtyAttributes.Test
{
public class HideIfTest : MonoBehaviour
{
public bool hide1;
public bool hide2;
[HideIf(EConditionOperator.And, "hide1", "hide2")]
[ReorderableList]
public int[] hideIfAll;
[HideIf(EConditionOperator.Or, "hide1", "hide2")]
[ReorderableList]
public int[] hideIfAny;
public HideIfNest1 nest1;
}
[System.Serializable]
public class HideIfNest1
{
public bool hide1;
public bool hide2;
public bool Hide1 { get { return hide1; } }
public bool Hide2 { get { return hide2; } }
[HideIf(EConditionOperator.And, "Hide1", "Hide2")]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int hideIfAll;
[HideIf(EConditionOperator.Or, "Hide1", "Hide2")]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int hideIfAny;
public HideIfNest2 nest2;
}
[System.Serializable]
public class HideIfNest2
{
public bool hide1;
public bool hide2;
public bool GetHide1() { return hide1; }
public bool GetHide2() { return hide2; }
[HideIf(EConditionOperator.And, "GetHide1", "GetHide2")]
[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
public Vector2 hideIfAll = new Vector2(0.25f, 0.75f);
[HideIf(EConditionOperator.Or, "GetHide1", "GetHide2")]
[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
public Vector2 hideIfAny = new Vector2(0.25f, 0.75f);
}
}