using UnityEditor; using UnityEngine; // Using a property drawer to allow any class to have a field of type GuidRefernce and still get good UX // If you are writing your own inspector for a class that uses a GuidReference, drawing it with // EditorLayout.PropertyField(prop) or similar will get this to show up automatically [CustomPropertyDrawer(typeof(GuidReference))] public class GuidReferenceDrawer : PropertyDrawer { SerializedProperty guidProp; SerializedProperty sceneProp; SerializedProperty nameProp; // cache off GUI content to avoid creating garbage every frame in editor GUIContent sceneLabel = new GUIContent("Containing Scene", "The target object is expected in this scene asset."); GUIContent clearButtonGUI = new GUIContent("Clear", "Remove Cross Scene Reference"); // add an extra line to display source scene for targets public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { return base.GetPropertyHeight(property, label) + EditorGUIUtility.singleLineHeight; } public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { guidProp = property.FindPropertyRelative("serializedGuid"); nameProp = property.FindPropertyRelative("cachedName"); sceneProp = property.FindPropertyRelative("cachedScene"); // Using BeginProperty / EndProperty on the parent property means that // prefab override logic works on the entire property. EditorGUI.BeginProperty(position, label, property); position.height = EditorGUIUtility.singleLineHeight; // Draw prefix label, returning the new rect we can draw in var guidCompPosition = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); System.Guid currentGuid; GameObject currentGO = null; // working with array properties is a bit unwieldy // you have to get the property at each index manually byte[] byteArray = new byte[16]; int arraySize = guidProp.arraySize; for( int i = 0; i < arraySize; ++i ) { var byteProp = guidProp.GetArrayElementAtIndex(i); byteArray[i] = (byte)byteProp.intValue; } currentGuid = new System.Guid(byteArray); currentGO = GuidManager.ResolveGuid(currentGuid); GuidComponent currentGuidComponent = currentGO != null ? currentGO.GetComponent() : null; GuidComponent component = null; if (currentGuid != System.Guid.Empty && currentGuidComponent == null) { // if our reference is set, but the target isn't loaded, we display the target and the scene it is in, and provide a way to clear the reference float buttonWidth = 55.0f; guidCompPosition.xMax -= buttonWidth; bool guiEnabled = GUI.enabled; GUI.enabled = false; EditorGUI.LabelField(guidCompPosition, new GUIContent(nameProp.stringValue, "Target GameObject is not currently loaded."), EditorStyles.objectField); GUI.enabled = guiEnabled; Rect clearButtonRect = new Rect(guidCompPosition); clearButtonRect.xMin = guidCompPosition.xMax; clearButtonRect.xMax += buttonWidth; if (GUI.Button(clearButtonRect, clearButtonGUI, EditorStyles.miniButton)) { ClearPreviousGuid(); } } else { // if our object is loaded, we can simply use an object field directly component = EditorGUI.ObjectField(guidCompPosition, currentGuidComponent, typeof(GuidComponent), true) as GuidComponent; } if (currentGuidComponent != null && component == null) { ClearPreviousGuid(); } // if we have a valid reference, draw the scene name of the scene it lives in so users can find it if (component != null) { nameProp.stringValue = component.name; string scenePath = component.gameObject.scene.path; sceneProp.objectReferenceValue = AssetDatabase.LoadAssetAtPath(scenePath); // only update the GUID Prop if something changed. This fixes multi-edit on GUID References if (component != currentGuidComponent) { byteArray = component.GetGuid().ToByteArray(); arraySize = guidProp.arraySize; for (int i = 0; i < arraySize; ++i) { var byteProp = guidProp.GetArrayElementAtIndex(i); byteProp.intValue = byteArray[i]; } } } EditorGUI.indentLevel++; position.y += EditorGUIUtility.singleLineHeight; bool cachedGUIState = GUI.enabled; GUI.enabled = false; EditorGUI.ObjectField(position, sceneLabel, sceneProp.objectReferenceValue, typeof(SceneAsset), false); GUI.enabled = cachedGUIState; EditorGUI.indentLevel--; EditorGUI.EndProperty(); } void ClearPreviousGuid() { nameProp.stringValue = string.Empty; sceneProp.objectReferenceValue = null; int arraySize = guidProp.arraySize; for (int i = 0; i < arraySize; ++i) { var byteProp = guidProp.GetArrayElementAtIndex(i); byteProp.intValue = 0; } } }