# NaughtyAttributes [![Unity 2019.4+](https://img.shields.io/badge/unity-2019.4%2B-blue.svg)](https://unity3d.com/get-unity/download) [![openupm](https://img.shields.io/npm/v/com.dbrizov.naughtyattributes?label=openupm®istry_uri=https://package.openupm.com)](https://openupm.com/packages/com.dbrizov.naughtyattributes/) [![License: MIT](https://img.shields.io/badge/License-MIT-brightgreen.svg)](https://github.com/dbrizov/NaughtyAttributes/blob/master/LICENSE) 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. Most of the attributes are implemented using Unity's `CustomPropertyDrawer`, so they will work in your custom editors. The attributes that won't work in your custom editors are the meta attributes and some drawer attributes such as `ReorderableList`, `Button`, `ShowNonSerializedField` and `ShowNativeProperty`. If you want all of the attributes to work in your custom editors, however, you must inherit from `NaughtyInspector` and use the `NaughtyEditorGUI.PropertyField_Layout` function instead of `EditorGUILayout.PropertyField`. ## System Requirements Unity **2019.4** or later versions. Don't forget to include the NaughtyAttributes namespace. ## Installation 1. The package is available on the [openupm registry](https://openupm.com). You can install it via [openupm-cli](https://github.com/openupm/openupm-cli). ``` openupm add com.dbrizov.naughtyattributes ``` 2. You can also install via git url by adding this entry in your **manifest.json** ``` "com.dbrizov.naughtyattributes": "https://github.com/dbrizov/NaughtyAttributes.git#upm" ``` 3. You can also download it from the [Asset Store](https://assetstore.unity.com/packages/tools/utilities/naughtyattributes-129996) ## Documentation - [Documentation](https://dbrizov.github.io/na-docs/) - [Documentation Repo](https://github.com/dbrizov/na-docs) ## Support NaughtyAttributes is an open-source project that I am developing in my free time. If you like it you can support me by donating. - [PayPal](https://paypal.me/dbrizov) - [Buy Me A Coffee](https://www.buymeacoffee.com/dbrizov) # Overview ## Special Attributes ### AllowNesting This attribute must be used in some cases when you want meta attributes to work inside serializable nested structs or classes. You can check in which cases you need to use it [here](https://dbrizov.github.io/na-docs/attributes/special_attributes/allow_nesting.html). ```csharp public class NaughtyComponent : MonoBehaviour { public MyStruct myStruct; } [System.Serializable] public struct MyStruct { public bool enableFlag; [EnableIf("enableFlag")] [AllowNesting] // Because it's nested we need to explicitly allow nesting public int integer; } ``` ## 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. ### AnimatorParam Select an Animator paramater via dropdown interface. ```csharp public class NaughtyComponent : MonoBehaviour { public Animator someAnimator; [AnimatorParam("someAnimator")] public int paramHash; [AnimatorParam("someAnimator")] public string paramName; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/AnimatorParam_Inspector.png) ### 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. ```csharp public class NaughtyComponent : MonoBehaviour { [Button] private void MethodOne() { } [Button("Button Text")] private void MethodTwo() { } } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/Button_Inspector.png) ### CurveRange Set bounds and modify curve color for AnimationCurves ```csharp public class NaughtyComponent : MonoBehaviour { [CurveRange(-1, -1, 1, 1)] public AnimationCurve curve; [CurveRange(EColor.Orange)] public AnimationCurve curve1; [CurveRange(0, 0, 5, 5, EColor.Red)] public AnimationCurve curve2; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/CurveRange_Inspector.png) ### Dropdown Provides an interface for dropdown value selection. ```csharp public class NaughtyComponent : MonoBehaviour { [Dropdown("intValues")] public int intValue; [Dropdown("StringValues")] public string stringValue; [Dropdown("GetVectorValues")] public Vector3 vectorValue; private int[] intValues = new int[] { 1, 2, 3, 4, 5 }; private List StringValues { get { return new List() { "A", "B", "C", "D", "E" }; } } private DropdownList GetVectorValues() { return new DropdownList() { { "Right", Vector3.right }, { "Left", Vector3.left }, { "Up", Vector3.up }, { "Down", Vector3.down }, { "Forward", Vector3.forward }, { "Back", Vector3.back } }; } } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/Dropdown_Inspector.gif) ### EnumFlags