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

56 lines
1.6 KiB
C#

using UnityEngine;
namespace NaughtyAttributes.Test
{
public class ShowIfTest : MonoBehaviour
{
public bool show1;
public bool show2;
[ShowIf(EConditionOperator.And, "show1", "show2")]
[ReorderableList]
public int[] showIfAll;
[ShowIf(EConditionOperator.Or, "show1", "show2")]
[ReorderableList]
public int[] showIfAny;
public ShowIfNest1 nest1;
}
[System.Serializable]
public class ShowIfNest1
{
public bool show1;
public bool show2;
public bool Show1 { get { return show1; } }
public bool Show2 { get { return show2; } }
[ShowIf(EConditionOperator.And, "Show1", "Show2")]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int showIfAll;
[ShowIf(EConditionOperator.Or, "Show1", "Show2")]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int showIfAny;
public ShowIfNest2 nest2;
}
[System.Serializable]
public class ShowIfNest2
{
public bool show1;
public bool show2;
public bool GetShow1() { return show1; }
public bool GetShow2() { return show2; }
[ShowIf(EConditionOperator.And, "GetShow1", "GetShow2")]
[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
public Vector2 showIfAll = new Vector2(0.25f, 0.75f);
[ShowIf(EConditionOperator.Or, "GetShow1", "GetShow2")]
[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
public Vector2 showIfAny = new Vector2(0.25f, 0.75f);
}
}