├── .gitignore ├── Assets ├── Editor.meta ├── Editor │ ├── LevelDataEditor.cs │ └── LevelDataEditor.cs.meta ├── Prefabs.meta ├── Prefabs │ ├── Bosses.meta │ ├── Bosses │ │ ├── Cube The Destroyer.prefab │ │ ├── Cube The Destroyer.prefab.meta │ │ ├── Megacylinder.prefab │ │ ├── Megacylinder.prefab.meta │ │ ├── Sphere Of DOOM.prefab │ │ └── Sphere Of DOOM.prefab.meta │ ├── Mobs.meta │ └── Mobs │ │ ├── Cube.prefab │ │ ├── Cube.prefab.meta │ │ ├── Cylinder.prefab │ │ ├── Cylinder.prefab.meta │ │ ├── Sphere.prefab │ │ └── Sphere.prefab.meta ├── Scene.unity ├── Scene.unity.meta ├── Scripts.meta └── Scripts │ ├── LevelData.cs │ ├── LevelData.cs.meta │ ├── MobWave.cs │ └── MobWave.cs.meta ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── TagManager.asset └── TimeManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | #OS junk files 2 | [Tt]humbs.db 3 | *.DS_Store 4 | 5 | ## Ignore Visual Studio temporary files, build results, and 6 | ## files generated by popular Visual Studio add-ons. 7 | 8 | # User-specific files 9 | *.suo 10 | *.user 11 | *.sln.docstates 12 | *.userprefs 13 | *.pidb 14 | 15 | # Build results 16 | *.pdb 17 | *.mdb 18 | 19 | # ReSharper is a .NET coding add-in 20 | _ReSharper* 21 | 22 | #Unity3d 23 | /Library/ 24 | /Temp/ 25 | /Build/ 26 | /obj/ 27 | 28 | # Autogenerated project files 29 | *.sln 30 | *.csproj 31 | *.unityproj -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c9c563c8d6e234a8a88381ce7853d7fa 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Editor/LevelDataEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using UnityEditorInternal; 4 | using System.IO; 5 | 6 | [CustomEditor(typeof(LevelData))] 7 | public class LevelDataEditor : Editor { 8 | private ReorderableList list; 9 | 10 | private void OnEnable() { 11 | list = new ReorderableList(serializedObject, 12 | serializedObject.FindProperty("Waves"), 13 | true, true, true, true); 14 | list.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) => { 15 | var element = list.serializedProperty.GetArrayElementAtIndex(index); 16 | rect.y += 2; 17 | EditorGUI.PropertyField(new Rect(rect.x, rect.y, 60, EditorGUIUtility.singleLineHeight), element.FindPropertyRelative("Type"), GUIContent.none); 18 | EditorGUI.PropertyField(new Rect(rect.x + 60, rect.y, rect.width - 60 - 30, EditorGUIUtility.singleLineHeight), element.FindPropertyRelative("Prefab"), GUIContent.none); 19 | EditorGUI.PropertyField(new Rect(rect.x + rect.width - 30, rect.y, 30, EditorGUIUtility.singleLineHeight), element.FindPropertyRelative("Count"), GUIContent.none); 20 | }; 21 | list.drawHeaderCallback = (Rect rect) => { 22 | EditorGUI.LabelField(rect, "Monster Waves"); 23 | }; 24 | list.onSelectCallback = (ReorderableList l) => { 25 | var prefab = l.serializedProperty.GetArrayElementAtIndex(l.index).FindPropertyRelative("Prefab").objectReferenceValue as GameObject; 26 | if (prefab) EditorGUIUtility.PingObject(prefab.gameObject); 27 | }; 28 | list.onCanRemoveCallback = (ReorderableList l) => { 29 | return l.count > 1; 30 | }; 31 | list.onRemoveCallback = (ReorderableList l) => { 32 | if (EditorUtility.DisplayDialog("Warning!", "Are you sure you want to delete the wave?", "Yes", "No")) 33 | { 34 | ReorderableList.defaultBehaviours.DoRemoveButton(l); 35 | } 36 | }; 37 | list.onAddCallback = (ReorderableList l) => { 38 | var index = l.serializedProperty.arraySize; 39 | l.serializedProperty.arraySize++; 40 | l.index = index; 41 | var element = l.serializedProperty.GetArrayElementAtIndex(index); 42 | element.FindPropertyRelative("Type").enumValueIndex = 0; 43 | element.FindPropertyRelative("Count").intValue = 20; 44 | element.FindPropertyRelative("Prefab").objectReferenceValue = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/Mobs/Cube.prefab", typeof(GameObject)) as GameObject; 45 | }; 46 | list.onAddDropdownCallback = (Rect buttonRect, ReorderableList l) => { 47 | var menu = new GenericMenu(); 48 | var guids = AssetDatabase.FindAssets("", new[]{"Assets/Prefabs/Mobs"}); 49 | foreach (var guid in guids) { 50 | var path = AssetDatabase.GUIDToAssetPath(guid); 