Have you made any useful utilities with Odin?
Login and submit your creations hereA custom drawer for Layer Masks, in the style of the Enum Dropdown
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Code:
// ===============================
// AUTHOR : John Leonard
// CREATE DATE : 25.04.2020
// NOTE : Always include this
// Header when copying the file
// ===============================
// Licence: MIT (https://opensource.org/licenses/MIT)
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
// BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// ===============================
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities.Editor;
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class LayerMaskDrawer : OdinValueDrawer<LayerMask>
{
Rect buttonRect;
List<string> layerNames = new List<string>();
List<int> layerIndexes = new List<int>();
List<bool> selectedLayers = new List<bool>();
string buttonText = null;
protected override void DrawPropertyLayout(GUIContent label)
{
GetAllLayerNames(layerNames, layerIndexes);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel(label);
// get a list of selected layers with bitwise operations
selectedLayers.Clear();
int layerBitVal = ValueEntry.SmartValue;
for (int i = 0; i < layerNames.Count; i++)
{
int bitVal = (int)Mathf.Pow(2, layerIndexes[i]);
bool isSelected = (layerBitVal & bitVal) == bitVal;
selectedLayers.Add(isSelected);
}
if (string.IsNullOrEmpty(buttonText))
{
bool all = true;
bool none = true;
buttonText = "";
for (int i = 0; i < layerNames.Count; i++)
{
if (selectedLayers[i])
{
none = false;
buttonText += layerNames[i] + ", ";
}
else { all = false; }
}
if (none) buttonText = "Nothing";
else if (all) buttonText = "Everything";
else if (buttonText.Length > 1) buttonText = buttonText.Remove(buttonText.Length - 2);
}
if (GUILayout.Button(buttonText, SirenixGUIStyles.DropDownMiniButton, GUILayout.MinWidth(100)))
{
buttonText = null;
PopupWindow.Show(buttonRect, new LayerMaskPopupSelector()
{
layerNames = layerNames,
layerIndexes = layerIndexes,
selectedLayers = selectedLayers,
bitmask = ValueEntry.SmartValue,
OnSet = (bitmask) => { ValueEntry.SmartValue = bitmask; buttonText = null; }
});
}
// get the rectangle for the popup window
if (Event.current.type == EventType.Repaint)
buttonRect = GUILayoutUtility.GetLastRect();
EditorGUILayout.EndHorizontal();
}
public class LayerMaskPopupSelector : PopupWindowContent
{
public List<string> layerNames = new List<string>();
public List<int> layerIndexes = new List<int>();
public List<bool> selectedLayers = new List<bool>();
public Action<int> OnSet;
public int bitmask;
public override Vector2 GetWindowSize()
{
// every button is 30 but the label is only 22 so we substract 8
float heightOfOne = 30;
float height = heightOfOne * (2 + layerNames.Count) - 8;
return new Vector2(200, height);
}
public override void OnGUI(Rect rect)
{
GUILayout.Label("Layers", EditorStyles.boldLabel);
// check if all or none are selected
bool all = true;
bool none = true;
foreach (bool b in selectedLayers)
{
if (b)
none = false;
else
all = false;
if (!all && !none) break;
}
// none button
Texture2D noneIcon = none ? EditorIcons.TestPassed : EditorIcons.TestNormal;
if (SirenixEditorGUI.MenuButton(0, " None", false, noneIcon))
{
SetBitmask(-1, true);
OnSet(bitmask);
for (int i = 0; i < selectedLayers.Count; i++)
{
selectedLayers[i] = false;
}
}
// layer buttons
for (int i = 0; i < layerNames.Count; i++)
{
Texture2D currentIcon =
selectedLayers[i] ? EditorIcons.TestPassed : EditorIcons.TestNormal;
if (SirenixEditorGUI.MenuButton(0, " " + layerNames[i],
false, currentIcon))
{
selectedLayers[i] = !selectedLayers[i];
SetBitmask(layerIndexes[i], selectedLayers[i]);
OnSet(bitmask);
}
}
// all button
Texture2D allIcon = all ? EditorIcons.TestPassed : EditorIcons.TestNormal;
if (SirenixEditorGUI.MenuButton(0, " All", false, allIcon))
{
SetBitmask(-2, true);
OnSet(bitmask);
for (int i = 0; i < selectedLayers.Count; i++)
{
selectedLayers[i] = true;
}
}
OnSet(bitmask);
// faster update of this window, otherwise the highlight of buttons lags
editorWindow.Repaint();
}
void SetBitmask(int index, bool set)
{
// -1 = none
if (index == -1) { bitmask = 0; return; }
// -2 = all
if (index == -2) { bitmask = ~0; return; }
int bitVal = (int)Mathf.Pow(2, index);
if (set)
// or "|" will add the value, the 1 at the right position
bitmask |= bitVal;
else
// and "&" will multiply the value, but we take the inverse
// so the bit position is 0 while all others are 1
// everything stays as it is, except for the one value
// which will be set to 0
bitmask &= ~bitVal;
}
public override void OnOpen()
{
}
public override void OnClose()
{
OnSet(bitmask);
}
}
// simple function to return the names of all layers and their corresponding index
List<string> GetAllLayerNames(List<string> layerNames, List<int> layerIndexes)
{
layerNames.Clear();
layerIndexes.Clear();
//user defined layers start with layer 8 and unity
//supports 31 layers
for (int i = 0; i <= 31; i++)
{
//get the name of the layer
var layerN = LayerMask.LayerToName(i);
//only add the layer if it has been named
if (layerN.Length > 0)
{
layerIndexes.Add(i);
layerNames.Add(layerN);
}
}
return layerNames;
}
}