I have a List<AbilityEffect> effects and a lot of sub-classes of AbilityEffect, such as DamageEffect, HealEffect e.t.c. that HAVE [System.Serializable] property on it.
If I create class with field such as DamageEffect - Default editor will draw it perfectly! (And other effects too!)
I've added a ContextMenu Attribute to this function in AbilityData.cs
[ContextMenu(Add/DamageEffect)]
public static void AddDamageEffect()
{
effects.Add(new DamageEffect());
}
BUT default Unity Editor draws it if was an AbilityEffect, NOT a DamageEffect!
I've write some Custom Editor for class, that contains List<AbilityEffect> effects = new List<AbilitiEffect>(), write code that draws a custom list! But how do I tell a Editor to draw a DamageEffect specifically, NOT AbilityEffect?
I'll put some code below:
Ability Data Class
using UnityEngine;
using System.Collections.Generic;
[CreateAssetMenu(fileName = "New Ability", menuName = "ScriptableObject/Ability")]
public class AbilityData : ScriptableObject
{
public int cooldown = 0;
public int range = 1;
public List<AbilityEffect> effects = new List<AbilityEffect>();
public bool showEffects = false;
[ContextMenu("Add/DamageEffect")]
public void AddDamageEffect()
{
effects.Add(new DamageEffect());
}
}
Ability Data Editor Class
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
[CustomEditor(typeof(AbilityData))]
public class AbilityEditor : Editor
{
public override void OnInspectorGUI()
{
var ability = (AbilityData)target;
DrawDetails(ability);
DrawEffects(ability);
}
private static void DrawEffects(AbilityData ability)
{
EditorGUILayout.Space();
ability.showEffects = EditorGUILayout.Foldout(ability.showEffects, "Effects", true);
if (ability.showEffects)
{
EditorGUI.indentLevel++;
List<AbilityEffect> effects = ability.effects;
int size = Mathf.Max(0, EditorGUILayout.IntField("Size", effects.Count));
while (size > effects.Count)
{
effects.Add(null);
}
while (size < effects.Count)
{
effects.RemoveAt(effects.Count - 1);
}
for (int i = 0; i < effects.Count; i++)
{
DrawEffect(effects[i], i);
}
EditorGUI.indentLevel--;
}
}
private static void DrawDetails(AbilityData ability)
{
EditorGUILayout.LabelField("Details");
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Cooldown", GUILayout.MaxWidth(60));
ability.cooldown = EditorGUILayout.IntField(ability.cooldown);
EditorGUILayout.LabelField("Range", GUILayout.MaxWidth(40));
ability.range = EditorGUILayout.IntField(ability.range);
EditorGUILayout.EndHorizontal();
}
private static void DrawEffect(AbilityEffect effect, int index)
{
//if (effect is DamageEffect)
// effect = EditorGUILayout
// HOW??
}
}
Ability Effect class (NOT ABSTRACT)
[System.Serializable]
public class AbilityEffect
{
public virtual void Affect() { }
}
Damage Effect Class
[System.Serializable]
public class DamageEffect : AbilityEffect
{
public int damageAmout = 1;
public override void Affect() { ... }
}