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Question by MannoBult · Oct 14, 2017 at 04:43 PM · editor-scriptingcustom editoreditorguilayouttoggle button

Update custom editor based on choosen options

Hi all,

I'm stuck on getting a custom editor set up. My goal is to have a selection of properties (of components) editable at runtime by means of the UI elements. The runtime UI should be generated by a separate game object present in the scene. To achieve this I try the following:

  • Candidate properties are tagged by an attribute (in the code)

  • The game object with those properties is dragged into a field in the inspector for the game object that should generate the run time UI

  • That runtime UI generator has a custom editor that retrieves a list of components present on the item to configure

  • The editor shows a popup to allow selection of a single component of that list

  • Once a component is selected, I want to have check boxes (toggles) to select the tagged properties to configure

  • Runtime it should then display, for instance, a UI.Slider (values based on another custom attribute) which sets the value of the connected property.

The first four steps work OK, but I cannot figure out the following:

  1. get the custom editor to display toggles for the properties of the selected component (see code below)

  2. I think I should be able to store PropertyInfo's with a bool in a dictionary or something (Haven't gotten to that point yet) to store the selection made on the toggles.

Does anyone have any ideas, esp. on issue 1?

Thanks in advance, Manno

  // works as expected
         bool test = EditorGUILayout.Toggle("test", true, null);
 
         // appears OK
         _choiceIndex = EditorGUILayout.Popup("Components", someClass.ComponentIndex, componentNames);
 
         // runs as expected
         if(_choiceIndex != someClass.ComponentIndex) {
             Debug.Log(string.Format("Now selected: {0}", behaviours[_choiceIndex]));
 
             PropertyInfo[] pi = behaviours[_choiceIndex].GetProperties();
 
             foreach (var item in pi)
             {
                 if(item.GetCustomAttributes(typeof(PeekableProperty), false).Length != 0)
                 {
                     // both run OK
                     Debug.Log("- property name: " + item.Name);
                     item.SetValue(behaviours[_choiceIndex], 2, null);
 
                     // does not appear...
                     bool fieldSelected = EditorGUILayout.Toggle(item.Name, true, null);
                 }
             }
 
             someClass.ComponentIndex = _choiceIndex;
             EditorUtility.SetDirty(target);
         }

 












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