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View Code? Open in Web Editor NEWA library of various utilities and tools for Unity (alpha)
License: Other
A library of various utilities and tools for Unity (alpha)
License: Other
See this.
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;
}
It would be great if we could disable a button until a condition is met.
Basically DeConditional/DeDisable but for DeMethodButton, maybe an overload ?
Hey there
I have been having some troubles with DeComment not respecting the order.
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:
[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
[DeHeader("Generic skills properties", mode = DeHeaderAttribute.Mode.BottomDivider)]
[DeComment("Launch passively, disable the button to launch in UI")]
public bool Passive;
Writing a CustomPropertyDrawer (documented in the page https://docs.unity3d.com/ScriptReference/PropertyDrawer.html) is not working.
I've tried the same code in an empty project without demilib and is working.
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.
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 ).
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
(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)
Hi,
just downloaded DeInspektor and it works great for Components. Are there plans to make it work for ScriptableObject inspectors too?
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.
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.
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?)
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