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; } } }