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Adding comments to Inspector via a component in Unity
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#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using UnityEngine; | |
[AddComponentMenu("Comment")] | |
public class CommentComponent : MonoBehaviour | |
{ | |
#if UNITY_EDITOR | |
[SerializeField] | |
private string comment; | |
[CustomEditor(typeof(CommentComponent))] | |
[CanEditMultipleObjects] | |
public class CommentComponentEditor : Editor | |
{ | |
private SerializedProperty commentProp; | |
private GUIStyle commentStyle; | |
private float inspectorWidth; | |
protected void OnEnable() | |
{ | |
commentProp = serializedObject.FindProperty("comment"); | |
} | |
public override void OnInspectorGUI() | |
{ | |
if (commentStyle == null) | |
{ | |
commentStyle = new GUIStyle(EditorStyles.wordWrappedLabel); | |
commentStyle.normal.textColor = commentStyle.focused.textColor = commentStyle.hover.textColor = Color.green; | |
} | |
serializedObject.Update(); | |
Rect rect = EditorGUILayout.GetControlRect(false, commentStyle.CalcHeight(new GUIContent(commentProp.stringValue), inspectorWidth)); | |
if (Event.current.type == EventType.Repaint) | |
inspectorWidth = rect.width; | |
EditorGUI.DrawRect(rect, Color.black); // Draw dark background | |
EditorGUI.BeginProperty(rect, GUIContent.none, commentProp); | |
EditorGUI.BeginChangeCheck(); | |
string newComment = EditorGUI.TextArea(rect, commentProp.stringValue, commentStyle); | |
if (EditorGUI.EndChangeCheck()) | |
commentProp.stringValue = newComment; | |
EditorGUI.EndProperty(); | |
serializedObject.ApplyModifiedProperties(); | |
} | |
} | |
#endif | |
} |
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