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Question by FireFoundry01 · Feb 04 at 11:47 AM · c#editoreditor-scriptingeditorwindoweditorgui

How to Have a ReoderableList in a Custom Editor Window

I've made two scripts, a custom editor window and a script containing a reoderable list, but I can't put the list in the editor. The problem comes from the fact that the list script inherits from Editor, but the window script inherits from EditorWindow. How would I combine these?

ReoderableList Script:

 using UnityEngine;
 using UnityEditor;
 using UnityEditorInternal;
 
 [CustomEditor(typeof(LevelData))]
 public class LevelDataEditor : Editor {
     private ReorderableList list;
     
     private void OnEnable() {
         list = new ReorderableList(serializedObject, 
                 serializedObject.FindProperty("Waves"), 
                 true, true, true, true);
 
         list.drawElementCallback = 
             (Rect rect, int index, bool isActive, bool isFocused) => {
             var element = list.serializedProperty.GetArrayElementAtIndex(index);
             rect.y += 2;
             EditorGUI.PropertyField(
                 new Rect(rect.x, rect.y, 60, EditorGUIUtility.singleLineHeight),
             element.FindPropertyRelative("Type"), GUIContent.none);
             EditorGUI.PropertyField(
                 new Rect(rect.x + 60, rect.y, rect.width - 60 - 30, EditorGUIUtility.singleLineHeight),
                 element.FindPropertyRelative("Prefab"), GUIContent.none);
             EditorGUI.PropertyField(
                 new Rect(rect.x + rect.width - 30, rect.y, 30, EditorGUIUtility.singleLineHeight),
                 element.FindPropertyRelative("Count"), GUIContent.none);
         };
 
     list.drawHeaderCallback = (Rect rect) => {
     EditorGUI.LabelField(rect, "Monster Waves");
 
     list.onCanRemoveCallback = (ReorderableList l) => {
     return l.count > 1;
 };
 
 list.onRemoveCallback = (ReorderableList l) => {
     if (EditorUtility.DisplayDialog("Warning!", 
         "Are you sure you want to delete the wave?", "Yes", "No")) {
         ReorderableList.defaultBehaviours.DoRemoveButton(l);
     }
 };
 };
     }
     
     public override void OnInspectorGUI() {
         serializedObject.Update();
         list.DoLayoutList();
         serializedObject.ApplyModifiedProperties();
     }
 }

EditorWindow Script:

 using UnityEditor;
 using UnityEngine;
 using UnityEditorInternal;
 
 public class PathCreator : EditorWindow
 {
 
     float ScaleX;
     float ScaleY;
     float OriginX;
     float OriginY;
 
     float smoothingScale = 1f;
 
     bool boundFoldout;
     bool active;
     bool smoothing;
 
     float spacing;
 
     Object m_MainCamera;
 
     Object subject;
 
     private ReorderableList list;
     
     //Location of the editor
     [MenuItem("Window/Path Creator")]
     public static void ShowWindow ()
     {
         GetWindow<PathCreator>("Path Creator");
     }
 
     void OnGUI ()
     {
         //Create ReoderableList
         list = new ReorderableList(serializedObject, serializedObject.FindProperty("Waves"), true, true, true, true);
 
         EditorGUI.indentLevel++;
         
         GUILayout.Label("Custom Camera Path", EditorStyles.boldLabel);
         
         //Active checkbox
         active = EditorGUI.Toggle(new Rect(3, 20, position.width, 20), "Active", active);
        
        //Check if active is true
        if(active)
        {
             smoothing = EditorGUI.Toggle(new Rect(3, 40, position.width, 20), "Edge Smoothing", smoothing);
             
             if (smoothing)
             {
                 EditorGUI.indentLevel++;
                 //Create smoothing slider
                 smoothingScale = EditorGUI.Slider(new Rect(5, 70, 300, 20), "Smoothing", smoothingScale, 1, 100);     
                 spacing = 80f;  
                 EditorGUI.indentLevel--;         
             }
             else
             {
                 spacing = 45f;
             }
 
             //Space accordingly
             EditorGUILayout.Space(spacing);
             
             //Create an empty field for Main Camera and Subject
             m_MainCamera = EditorGUILayout.ObjectField("Main Camera", m_MainCamera, typeof(Camera), true);
             subject = EditorGUILayout.ObjectField("Subject", subject, typeof(GameObject), true);
 
             //Create bounds foldout
             boundFoldout = EditorGUILayout.Foldout(boundFoldout,"Bounds");
             
             //Check if the bounds are folded
             if (boundFoldout)
             {
                 EditorGUI.indentLevel++;
                 ScaleX = EditorGUILayout.FloatField("Scale X", ScaleX);
                 ScaleY = EditorGUILayout.FloatField("Scale Y", ScaleY);
                 OriginX = EditorGUILayout.FloatField("Origin X", OriginX);
                 OriginY = EditorGUILayout.FloatField("Origin Y", OriginY);
                 EditorGUI.indentLevel--;
             }
        }
     }
 }
 

Thanks <3

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Answer by Mehrdad995 · Jun 01 at 12:55 PM

In order to have a built-in reorderable list using EditorWindow, just the same as the Editor you'll need a separate class to hold the data, however, this class can be derived from the ScriptableObject class instead of MonoBehaviour so you don't need to always have a GameObject in your scene carrying the script. Meanwhile, you can also have the class right inside the script you have your EditorWindow in.


Here is a very simple example of how it can be done:
MyEditorWindow.cs

     using System.Collections.Generic;
     using UnityEngine;
     using UnityEditor;
     using UnityEditorInternal;
 public class MyScriptableObject : ScriptableObject
 {
     public List<string> strings = new List<string>();
 }
 public class MyEditorWindow : EditorWindow
 {
     ReorderableList strings_ro_list;
     SerializedObject serializedObject;
     SerializedProperty stringsProperty;
     [MenuItem("Tools/Test Editor Window")]
     public static void ShowWindow()
     {
         GetWindow<MyEditorWindow>("Test Editor");
     }
     private void OnEnable()
     {
         MyScriptableObject obj = ScriptableObject.CreateInstance<MyScriptableObject >();
         
         serializedObject = new UnityEditor.SerializedObject(obj);
         stringsProperty= serializedObject.FindProperty("strings");
     
         strings_ro_list = new ReorderableList(serializedObject, stringsProperty, true, true, true, true);
         strings_ro_list.drawElementCallback = StringsDrawListItems;
         strings_ro_list.drawHeaderCallback = StringsDrawHeader;
     }
     private void OnGUI()
     {
         if (this.serializedObject == null)
         {
             return;
         }
         serializedObject.Update();
         strings_ro_list .DoLayoutList();
         serializedObject.ApplyModifiedProperties();
     }
     void StringsDrawListItems(Rect rect, int index, bool isActive, bool isFocused)
     {
         // your GUI code here for list content
     }
     void StringsDrawHeader(Rect rect)
     {
         // your GUI code here for list header
     }
 }


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