using System.Collections.Generic; using System.Reflection; using UnityEditor; using UnityEngine; namespace NaughtyAttributes.Editor { [PropertyDrawer(typeof(EnableIfAttribute))] public class EnableIfPropertyDrawer : PropertyDrawer { public override void DrawProperty(SerializedProperty property) { EnableIfAttribute enableIfAttribute = PropertyUtility.GetAttribute(property); UnityEngine.Object target = PropertyUtility.GetTargetObject(property); List conditionValues = new List(); foreach (var condition in enableIfAttribute.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 enabled; if (enableIfAttribute.ConditionOperator == ConditionOperator.And) { enabled = true; foreach (var value in conditionValues) { enabled = enabled && value; } } else { enabled = false; foreach (var value in conditionValues) { enabled = enabled || value; } } if (enableIfAttribute.Reversed) { enabled = !enabled; } GUI.enabled = enabled; EditorDrawUtility.DrawPropertyField(property); GUI.enabled = true; } else { string warning = enableIfAttribute.GetType().Name + " needs a valid boolean condition field or method name to work"; EditorDrawUtility.DrawHelpBox(warning, MessageType.Warning, context: target); } } } }