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Caffeine package is a collection of utility methods, design patterns, and extensions for creating, previewing, and distributing interactive courses within Unity.
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text/xml
<?xml version="1.0"?>
<doc>
<assembly>
<name>Sirenix.OdinInspector.Attributes</name>
</assembly>
<members>
<member name="T:Sirenix.OdinInspector.AssetListAttribute">
<summary>
<para>AssetLists is used on lists and arrays and single elements of unity types, and replaces the default list drawer with a list of all possible assets with the specified filter.</para>
<para>Use this to both filter and include or exclude assets from a list or an array, without navigating the project window.</para>
</summary>
<remarks>
<para>Asset lists works on all asset types such as materials, scriptable objects, prefabs, custom components, audio, textures etc, and does also show inherited types.</para>
</remarks>
<example>
<para>The following example will display an asset list of all prefabs located in the project window.</para>
<code>
public class AssetListExamples : MonoBehaviour
{
[InfoBox("The AssetList attribute work on both lists of UnityEngine.Object types and UnityEngine.Object types, but have different behaviour.")]
[AssetList]
[InlineEditor(InlineEditorModes.LargePreview)]
public GameObject Prefab;
[AssetList]
public List<PlaceableObject> PlaceableObjects;
[AssetList(Path = "Plugins/Sirenix/")]
[InlineEditor(InlineEditorModes.LargePreview)]
public UnityEngine.Object Object;
[AssetList(AutoPopulate = true)]
public List<PlaceableObject> PlaceableObjectsAutoPopulated;
[AssetList(LayerNames = "MyLayerName")]
public GameObject[] AllPrefabsWithLayerName;
[AssetList(AssetNamePrefix = "Rock")]
public List<GameObject> PrefabsStartingWithRock;
[AssetList(Path = "/Plugins/Sirenix/")]
public List<GameObject> AllPrefabsLocatedInFolder;
[AssetList(Tags = "MyTagA, MyTabB", Path = "/Plugins/Sirenix/")]
public List<GameObject> GameObjectsWithTag;
[AssetList(Path = "/Plugins/Sirenix/")]
public List<Material> AllMaterialsInSirenix;
[AssetList(Path = "/Plugins/Sirenix/")]
public List<ScriptableObject> AllScriptableObjects;
[InfoBox("Use a method as a custom filter for the asset list.")]
[AssetList(CustomFilterMethod = "HasRigidbodyComponent")]
public List<GameObject> MyRigidbodyPrefabs;
private bool HasRigidbodyComponent(GameObject obj)
{
return obj.GetComponent<Rigidbody>() != null;
}
}
</code>
</example>
</member>
<member name="F:Sirenix.OdinInspector.AssetListAttribute.AutoPopulate">
<summary>
<para>If <c>true</c>, all assets found and displayed by the asset list, will automatically be added to the list when inspected.</para>
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetListAttribute.Tags">
<summary>
<para>Comma separated list of tags to filter the asset list.</para>
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetListAttribute.LayerNames">
<summary>
<para>Filter the asset list to only include assets with a specified layer.</para>
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetListAttribute.AssetNamePrefix">
<summary>
<para>Filter the asset list to only include assets which name begins with.</para>
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetListAttribute.Path">
<summary>
<para>Filter the asset list to only include assets which is located at the specified path.</para>
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetListAttribute.CustomFilterMethod">
<summary>
<para>Filter the asset list to only include assets for which the given filter method returns true.</para>
</summary>
</member>
<member name="M:Sirenix.OdinInspector.AssetListAttribute.#ctor">
<summary>
<para>Initializes a new instance of the <see cref="T:Sirenix.OdinInspector.AssetListAttribute"/> class.</para>
</summary>
</member>
<member name="T:Sirenix.OdinInspector.AssetSelectorAttribute">
<summary>
The AssetSelector attribute can be used on all Unity types and will prepend a small button next to the object field that when clicked,
will present the user with a dropdown of assets to select from which can be customized from the attribute.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.IsUniqueList">
<summary>
True by default.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.DrawDropdownForListElements">
<summary>
True by default. If the ValueDropdown attribute is applied to a list, then disabling this,
will render all child elements normally without using the ValueDropdown. The ValueDropdown will
still show up when you click the add button on the list drawer, unless <see cref="F:Sirenix.OdinInspector.AssetSelectorAttribute.DisableListAddButtonBehaviour"/> is true.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.DisableListAddButtonBehaviour">
<summary>
False by default.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.ExcludeExistingValuesInList">
<summary>
If the ValueDropdown attribute is applied to a list, and <see cref="F:Sirenix.OdinInspector.AssetSelectorAttribute.IsUniqueList"/> is set to true, then enabling this,
will exclude existing values, instead of rendering a checkbox indicating whether the item is already included or not.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.ExpandAllMenuItems">
<summary>
If the dropdown renders a tree-view, then setting this to true will ensure everything is expanded by default.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.FlattenTreeView">
<summary>
By default, the dropdown will create a tree view.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.DropdownWidth">
<summary>
Gets or sets the width of the dropdown. Default is zero.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.DropdownHeight">
<summary>
Gets or sets the height of the dropdown. Default is zero.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.DropdownTitle">
<summary>
Gets or sets the title for the dropdown. Null by default.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.SearchInFolders">
<summary>
Specify which folders to search in. Specifying no folders will make it search in your entire project.
