using UnityEditor; namespace NaughtyAttributes.Editor { [PropertyValidator(typeof(RequiredAttribute))] public class RequiredPropertyValidator : PropertyValidator { public override void ValidateProperty(SerializedProperty property) { RequiredAttribute requiredAttribute = PropertyUtility.GetAttribute(property); if (property.propertyType == SerializedPropertyType.ObjectReference) { if (property.objectReferenceValue == null) { string errorMessage = property.name + " is required"; if (!string.IsNullOrEmpty(requiredAttribute.Message)) { errorMessage = requiredAttribute.Message; } EditorDrawUtility.DrawHelpBox(errorMessage, MessageType.Error, logToConsole: true, context: PropertyUtility.GetTargetObject(property)); } } else { string warning = requiredAttribute.GetType().Name + " works only on reference types"; EditorDrawUtility.DrawHelpBox(warning, MessageType.Warning, logToConsole: true, context: PropertyUtility.GetTargetObject(property)); } } } }