Provides dropdown interface for setting enum flags. ```csharp public enum Direction { None = 0, Right = 1 << 0, Left = 1 << 1, Up = 1 << 2, Down = 1 << 3 } public class NaughtyComponent : MonoBehaviour { [EnumFlags] public Direction flags; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/EnumFlags_Inspector.png) ### Expandable Make scriptable objects expandable. ```csharp public class NaughtyComponent : MonoBehaviour { [Expandable] public ScriptableObject scriptableObject; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/Expandable_Inspector.png) ### HorizontalLine ```csharp public class NaughtyComponent : MonoBehaviour { [HorizontalLine(color: EColor.Red)] public int red; [HorizontalLine(color: EColor.Green)] public int green; [HorizontalLine(color: EColor.Blue)] public int blue; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/HorizontalLine_Inspector.png) ### InfoBox Used for providing additional information. ```csharp public class NaughtyComponent : MonoBehaviour { [InfoBox("This is my int", EInfoBoxType.Normal)] public int myInt; [InfoBox("This is my float", EInfoBoxType.Warning)] public float myFloat; [InfoBox("This is my vector", EInfoBoxType.Error)] public Vector3 myVector; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/InfoBox_Inspector.png) ### InputAxis Select an input axis via dropdown interface. ```csharp public class NaughtyComponent : MonoBehaviour { [InputAxis] public string inputAxis; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/InputAxis_Inspector.png) ### Layer Select a layer via dropdown interface. ```csharp public class NaughtyComponent : MonoBehaviour { [Layer] public string layerName; [Layer] public int layerIndex; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/Layer_Inspector.png) ### 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. ```csharp public class NaughtyComponent : MonoBehaviour { [MinMaxSlider(0.0f, 100.0f)] public Vector2 minMaxSlider; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/MinMaxSlider_Inspector.png) ### ProgressBar ```csharp public class NaughtyComponent : MonoBehaviour { [ProgressBar("Health", 300, EColor.Red)] public int health = 250; [ProgressBar("Mana", 100, EColor.Blue)] public int mana = 25; [ProgressBar("Stamina", 200, EColor.Green)] public int stamina = 150; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/ProgressBar_Inspector.png) ### ReorderableList Provides array type fields with an interface for easy reordering of elements. ```csharp public class NaughtyComponent : MonoBehaviour { [ReorderableList] public int[] intArray; [ReorderableList] public List floatArray; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/ReorderableList_Inspector.gif) ### 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. ```csharp public class NaughtyComponent : MonoBehaviour { [ResizableTextArea] public string resizableTextArea; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/ResizableTextArea_Inspector.gif) ### Scene Select a scene from the build settings via dropdown interface. ```csharp public class NaughtyComponent : MonoBehaviour { [Scene] public string bootScene; // scene name [Scene] public int tutorialScene; // scene index } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/Scene_Inspector.png) ### ShowAssetPreview Shows the texture preview of a given asset (Sprite, Prefab...). ```csharp public class NaughtyComponent : MonoBehaviour { [ShowAssetPreview] public Sprite sprite; [ShowAssetPreview(128, 128)] public GameObject prefab; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/ShowAssetPreview_Inspector.png) ### 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)**. ```csharp public class NaughtyComponent : MonoBehaviour { public List transforms; [ShowNativeProperty] public int TransformsCount => transforms.Count; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/ShowNativeProperty_Inspector.png) ### ShowNonSerializedField Shows non-serialized fields in the inspector. All non-serialized fields are displayed at the bottom 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)**. ```csharp public class NaughtyComponent : MonoBehaviour { [ShowNonSerializedField] private int myInt = 10; [ShowNonSerializedField] private const float PI = 3.14159f; [ShowNonSerializedField] private static readonly Vector3 CONST_VECTOR = Vector3.one; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/ShowNonSerializedField_Inspector.png) ### SortingLayer Select a sorting layer via dropdown interface. ```csharp