Use the <see cref="P:Sirenix.OdinInspector.AssetSelectorAttribute.Paths"/> property for a more clean way of populating this array through attributes.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.AssetSelectorAttribute.Filter">
<summary>
The filters we should use when calling AssetDatabase.FindAssets.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.AssetSelectorAttribute.Paths">
<summary>
<para>
Specify which folders to search in. Specifying no folders will make it search in your entire project.
You can decalir multiple paths using '|' as the seperator.
Example: <code>[AssetList(Paths = "Assets/Textures|Assets/Other/Textures")]</code>
</para>
<para>
This property is simply a more clean way of populating the <see cref="F:Sirenix.OdinInspector.AssetSelectorAttribute.SearchInFolders"/> array.
</para>
</summary>
</member>
<member name="T:Sirenix.OdinInspector.AssetsOnlyAttribute">
<summary>
<para>AssetsOnly is used on object properties, and restricts the property to project assets, and not scene objects.</para>
<para>Use this when you want to ensure an object is from the project, and not from the scene.</para>
</summary>
<example>
<para>The following example shows a component with a game object property, that must be a prefab from the project, and not a scene object.</para>
<code>
public MyComponent : MonoBehaviour
{
[AssetsOnly]
public GameObject MyPrefab;
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.SceneObjectsOnlyAttribute"/>
</member>
<member name="T:Sirenix.OdinInspector.BoxGroupAttribute">
<summary>
<para>BoxGroup is used on any property and organizes the property in a boxed group.</para>
<para>Use this to cleanly organize relevant values together in the inspector.</para>
</summary>
<example>
<para>The following example shows how BoxGroup is used to organize properties together into a box.</para>
<code>
public class BoxGroupExamples : MonoBehaviour
{
// Box with a centered title.
[BoxGroup("Centered Title", centerLabel: true)]
public int A;
[BoxGroup("Centered Title", centerLabel: true)]
public int B;
[BoxGroup("Centered Title", centerLabel: true)]
public int C;
// Box with a title.
[BoxGroup("Left Oriented Title")]
public int D;
[BoxGroup("Left Oriented Title")]
public int E;
// Box with a title recieved from a field.
[BoxGroup("$DynamicTitle1"), LabelText("Dynamic Title")]
public string DynamicTitle1 = "Dynamic box title";
[BoxGroup("$DynamicTitle1")]
public int F;
// Box with a title recieved from a property.
[BoxGroup("$DynamicTitle2")]
public int G;
[BoxGroup("$DynamicTitle2")]
public int H;
// Box without a title.
[InfoBox("You can also hide the label of a box group.")]
