Giter Site home page Giter Site logo

demilib's People

Contributors

demigiant avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

demilib's Issues

DeConditionnal attribute not working on nested fields

In the code below, the field "field" is not disabled if "trigger" is true.

using System;
using DG.DeInspektor.Attributes;
using UnityEngine;

[Serializable]
public class TestObj
{
public bool trigger;
[DeConditional("trigger", true)]
public int field;
}
public class DeTest : MonoBehaviour
{
public TestObj TestObj;
}

Order not respected

Hey there

I have been having some troubles with DeComment not respecting the order.

unity_2017-11-16_19-35-56

Here is the code :

        [DeHeader("Generic skills properties", mode = DeHeaderAttribute.Mode.BottomDivider)]
        [DeComment("Launch passively, disable the button to launch in UI")]
        [DeDivider]
        public bool Passive;

If I revert them everything is fine:

unity_2017-11-16_19-39-08

        [DeDivider]
        [DeComment("Launch passively, disable the button to launch in UI")]
        [DeHeader("Generic skills properties", mode = DeHeaderAttribute.Mode.BottomDivider)]
        public bool Passive;

Note: using only DeComment and DeHeader, order is screwed too. Same thing with DeComment + DeDivider

unity_2017-11-16_19-41-17

        [DeHeader("Generic skills properties", mode = DeHeaderAttribute.Mode.BottomDivider)]
        [DeComment("Launch passively, disable the button to launch in UI")]
        public bool Passive;

[Header("MyHeader")] does not work if declared after array.

It is DeInspektor issue.
If I put HeaderAttribute after an array, it does not work.
For example:

[SerializeField] BlockerData[] blockers;
[Header("Switcher")]

If some public variable is declared between them (even hidden), it works fine.
Custom enum type works, but if I declare public float someVar;, the problem is still here.

[DeHeader] has the same problem.

Graph editor with source

Is it possible to get the graph editor with source instead of built as DLL? It seems grabbing just _Demigiant.Libraries\Core isn't enough. Also, it would be nice with some super simple example just to get the graph editor drawing on a window. I took a guess that creating a DG.DemiEditor.DeGUINodeSystem.NodeProcess on top of a editor window would be enough, but that doesn't seem to fly ( although I get no errors, I also don't get any results ).

UIExtensions simplification

Hi!
UIExtensions use UnityEngine.UI.Graphic to SetAlpha or SetColor
UnityEngine.UI.Graphic is a parent class of many ui classes.

SetAlpha be equal to SetFade match with DOFade

Null reference exception when clicking on the DeButton of an unselected object

(reproduced with latest version of DeInspektor and Unity 2018.3)

1- Have an object with a DeButton in its inspector selected
2- lock the inspector
3- deselect the said object
4- click on the DeButton

You will get a null reference error:
NullReferenceException: Object reference not set to an instance of an object
DG.DeInspektorEditor.AttributesManagers.DeButtonPropertyDrawer.OnGUI (UnityEngine.Rect position) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__Demigiant.Libraries/_Demigiant.Libraries/DeInspektorEditor/AttributesManagers/DeButtonPropertyDrawer.cs:60)
UnityEditor.PropertyHandler.OnGUI (UnityEngine.Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, System.Boolean includeChildren, UnityEngine.Rect visibleArea) (at C:/buildslave/unity/build/Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:123)
UnityEditor.PropertyHandler.OnGUI (UnityEngine.Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, System.Boolean includeChildren) (at C:/buildslave/unity/build/Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:106)
UnityEditor.PropertyHandler.OnGUILayout (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, System.Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:208)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, System.Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:9233)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, System.Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:9227)
DG.DeInspektorEditor.DeInspektor.DrawDefault (UnityEditor.SerializedProperty iterator, System.Boolean isArrayElement, System.Int32 arrayElementIndex) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__Demigiant.Libraries/_Demigiant.Libraries/DeInspektorEditor/DeInspektor.cs:94)
DG.DeInspektorEditor.DeInspektor.DrawProperty (UnityEditor.SerializedProperty property, System.Boolean isArrayElement, System.Int32 arrayElementIndex) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__Demigiant.Libraries/_Demigiant.Libraries/DeInspektorEditor/DeInspektor.cs:80)
DG.DeInspektorEditor.DeInspektor.Draw (UnityEditor.SerializedObject obj) (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__Demigiant.Libraries/_Demigiant.Libraries/DeInspektorEditor/DeInspektor.cs:68)
DG.DeInspektorEditor.DeInspektor.OnInspectorGUI () (at D:/DG/_Develop/__UNITY3_CLASSES/_Holoville/__Demigiant.Libraries/_Demigiant.Libraries/DeInspektorEditor/DeInspektor.cs:47)
UnityEditor.InspectorWindow.DoOnInspectorGUI (System.Boolean rebuildOptimizedGUIBlock, UnityEditor.Editor editor, System.Boolean wasVisible, UnityEngine.Rect& contentRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1625)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

DeInspektor for ScriptableObject

Hi,
just downloaded DeInspektor and it works great for Components. Are there plans to make it work for ScriptableObject inspectors too?

Allow changing of icon corner for DeProject icons

Would appreciate the ability to change the corner of the DeProject icons from the left side to the right project-wide. The main reason is because the Perforce icons are also in that same corner, and the DeProject obscures the Perforce icon.
image
Shown above, the Perforce addition icon is shown underneath the DeProject cog icon for the Physics Material folder.

I would also be happy if it was permanently switched to the right side, or some other approach that doesn't obscure the Perforce icons.

UIExtensions:SetAlpha error

loading a project on 2019.2 i get this error:

'''Error: Could not load signature of DG.DeExtensions.UIExtensions:SetAlpha due to: Could not load file or assembly 'UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type: member:(null) signature:'''

i uptadet to latest version but the problem is always there (there isn't any version number on DeExtension lib?)

DeInspektor doesn't enhance nested arrays

DeInspektor works properly if the array is a member of a MonoBehaviour, but if the array is a member of an object which in turn is a member of a MonoBehaviour, the array is drawn as if DeInspektor is not active.
deinspektor

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.