Enable If Attribute:用于任何属性,并且可以在检查器中启用或禁用该属性。相关属性时,使用此选项可启用属性。
这个特性的效果主要是当指定条件满足时,启用对应的属性,默认传入的参数为对应属性的名称,如果为True或者不为null时,启用对应属性
[EnableIf("IsToggled")]
public int EnableIfToggled;
[EnableIf("SomeObject")]
public Vector3 EnabledWhenHasReference;
还以指定一个选项值,当指定的属性与这个值拼配时,显示属性
[EnableIf("SomeEnum", InfoMessageType.Info)]
public Vector2 Info;
[EnableIf("SomeEnum", InfoMessageType.Error)]
public Vector2 Error;
[EnableIf("SomeEnum", InfoMessageType.Warning)]
public Vector2 Warning;
可以使用@特殊符号写入表达式,其表达式的值作为实参
[EnableIf("@this.IsToggled && this.SomeObject != null || this.SomeEnum == InfoMessageType.Error")]
public int EnableWithExpression;
完整示例代码
using Sirenix.OdinInspector;
using UnityEngine;
public class EnableIfAttributeExample : MonoBehaviour
{
public UnityEngine.Object SomeObject;
[EnumToggleButtons]
public InfoMessageType SomeEnum;
public bool IsToggled;
[EnableIf("SomeEnum", InfoMessageType.Info)]
public Vector2 Info;
[EnableIf("SomeEnum", InfoMessageType.Error)]
public Vector2 Error;
[EnableIf("SomeEnum", InfoMessageType.Warning)]
public Vector2 Warning;
[EnableIf("IsToggled")]
public int EnableIfToggled;
[EnableIf("SomeObject")]
public Vector3 EnabledWhenHasReference;
[EnableIf("@this.IsToggled && this.SomeObject != null || this.SomeEnum == InfoMessageType.Error")]
public int EnableWithExpression;
}