using System.Collections.Generic; using System.Reflection; using UnityEditor; namespace NaughtyAttributes.Editor { [PropertyDrawCondition(typeof(ShowIfAttribute))] public class ShowIfPropertyDrawCondition : PropertyDrawCondition { public override bool CanDrawProperty(SerializedProperty property) { ShowIfAttribute showIfAttribute = PropertyUtility.GetAttribute(property); UnityEngine.Object target = PropertyUtility.GetTargetObject(property); List conditionValues = new List(); foreach (var condition in showIfAttribute.Conditions) { FieldInfo conditionField = ReflectionUtility.GetField(target, condition); if (conditionField != null && conditionField.FieldType == typeof(bool)) { conditionValues.Add((bool)conditionField.GetValue(target)); } MethodInfo conditionMethod = ReflectionUtility.GetMethod(target, condition); if (conditionMethod != null && conditionMethod.ReturnType == typeof(bool) && conditionMethod.GetParameters().Length == 0) { conditionValues.Add((bool)conditionMethod.Invoke(target, null)); } } if (conditionValues.Count > 0) { bool draw; if (showIfAttribute.ConditionOperator == ConditionOperator.And) { draw = true; foreach (var value in conditionValues) { draw = draw && value; } } else { draw = false; foreach (var value in conditionValues) { draw = draw || value; } } if (showIfAttribute.Reversed) { draw = !draw; } return draw; } else { string warning = showIfAttribute.GetType().Name + " needs a valid boolean condition field or method name to work"; EditorDrawUtility.DrawHelpBox(warning, MessageType.Warning, context: target); return true; } } } }