51 | menu.AddItem(new GUIContent("Mobs/" + Path.GetFileNameWithoutExtension(path)), false, clickHandler, new WaveCreationParams() {Type = MobWave.WaveType.Mobs, Path = path}); 52 | } 53 | guids = AssetDatabase.FindAssets("", new[]{"Assets/Prefabs/Bosses"}); 54 | foreach (var guid in guids) { 55 | var path = AssetDatabase.GUIDToAssetPath(guid); 56 | menu.AddItem(new GUIContent("Bosses/" + Path.GetFileNameWithoutExtension(path)), false, clickHandler, new WaveCreationParams() {Type = MobWave.WaveType.Boss, Path = path}); 57 | } 58 | menu.ShowAsContext(); 59 | }; 60 | } 61 | 62 | public override void OnInspectorGUI() { 63 | serializedObject.Update(); 64 | list.DoLayoutList(); 65 | serializedObject.ApplyModifiedProperties(); 66 | } 67 | 68 | private void clickHandler(object target) { 69 | var data = (WaveCreationParams)target; 70 | var index = list.serializedProperty.arraySize; 71 | list.serializedProperty.arraySize++; 72 | list.index = index; 73 | var element = list.serializedProperty.GetArrayElementAtIndex(index); 74 | element.FindPropertyRelative("Type").enumValueIndex = (int)data.Type; 75 | element.FindPropertyRelative("Count").intValue = data.Type == MobWave.WaveType.Boss ? 1 : 20; 76 | element.FindPropertyRelative("Prefab").objectReferenceValue = AssetDatabase.LoadAssetAtPath(data.Path, typeof(GameObject)) as GameObject; 77 | serializedObject.ApplyModifiedProperties(); 78 | } 79 | 80 | private struct WaveCreationParams { 81 | public MobWave.WaveType Type; 82 | public string Path; 83 | } 84 | } -------------------------------------------------------------------------------- /Assets/Editor/LevelDataEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e902f9139a76b4663ab4318effe37ee1 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a6b1cf1d43f0409fb951350d5c10a2d 3 | folderAsset: yes 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-------------------------------------------------------------------------------- /Assets/Scene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4970fe753d2234850a61942b0cb62321 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f36700015f99d478b93158ea1ca15374 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Scripts/LevelData.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | public class LevelData : MonoBehaviour { 5 | public List Waves = new List(); 6 | } 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Tizen: 2 135 | WP8: 3 136 | Web: 3 137 | Windows Store Apps: 3 138 | XBOX360: 3 139 | XboxOne: 3 140 | iPhone: 2 141 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | tags: 6 | - 7 | Builtin Layer 0: Default 8 | Builtin Layer 1: TransparentFX 9 | Builtin Layer 2: Ignore Raycast 10 | Builtin Layer 3: 11 | Builtin Layer 4: Water 12 | Builtin Layer 5: UI 13 | Builtin Layer 6: 14 | Builtin Layer 7: 15 | User Layer 8: 16 | User Layer 9: 17 | User Layer 10: 18 | User Layer 11: 19 | User Layer 12: 20 | User Layer 13: 21 | User Layer 14: 22 | User Layer 15: 23 | User Layer 16: 24 | User Layer 17: 25 | User Layer 18: 26 | User Layer 19: 27 | User Layer 20: 28 | User Layer 21: 29 | User Layer 22: 30 | User Layer 23: 31 | User Layer 24: 32 | User Layer 25: 33 | User Layer 26: 34 | User Layer 27: 35 | User Layer 28: 36 | User Layer 29: 37 | User Layer 30: 38 | User Layer 31: 39 | m_SortingLayers: 40 | - name: Default 41 | userID: 0 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: .0199999996 7 | Maximum Allowed Timestep: .333333343 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Example of ReorderableList in Unity 2 | ====================== 3 | 4 | In Unity 4.5 we got a nice (undocumented) built-in tool to visualize lists in IDE. 5 | It's called ReorderableList, it's located in UnityEditorInternal namespace and looks like this: 6 | 7 | ![](http://va.lent.in/content/images/2014/Jun/result_edited.gif) 8 | 9 | This is an example project for [my post about ReorderableList](http://va.lent.in/unity-make-your-lists-functional-with-reorderablelist/). 10 | --------------------------------------------------------------------------------