public class NaughtyComponent : MonoBehaviour { [SortingLayer] public string layerName; [SortingLayer] public int layerId; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/SortingLayer_Inspector.png) ### Tag Select a tag via dropdown interface. ```csharp public class NaughtyComponent : MonoBehaviour { [Tag] public string tagField; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/Tag_Inspector.png) ## Meta Attributes Give the fields meta data. A field can have more than one meta attributes. ### BoxGroup Surrounds grouped fields with a box. ```csharp public class NaughtyComponent : MonoBehaviour { [BoxGroup("Integers")] public int firstInt; [BoxGroup("Integers")] public int secondInt; [BoxGroup("Floats")] public float firstFloat; [BoxGroup("Floats")] public float secondFloat; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/BoxGroup_Inspector.png) ### Foldout Makes a foldout group. ```csharp public class NaughtyComponent : MonoBehaviour { [Foldout("Integers")] public int firstInt; [Foldout("Integers")] public int secondInt; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/Foldout_Inspector.gif) ### EnableIf / DisableIf ```csharp public class NaughtyComponent : MonoBehaviour { public bool enableMyInt; [EnableIf("enableMyInt")] public int myInt; [EnableIf("Enabled")] public float myFloat; [EnableIf("NotEnabled")] public Vector3 myVector; public bool Enabled() { return true; } public bool NotEnabled => false; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/EnableIf_Inspector.gif) You can have more than one condition. ```csharp public class NaughtyComponent : MonoBehaviour { public bool flag0; public bool flag1; [EnableIf(EConditionOperator.And, "flag0", "flag1")] public int enabledIfAll; [EnableIf(EConditionOperator.Or, "flag0", "flag1")] public int enabledIfAny; } ``` ### ShowIf / HideIf ```csharp public class NaughtyComponent : MonoBehaviour { public bool showInt; [ShowIf("showInt")] public int myInt; [ShowIf("AlwaysShow")] public float myFloat; [ShowIf("NeverShow")] public Vector3 myVector; public bool AlwaysShow() { return true; } public bool NeverShow => false; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/ShowIf_Inspector.gif) You can have more than one condition. ```csharp public class NaughtyComponent : MonoBehaviour { public bool flag0; public bool flag1; [ShowIf(EConditionOperator.And, "flag0", "flag1")] public int showIfAll; [ShowIf(EConditionOperator.Or, "flag0", "flag1")] public int showIfAny; } ``` ### Label Override default field label. ```csharp public class NaughtyComponent : MonoBehaviour { [Label("Short Name")] public string veryVeryLongName; [Label("RGB")] public Vector3 vectorXYZ; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/Label_Inspector.png) ### 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. ```csharp public class NaughtyComponent : MonoBehaviour { [OnValueChanged("OnValueChangedCallback")] public int myInt; private void OnValueChangedCallback() { Debug.Log(myInt); } } ``` ### ReadOnly Make a field read only. ```csharp public class NaughtyComponent : MonoBehaviour { [ReadOnly] public Vector3 forwardVector = Vector3.forward; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/ReadOnly_Inspector.png) ## Validator Attributes Used for validating the fields. A field can have infinite number of validator attributes. ### MinValue / MaxValue Clamps integer and float fields. ```csharp public class NaughtyComponent : MonoBehaviour { [MinValue(0), MaxValue(10)] public int myInt; [MinValue(0.0f)] public float myFloat; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/MinValueMaxValue_Inspector.gif) ### Required Used to remind the developer that a given reference type field is required. ```csharp public class NaughtyComponent : MonoBehaviour { [Required] public Transform myTransform; [Required("Custom required text")] public GameObject myGameObject; } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/Required_Inspector.png) ### ValidateInput The most powerful ValidatorAttribute. ```csharp public class _NaughtyComponent : MonoBehaviour { [ValidateInput("IsNotNull")] public Transform myTransform; [ValidateInput("IsGreaterThanZero", "myInteger must be greater than zero")] public int myInt; private bool IsNotNull(Transform tr) { return tr != null; } private bool IsGreaterThanZero(int value) { return value > 0; } } ``` ![inspector](https://github.com/dbrizov/NaughtyAttributes/blob/master/Assets/NaughtyAttributes/Documentation~/ValidateInput_Inspector.png)