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CrowdControl/Assets/Plugins/NaughtyAttributes/Scripts/Test/EnableIfTest.cs

121 lines
3.8 KiB
C#

1 month ago
using System;
using UnityEngine;
namespace NaughtyAttributes.Test
{
public class EnableIfTest : MonoBehaviour
{
public bool enable1;
public bool enable2;
public EnableIfEnum enum1;
[EnumFlags] public EnableIfEnumFlag enum2;
[EnableIf(EConditionOperator.And, "enable1", "enable2")]
[ReorderableList]
public int[] enableIfAll;
[EnableIf(EConditionOperator.Or, "enable1", "enable2")]
[ReorderableList]
public int[] enableIfAny;
[EnableIf("enum1", EnableIfEnum.Case0)]
[ReorderableList]
public int[] enableIfEnum;
[EnableIf("enum2", EnableIfEnumFlag.Flag0)]
[ReorderableList]
public int[] enableIfEnumFlag;
[EnableIf("enum2", EnableIfEnumFlag.Flag0 | EnableIfEnumFlag.Flag1)]
[ReorderableList]
public int[] enableIfEnumFlagMulti;
public EnableIfNest1 nest1;
}
[System.Serializable]
public class EnableIfNest1
{
public bool enable1;
public bool enable2;
public EnableIfEnum enum1;
[EnumFlags] public EnableIfEnumFlag enum2;
public bool Enable1 { get { return enable1; } }
public bool Enable2 { get { return enable2; } }
public EnableIfEnum Enum1 { get { return enum1; } }
public EnableIfEnumFlag Enum2 { get { return enum2; } }
[EnableIf(EConditionOperator.And, "Enable1", "Enable2")]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int enableIfAll;
[EnableIf(EConditionOperator.Or, "Enable1", "Enable2")]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int enableIfAny;
[EnableIf("Enum1", EnableIfEnum.Case1)]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int enableIfEnum;
[EnableIf("Enum2", EnableIfEnumFlag.Flag0)]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int enableIfEnumFlag;
[EnableIf("Enum2", EnableIfEnumFlag.Flag0 | EnableIfEnumFlag.Flag1)]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int enableIfEnumFlagMulti;
public EnableIfNest2 nest2;
}
[System.Serializable]
public class EnableIfNest2
{
public bool enable1;
public bool enable2;
public EnableIfEnum enum1;
[EnumFlags] public EnableIfEnumFlag enum2;
public bool GetEnable1() { return enable1; }
public bool GetEnable2() { return enable2; }
public EnableIfEnum GetEnum1() { return enum1; }
public EnableIfEnumFlag GetEnum2() { return enum2; }
[EnableIf(EConditionOperator.And, "GetEnable1", "GetEnable2")]
[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
public Vector2 enableIfAll = new Vector2(0.25f, 0.75f);
[EnableIf(EConditionOperator.Or, "GetEnable1", "GetEnable2")]
[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
public Vector2 enableIfAny = new Vector2(0.25f, 0.75f);
[EnableIf("GetEnum1", EnableIfEnum.Case2)]
[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
public Vector2 enableIfEnum = new Vector2(0.25f, 0.75f);
[EnableIf("GetEnum2", EnableIfEnumFlag.Flag0)]
[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
public Vector2 enableIfEnumFlag;
[EnableIf("GetEnum2", EnableIfEnumFlag.Flag0 | EnableIfEnumFlag.Flag1)]
[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
public Vector2 enableIfEnumFlagMulti;
}
[System.Serializable]
public enum EnableIfEnum
{
Case0,
Case1,
Case2
}
[Flags]
public enum EnableIfEnumFlag
{
Flag0 = 1,
Flag1 = 2,
Flag2 = 4,
Flag3 = 8
}
}