Namespace: | Sirenix.OdinInspector |
Assembly: | Sirenix.OdinInspector.Attributes |
[AttributeUsage(AttributeTargets.Assembly | AttributeTargets.Module | AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Enum | AttributeTargets.Constructor | AttributeTargets.Method | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Interface | AttributeTargets.Parameter | AttributeTargets.Delegate | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter | AttributeTargets.All, AllowMultiple = false, Inherited = true)]
[Conditional("UNITY_EDITOR")]
public sealed class DisplayAsStringAttribute : Attribute, _Attribute
DisplayAsString is used on any property, and displays a string in the inspector as text.
Use this for when you want to show a string in the inspector, but not allow for any editing.
DisplayAsString uses the property's ToString method to display the property as a string.
The following example shows how DisplayAsString is used to display a string property as text in the inspector.
public class MyComponent : MonoBehaviour
{
[DisplayAsString]
public string MyInt = 5;
// You can combine with HideLabelAttribute to display a message in the inspector.
[DisplayAsString, HideLabel]
public string MyMessage = "This string will be displayed as text in the inspector";
[DisplayAsString(false)]
public string InlineMessage = "This string is very long, but has been configured to not overflow.";
}
public DisplayAsStringAttribute()
public DisplayAsStringAttribute(bool overflow)
System.Boolean | overflow | Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. |
public DisplayAsStringAttribute(bool overflow, int fontSize)
System.Boolean | overflow | Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. |
System.Int32 | fontSize | The size of the font. |
public DisplayAsStringAttribute(bool overflow, int fontSize, bool enableRichText)
System.Boolean | overflow | Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. |
System.Int32 | fontSize | The size of the font. |
System.Boolean | enableRichText | If |
public DisplayAsStringAttribute(bool overflow, int fontSize, TextAlignment alignment)
System.Boolean | overflow | Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. |
System.Int32 | fontSize | The size of the font. |
UnityEngine.TextAlignment | alignment | How the string should be aligned. |
public DisplayAsStringAttribute(bool overflow, int fontSize, TextAlignment alignment, bool enableRichText)
System.Boolean | overflow | Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. |
System.Int32 | fontSize | The size of the font. |
UnityEngine.TextAlignment | alignment | How the string should be aligned. |
System.Boolean | enableRichText | If |
public DisplayAsStringAttribute(bool overflow, TextAlignment alignment)
System.Boolean | overflow | Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. |
UnityEngine.TextAlignment | alignment | How the string should be aligned. |
public DisplayAsStringAttribute(bool overflow, TextAlignment alignment, bool enableRichText)
System.Boolean | overflow | Value indicating if the string should overflow past the available space, or expand to multiple lines when there's not enough horizontal space. |
UnityEngine.TextAlignment | alignment | How the string should be aligned. |
System.Boolean | enableRichText | If |
public DisplayAsStringAttribute(int fontSize)
System.Int32 | fontSize | The size of the font. |
public DisplayAsStringAttribute(int fontSize, bool enableRichText)
System.Int32 | fontSize | The size of the font. |
System.Boolean | enableRichText | If |
public DisplayAsStringAttribute(int fontSize, TextAlignment alignment)
System.Int32 | fontSize | The size of the font. |
UnityEngine.TextAlignment | alignment | How the string should be aligned. |
public DisplayAsStringAttribute(int fontSize, TextAlignment alignment, bool enableRichText)
System.Int32 | fontSize | The size of the font. |
UnityEngine.TextAlignment | alignment | How the string should be aligned. |
System.Boolean | enableRichText | If |
public DisplayAsStringAttribute(TextAlignment alignment)
UnityEngine.TextAlignment | alignment | How the string should be aligned. |
public DisplayAsStringAttribute(TextAlignment alignment, bool enableRichText)
UnityEngine.TextAlignment | alignment | How the string should be aligned. |
System.Boolean | enableRichText | If |
public TextAlignment Alignment
true
the string will support rich text.
public bool EnableRichText
public int FontSize
IFormattable
interface.
public string Format
true
, the string will overflow past the drawn space and be clipped when there's not enough space for the text.
If false
the string will expand to multiple lines, if there's not enough space when drawn.
public bool Overflow