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

121 lines
3.9 KiB
C#

using System;
using UnityEngine;
namespace NaughtyAttributes.Test
{
public class DisableIfTest : MonoBehaviour
{
public bool disable1;
public bool disable2;
public DisableIfEnum enum1;
[EnumFlags] public DisableIfEnumFlag enum2;
[DisableIf(EConditionOperator.And, "disable1", "disable2")]
[ReorderableList]
public int[] disableIfAll;
[DisableIf(EConditionOperator.Or, "disable1", "disable2")]
[ReorderableList]
public int[] disableIfAny;
[DisableIf("enum1", DisableIfEnum.Case0)]
[ReorderableList]
public int[] disableIfEnum;
[DisableIf("enum2", DisableIfEnumFlag.Flag0)]
[ReorderableList]
public int[] disableIfEnumFlag;
[DisableIf("enum2", DisableIfEnumFlag.Flag0 | DisableIfEnumFlag.Flag1)]
[ReorderableList]
public int[] disableIfEnumFlagMulti;
public DisableIfNest1 nest1;
}
[System.Serializable]
public class DisableIfNest1
{
public bool disable1;
public bool disable2;
public DisableIfEnum enum1;
[EnumFlags] public DisableIfEnumFlag enum2;
public bool Disable1 { get { return disable1; } }
public bool Disable2 { get { return disable2; } }
public DisableIfEnum Enum1 { get { return enum1; } }
public DisableIfEnumFlag Enum2 { get { return enum2; } }
[DisableIf(EConditionOperator.And, "Disable1", "Disable2")]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int disableIfAll = 1;
[DisableIf(EConditionOperator.Or, "Disable1", "Disable2")]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int disableIfAny = 2;
[DisableIf("Enum1", DisableIfEnum.Case1)]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int disableIfEnum = 3;
[DisableIf("Enum2", DisableIfEnumFlag.Flag0)]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int disableIfEnumFlag;
[DisableIf("Enum2", DisableIfEnumFlag.Flag0 | DisableIfEnumFlag.Flag1)]
[AllowNesting] // Because it's nested we need to explicitly allow nesting
public int disableIfEnumFlagMulti;
public DisableIfNest2 nest2;
}
[System.Serializable]
public class DisableIfNest2
{
public bool disable1;
public bool disable2;
public DisableIfEnum enum1;
[EnumFlags] public DisableIfEnumFlag enum2;
public bool GetDisable1() { return disable1; }
public bool GetDisable2() { return disable2; }
public DisableIfEnum GetEnum1() { return enum1; }
public DisableIfEnumFlag GetEnum2() { return enum2; }
[DisableIf(EConditionOperator.And, "GetDisable1", "GetDisable2")]
[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);
[DisableIf(EConditionOperator.Or, "GetDisable1", "GetDisable2")]
[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);
[DisableIf("GetEnum1", DisableIfEnum.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);
[DisableIf("GetEnum2", DisableIfEnumFlag.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 disableIfEnumFlag;
[DisableIf("GetEnum2", DisableIfEnumFlag.Flag0 | DisableIfEnumFlag.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 disableIfEnumFlagMulti;
}
[System.Serializable]
public enum DisableIfEnum
{
Case0,
Case1,
Case2
}
[Flags]
public enum DisableIfEnumFlag
{
Flag0 = 1,
Flag1 = 2,
Flag2 = 4,
Flag3 = 8
}
}