Unity small utility six-String dropdown in Unity editor (String Dropdown)
In Unity, the enum type is converted to a drop-down box for selection by default. But in normal use, sometimes it is still very inconvenient, I want a string as a choice?
Look for the official method of Unity , if you don't find it, you can customize it yourself.
Step 1: We need to define our own StringInList property. Then add it to the Inspector for editing. The file name is: StringInListDrawer.cs The code is as follows:
using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class StringInList : PropertyAttribute
{
public delegate string[] GetStringList();
public StringInList(params string[] list)
{
List = list;
}
public StringInList(Type type, string methodName)
{
var method = type.GetMethod(methodName);
if (method != null)
{
List = method.Invoke(null, null) as string[];
}
else
{
Debug.LogError("NO SUCH METHOD " + methodName + " FOR " + type);
}
}
public string[] List
{
get;
private set;
}
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(StringInList))]
public class StringInListDrawer : PropertyDrawer
{
// Draw the property inside the given rect
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var stringInList = attribute as StringInList;
var list = stringInList.List;
if (property.propertyType == SerializedPropertyType.String)
{
int index = Mathf.Max(0, Array.IndexOf(list, property.stringValue));
index = EditorGUI.Popup(position, property.displayName, index, list);
property.stringValue = list[index];
}
else if (property.propertyType == SerializedPropertyType.Integer)
{
property.intValue = EditorGUI.Popup(position, property.displayName, property.intValue, list);
}
else
{
base.OnGUI(position, property, label);
}
}
}
#endif
Step 2: We need to support custom types and initialize all the values of the select box. This file, you can customize your own methods. I give an example, the file name is: PropertyDrawersHelper.cs. code show as below:
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public static class PropertyDrawersHelper
{
#if UNITY_EDITOR
public static string[] AllSceneNames()
{
var temp = new List<string>();
foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)
{
if (S.enabled)
{
string name = S.path.Substring(S.path.LastIndexOf('/') + 1);
name = name.Substring(0, name.Length - 6);
temp.Add(name);
}
}
return temp.ToArray();
}
#endif
}
Finally, start to demonstrate this function. For example, the code is as follows:
public class MyBehavior : MonoBehaviour
{
// This will store the string value
[StringInList("Cat", "Dog")] public string Animal;
// This will store the index of the array value
[StringInList("John", "Jack", "Jim")] public int PersonID;
// Showing a list of loaded scenes
[StringInList(typeof(PropertyDrawersHelper), "AllSceneNames")] public string SceneName;
}
The result is as follows:
This satisfies my needs very well. The string drop-down box can meet my requirements better than using enum directly.