Added lots of examples for editor customization
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using UnityEditor;
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using UnityEngine;
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namespace Attributes.Editor
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{
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[CustomPropertyDrawer(typeof(RequiredAttribute))]
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public class RequiredAttributeDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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bool isNull = property.objectReferenceValue == null;
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if (isNull) position.height = EditorGUIUtility.singleLineHeight;
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// draw property itself
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EditorGUI.PropertyField(position, property, label);
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// draw error if property is null
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if (!isNull) return;
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position.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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position.height += 10.0f;
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EditorGUI.HelpBox(position, "Property has to be set!", MessageType.Error);
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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if (property.objectReferenceValue == null)
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{
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return EditorGUIUtility.singleLineHeight * 2 + EditorGUIUtility.standardVerticalSpacing + 10.0f;
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}
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return EditorGUIUtility.singleLineHeight;
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}
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}
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}
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