using System;
using System.Linq.Expressions;
using UnityEditor;
namespace Cinemachine.Editor
{
///
/// Helpers for the editor relating to SerializedPropertys
///
public static class SerializedPropertyHelper
{
///
/// This is a way to get a field name string in such a manner that the compiler will
/// generate errors for invalid fields. Much better than directly using strings.
/// Usage: instead of
///
/// "m_MyField";
///
/// do this:
///
/// MyClass myclass = null;
/// SerializedPropertyHelper.PropertyName( () => myClass.m_MyField);
///
///
/// Magic expression that resolves to a field: () => myClass.m_MyField
///
public static string PropertyName(Expression> exp)
{
var body = exp.Body as MemberExpression;
if (body == null)
{
var ubody = (UnaryExpression)exp.Body;
body = ubody.Operand as MemberExpression;
}
return body.Member.Name;
}
///
/// A compiler-assisted (non-string-based) way to call SerializedProperty.FindProperty
///
/// The serialized object to search
/// Magic expression that resolves to a field: () => myClass.m_MyField
/// The resulting SerializedProperty, or null
public static SerializedProperty FindProperty(this SerializedObject obj, Expression> exp)
{
return obj.FindProperty(PropertyName(exp));
}
///
/// A compiler-assisted (non-string-based) way to call SerializedProperty.FindPropertyRelative
///
/// The serialized object to search
/// Magic expression that resolves to a field: () => myClass.m_MyField
/// The resulting SerializedProperty, or null
public static SerializedProperty FindPropertyRelative(this SerializedProperty obj, Expression> exp)
{
return obj.FindPropertyRelative(PropertyName(exp));
}
/// Get the value of a proprty, as an object
/// The property to query
/// The object value of the property
public static object GetPropertyValue(SerializedProperty property)
{
var targetObject = property.serializedObject.targetObject;
var targetObjectClassType = targetObject.GetType();
var field = targetObjectClassType.GetField(property.propertyPath);
if (field != null)
return field.GetValue(targetObject);
return null;
}
}
}