Special Attributes

AllowNesting

Struct需要嵌套时使用

Drawer Attributes

Animator显示下拉参数

public Animator someAnimator;

[AnimatorParam("someAnimator")]
public int paramHash;

Button直接执行函数

[Button("Button Text")]
private void MethodTwo() { }

AnimationCurves

[CurveRange(0, 0, 5, 5, EColor.Red)]
public AnimationCurve curve2;
[Dropdown("intValues")]
public int intValue;
private int[] intValues = new int[] { 1, 2, 3, 4, 5 };

EnumFlags

public enum Direction
{
  None = 0,
  B = 1 << 0,
  C = 1 << 1,
  D = 1 << 2,
  E = 1 << 3,
  F = 1 << 4,
  G = 1 << 5,
  H = 1 << 6,
  I = 1 << 7,
  J = 1 << 8,
  k = 1 << 9,
  All = ~0
}

public class NaughtyComponent : MonoBehaviour
{
	[EnumFlags]
	public Direction flags;
}

Expandable

ScriptableObject可展开

HorizontalLine(height, color)

分割线

InfoBox

信息提示框

[InfoBox("Normal", EInfoBoxType.Normal)]

[InfoBox("Warning", EInfoBoxType.Warning)]

[InfoBox("Error", EInfoBoxType.Error)]

InputAxis

输入系统下拉框

[InputAxis]
public string inputAxis0;

Layer/SortingLayer/Tag

层级下拉[Layer][SortingLayer]

支持string layername和int layerindex

MinMaxSlider

[MinMaxSlider(0.0f, 100.0f)]
public Vector2 minMaxSlider;

ProgressBar进度条

[ProgressBar("Health", 300, EColor.Red)]

ReorderableList

可重排序list, [ReorderableList]

ShowAssetPreview

显示Sprite, Prefab,Texture缩略图

ShowNativeProperty

显示属性,仅支持以下类型

bool, int, long, float, double, string, Vector2, Vector3, Vector4, Color, Bounds, Rect, UnityEngine.Object;

Nest中无法显示属性;

属性显示的顺序在字段后;

ShowNonSerializedField

显示私有字段,且使其不可更改;

Meta Attributes元组属性

BoxGroup

[BoxGroup("Integers")]
public int firstInt;
[BoxGroup("Integers")]
public int secondInt;

Foldout

[Foldout("Integers")]
public int firstInt;
[Foldout("Integers")]
public int secondInt;

EnableIf / DisableIf

public bool enableMyInt;

[EnableIf("enableMyInt")]
public int myInt;

[EnableIf("Enabled")]
public float myFloat;

[EnableIf("NotEnabled")]
public Vector3 myVector;

public bool Enabled() { return true; }

public bool NotEnabled => false;

//多个条件
public bool flag0;
public bool flag1;

[EnableIf(EConditionOperator.And, "flag0", "flag1")]
public int enabledIfAll;

[EnableIf(EConditionOperator.Or, "flag0", "flag1")]
public int enabledIfAny;

ShowIf / HideIf

public bool showInt;

[ShowIf("showInt")]
public int myInt;

Label

[Label("Short Name")]
public string veryVeryLongName;

OnValueChanged

[OnValueChanged("OnValueChangedCallback")]
public int myInt;

private void OnValueChangedCallback()
{
	Debug.Log(myInt);
}

ReadOnly

[ReadOnly]
public Vector3 forwardVector = Vector3.forward;

Validator Attributes

MinValue / MaxValue

[MinValue(0), MaxValue(10)]
public int myInt;

[MinValue(0.0f)]
public float myFloat;

Required

[Required]
public Transform myTransform;

[Required("Custom required text")]
public GameObject myGameObject;

ValidateInput

[ValidateInput("IsNotNull")]
public Transform myTransform;

[ValidateInput("IsGreaterThanZero", "myInteger must be greater than zero")]
public int myInt;

private bool IsNotNull(Transform tr)
{
	return tr != null;
}

private bool IsGreaterThanZero(int value)
{
	return value > 0;
}