using System; using System.Reflection; using UnityEditor; using UnityEngine; namespace Pathfinding { [CustomPropertyDrawer(typeof(EnumFlagAttribute))] public class EnumFlagDrawer : PropertyDrawer { public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) { Enum targetEnum = GetBaseProperty(property); EditorGUI.BeginProperty(position, label, property); EditorGUI.BeginChangeCheck(); #if UNITY_2017_3_OR_NEWER Enum enumNew = EditorGUI.EnumFlagsField(position, label, targetEnum); #else Enum enumNew = EditorGUI.EnumMaskField(position, label, targetEnum); #endif if (EditorGUI.EndChangeCheck() || !property.hasMultipleDifferentValues) { property.intValue = (int)Convert.ChangeType(enumNew, targetEnum.GetType()); } EditorGUI.EndProperty(); } static T GetBaseProperty(SerializedProperty prop) { // Separate the steps it takes to get to this property string[] separatedPaths = prop.propertyPath.Split('.'); // Go down to the root of this serialized property System.Object reflectionTarget = prop.serializedObject.targetObject as object; // Walk down the path to get the target object foreach (var path in separatedPaths) { FieldInfo fieldInfo = reflectionTarget.GetType().GetField(path, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); reflectionTarget = fieldInfo.GetValue(reflectionTarget); } return (T)reflectionTarget; } } }