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Question by Trentity · Jan 10, 2017 at 02:16 PM · inspectoreditor-scriptingeventsystemfoldout

Inspector foldout with inheritance

I'm a complete n00b when it comes to editor scripting, and I have something I want to achieve, but not sure if it's possible, nor where to start. I have multiple classes that have multiple levels of inheritance. At each level I am using UnityEvents to provide callbacks in the inspector. Example:

 public class Weapon
 {
    public bool isEquiped = false;
    public UnityEvent OnEquipCallback;
 
    public void Equip()
    {
       OnEquipCallback.Invoke();
    }
 }
 
 
 public class Gun:Weapon
 {
    public UnityEvent OnFireCallback;
    public int ammo = 100;

    public void Fire()
    {
       OnFireCallback.Invoke();
    }
 }

This works great, but when there are a bunch of other public variables, it gets really messy in the inspector.

  • Is it possible to allow both UnityEvents to appear under one foldout in the inspector?

  • Can a property drawer achieve this?

Ideally I would only have to had an attribute [Callback] above the UnityEvent variable and an editor script would know to group all [Callback]'s under one foldout.

Here's a visual... alt text

unityanswers-callbackfoldoutexample.png (43.3 kB)
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avatar image Trentity · Jan 10, 2017 at 08:51 PM 0
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Okay, after more digging I did end up finding a way to achieve this... buy Advanced Inspector. Haha.

https://www.assetstore.unity3d.com/en/#!/content/18025

It allows for this functionality in the exact manner I was looking for. It's as easy as importing the asset into your project and then in your $$anonymous$$onoBehaviour scripts adding...

 using AdvancedInspector;
 
 public class Gun:Weapon
 {
    [Group("Callbacks")]
    public UnityEvent OnFireCallback;
 
 }

With absolutely no editor scripting required, every public variable tagged with the same group attribute will be added to a foldout, and it works through inheritance. Brilliant!

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