using System.Reflection; using UnityEditor; using UnityEngine; namespace NaughtyAttributes.Editor { [PropertyDrawer(typeof(EnableIfAttribute))] public class EnableIfPropertyDrawer : PropertyDrawer { public override void DrawProperty(SerializedProperty property) { bool drawEnabled = false; bool validCondition = false; EnableIfAttribute enableIfAttribute = PropertyUtility.GetAttribute(property); UnityEngine.Object target = PropertyUtility.GetTargetObject(property); FieldInfo conditionField = ReflectionUtility.GetField(target, enableIfAttribute.ConditionName); if (conditionField != null && conditionField.FieldType == typeof(bool)) { drawEnabled = (bool)conditionField.GetValue(target); validCondition = true; } MethodInfo conditionMethod = ReflectionUtility.GetMethod(target, enableIfAttribute.ConditionName); if (conditionMethod != null && conditionMethod.ReturnType == typeof(bool) && conditionMethod.GetParameters().Length == 0) { drawEnabled = (bool)conditionMethod.Invoke(target, null); validCondition = true; } if (validCondition) { GUI.enabled = drawEnabled; 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, logToConsole: true, context: target); } } } }