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Question by Karsnen_2 · Jul 18, 2013 at 03:37 PM · c#inspectorserialization

How to control the exposure of public variables in the inspector pane based on a value of another variable?

Hello,

Let's say that I have enums.

     public enum StoryUIButton
     {
         Music, 
         SoundEffects, 
         PauseAndResume,
         Continue, 
         Restart,
         MainMenu,
         NextLevel,
     };
     public StoryUIButton ThisStoryButtonIsFor;


Now based upon the value I select for "ThisStoryButtonIsFor" in the inspector, I want to expose a certain set of variables?

  // If is a Music Button, this should be exposed, else hide in the inspector pane
      public UISprite EnabledSprite, DisabledSprite;
     
  // If it is a PauseAndResume button -> this variable should be exposed, else hide in the inspector pane
       public Transform MultiplierLabel, ScoreLabel, BaseHUD;
         
  // If it is a Continue button -> this variable should be exposed, else hide in the inspector pane.
        public Transform [] HUDWings = new Transform [3];
     

Is it possible? If so how?

Thank you and your help is always appreciated.

Karsnen

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avatar image PAEvenson · Jul 18, 2013 at 04:09 PM 1
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take a look at extending the editor - http://docs.unity3d.com/Documentation/Components/gui-ExtendingEditor.html

You can expose what ever variables you want, and add logic as well...

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Answer by perchik · Jul 18, 2013 at 04:05 PM

The short answer is that you're going to want to look at a Editor script, particularly custom editors. You can use an EnumPopup to handle the enum and then draw editor fields based on what is selected. I have an example I can dig up for you, but this should get you started in the right direction.

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