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Question by y4n3k · Apr 18, 2018 at 07:53 AM · c#scriptable object

Custom Inspector for Scriptable Object with multi dimensional array

Hi Everyone, I'm trying to make custom inspector for my scriptable object, to group same indexes of different arrays together: alt text

Following a Unity Tutorial, I was able to get to the point where I have them in group. But I've encountered 2 issues: alt text

#1: I've hard coded number 4 in the Editor script. Can't figure out how to expand amount of Item slots in arrays based on howManyItems variable.

#2: I have array of class which contains two additional arrays. In default inspector this is expandable (screen1), but with custom arrow doesn't show what is under it (screen2).

Below my code: Scriptable Object, (I am creating scriptable object from added Assets menu):

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [CreateAssetMenu(fileName = "CraftingMachine", menuName = "FFYourLife/Crafting/CraftingMachine", order = 4)]
 public class CraftingMachine : ScriptableObject {
     public int howManyItems;
     public string machineType;
     public Item[] possibleObjectsToCreate;
     public int[] levelOfMachineToCreateThisObject;
     public MaterialsArray[] neededMaterials;
 }
 
 [System.Serializable]
 public class MaterialsArray {
     public Item[] groupOfMaterials;
     public int[] quantityPerItemInGroup;
 }



Custom Editor code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEditor;
 
 [CustomEditor(typeof(CraftingMachine))]
 [CanEditMultipleObjects]
 public class CraftingMachineEditor : Editor {
 
     private SerializedProperty howManyItemsProperty;
     private SerializedProperty machineTypeProperty;
     private SerializedProperty possibleObjectsToCreateProperty;
     private SerializedProperty levelOfMachineToCreateThisObjectProperty;
     private SerializedProperty neededMaterialsProperty;
 
     private bool[] showMaterialSlots = new bool[4];
 
     private const string craftingMachinePropHowManyItemsName = "howManyItems";
     private const string craftingMachinePropMachineTypeName = "machineType";
     private const string craftingMachinePropPossibleObjectsToCreateName = "possibleObjectsToCreate";
     private const string craftingMachinePropLevelOfMachineToCreateThisObjectName = "levelOfMachineToCreateThisObject";
     private const string craftingMachinePropNeededMaterialsName = "neededMaterials";
 
     private void OnEnable() {
         howManyItemsProperty = serializedObject.FindProperty(craftingMachinePropHowManyItemsName);
         machineTypeProperty = serializedObject.FindProperty(craftingMachinePropMachineTypeName);
         possibleObjectsToCreateProperty = serializedObject.FindProperty(craftingMachinePropPossibleObjectsToCreateName);
         levelOfMachineToCreateThisObjectProperty = serializedObject.FindProperty(craftingMachinePropLevelOfMachineToCreateThisObjectName);
         neededMaterialsProperty = serializedObject.FindProperty(craftingMachinePropNeededMaterialsName);
     }
 
     public override void OnInspectorGUI() {
         serializedObject.Update();
 
         EditorGUILayout.PropertyField(howManyItemsProperty);
         EditorGUILayout.PropertyField(machineTypeProperty);
 
         for (int i = 0; i < 4; i++) {
             NewMaterialSlotGUI(i);
         }
 
         serializedObject.ApplyModifiedProperties();
     }
 
     private void NewMaterialSlotGUI(int index) {
         EditorGUILayout.BeginVertical(GUI.skin.box);
 
           showMaterialSlots[index] = EditorGUILayout.Foldout(showMaterialSlots[index], "Item slot " + index);
           if (showMaterialSlots[index]) {
             EditorGUILayout.PropertyField(possibleObjectsToCreateProperty.GetArrayElementAtIndex(index));
             EditorGUILayout.PropertyField(levelOfMachineToCreateThisObjectProperty.GetArrayElementAtIndex(index));
             EditorGUILayout.PropertyField(neededMaterialsProperty.GetArrayElementAtIndex(index));
 
        }
         EditorGUILayout.EndVertical();
 
     }
 }


How can I customize the code to show what I expect? I'm trying to change it for 2 days without any luck.

custom-inspector-issue.jpg (108.9 kB)
custome-editor-expected.jpg (64.1 kB)
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