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Question by idbrii · Feb 21, 2018 at 11:18 PM · editor-scriptingpropertydrawer

Create an Attribute that references another property

I want to make a variable with a custom editor that's dependent on the value of another variable.

Simplified example:

 public class IndexInStringBehaviour : MonoBehaviour
 {
     [IndexInString("Content")] public int Index;
     public string Content;
 }

Enumerate the letters in Content in a dropdown, let the user pick one from a list, and then be able to extract it at runtime (I don't expect Content to change at runtime).

This pattern would be useful for a list of child transforms of a GameObject or other data within my data.

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Answer by idbrii · Feb 21, 2018 at 11:18 PM

With the following code, you can extract the selected letter like so:

 var c = IndexInStringAttribute.GetLetter(Content, Index);

Put this script in a file outside of Editor (it's referenced by your runtime code via the attribute).

 using UnityEngine;

 #if UNITY_EDITOR
 using System.Collections.Generic;
 using System.Collections;
 using System.Linq;
 using System.Reflection;
 using System;
 using UnityEditor;
 #endif

 namespace Me.Inspector {

     public class IndexInStringAttribute : PropertyAttribute {
         // Name of the container to reference.
         public string ContentVar;
         public IndexInStringAttribute(string ContentVar) {
             this.ContentVar = ContentVar;
         }

         // Convert from the int decorated with IndexInString to the
         // selected child.
         public static char GetLetter(string container, int letter_index) {
             return container[letter_index];
         }
     }

 #if UNITY_EDITOR
     [CustomPropertyDrawer(typeof(IndexInStringAttribute))]
     public class IndexInStringDrawer : PropertyDrawer {
         public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
             var content_var = (attribute as IndexInStringAttribute).ContentVar;
             EditorGUI.BeginProperty(position, label, property);
             {
                 // Try to find container as sibling variable.
                 SerializedProperty container_prop = property.serializedObject.FindProperty(content_var);
                 if (container_prop == null) {
                     // serializedObject might be an array. Swap our name with
                     // container and try again.
                     var container_path = property.propertyPath.Replace(property.name, content_var);
                     container_prop = property.serializedObject.FindProperty(container_path);
                 }
                 if (container_prop != null) {
                     // TODO: handle container_prop.hasMultipleDifferentValues
                     var container = container_prop.stringValue; // use objectReferenceValue for Serializable objects
                     // Here you'd do whatever you want with the container
                     // value. Let's make a popup of its contents.
                     var letters = new string[] {};
                     if (container != null) {
                         // Popup entries must be unique so include index
                         letters = container.ToCharArray().Select((c, i) => string.Format("{0} - {1}", i, c)).ToArray();
                     }
                     property.intValue = EditorGUI.Popup(position, property.displayName, property.intValue, letters);
                 }
                 else
                 {
                     // Fallback when we can't find container property.
                     EditorGUI.PropertyField(position, property);
                 }
             }
             EditorGUI.EndProperty();
         }
     }
 #endif
 }


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