[BoxGroup("NoTitle", false)]
public int I;
[BoxGroup("NoTitle")]
public int J;
[BoxGroup("NoTitle")]
public int K;
#if UNITY_EDITOR
public string DynamicTitle2
{
get { return UnityEditor.PlayerSettings.productName; }
}
#endif
[BoxGroup("Boxed Struct"), HideLabel]
public SomeStruct BoxedStruct;
public SomeStruct DefaultStruct;
[Serializable]
public struct SomeStruct
{
public int One;
public int Two;
public int Three;
}
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.ButtonGroupAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.FoldoutGroupAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.HorizontalGroupAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.TabGroupAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.ToggleGroupAttribute"/>
</member>
<member name="F:Sirenix.OdinInspector.BoxGroupAttribute.ShowLabel">
<summary>
If <c>true</c> a label for the group will be drawn on top.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.BoxGroupAttribute.CenterLabel">
<summary>
If <c>true</c> the header label will be places in the center of the group header. Otherwise it will be in left side.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.BoxGroupAttribute.LabelText">
<summary>
If non-null, this is used instead of the group's name as the title label.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.BoxGroupAttribute.#ctor(System.String,System.Boolean,System.Boolean,System.Single)">
<summary>
Adds the property to the specified box group.
</summary>
<param name="group">The box group.</param>
<param name="showLabel">If <c>true</c> a label will be drawn for the group.</param>
<param name="centerLabel">If set to <c>true</c> the header label will be centered.</param>
<param name="order">The order of the group in the inspector.</param>
</member>
<member name="M:Sirenix.OdinInspector.BoxGroupAttribute.#ctor">
<summary>
Initializes a new instance of the <see cref="T:Sirenix.OdinInspector.BoxGroupAttribute"/> class. Use the other constructor overloads in order to show a header-label on the box group.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.BoxGroupAttribute.CombineValuesWith(Sirenix.OdinInspector.PropertyGroupAttribute)">
<summary>
Combines the box group with another group.
</summary>
<param name="other">The other group.</param>
</member>
<member name="T:Sirenix.OdinInspector.ButtonAttribute">
<summary>
<para>Buttons are used on functions, and allows for clickable buttons in the inspector.</para>
</summary>
<example>
<para>The following example shows a component that has an initialize method, that can be called from the inspector.</para>
<code>
public class MyComponent : MonoBehaviour
{
[Button]
private void Init()
{
// ...
}
}
</code>
</example>
<example>
<para>The following example show how a Button could be used to test a function.</para>
<code>
public class MyBot : MonoBehaviour
{
[Button]
private void Jump()
{
// ...
}
}
</code>
</example>
<example>
<para>The following example show how a Button can named differently than the function it's been attached to.</para>
<code>
public class MyComponent : MonoBehaviour
{
[Button("Function")]
private void MyFunction()
{
// ...
}
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.InlineButtonAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.ButtonGroupAttribute"/>
</member>
<member name="F:Sirenix.OdinInspector.ButtonAttribute.Name">
<summary>
Use this to override the label on the button.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.ButtonAttribute.Style">
<summary>
The style in which to draw the button.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.ButtonAttribute.Expanded">
<summary>
If the button contains parameters, you can disable the foldout it creates by setting this to true.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.ButtonAttribute.DisplayParameters">
<summary>
<para>Whether to display the button method's parameters (if any) as values in the inspector. True by default.</para>
<para>If this is set to false, the button method will instead be invoked through an ActionResolver or ValueResolver (based on whether it returns a value), giving access to contextual named parameter values like "InspectorProperty property" that can be passed to the button method.</para>
</summary>
</member>
<member name="F:Sirenix.OdinInspector.ButtonAttribute.DirtyOnClick">
<summary>
Whether the containing object or scene (if there is one) should be marked dirty when the button is clicked. True by default. Note that if this is false, undo for any changes caused by the button click is also disabled, as registering undo events also causes dirtying.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.ButtonAttribute.ButtonHeight">
<summary>
Gets the height of the button. If it's zero or below then use default.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.ButtonAttribute.Icon">
<summary>
The icon to be displayed inside the button.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.ButtonAttribute.IconAlignment">
<summary>
The alignment of the icon that is displayed inside the button.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.ButtonAttribute.ButtonAlignment">
<summary>
The alignment of the button represented by a range from 0 to 1 where 0 is the left edge of the available space and 1 is the right edge.
ButtonAlignment only has an effect when Stretch is set to false.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.ButtonAttribute.Stretch">
<summary>
Whether the button should stretch to fill all of the available space. Default value is true.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.ButtonAttribute.DrawResult">
<summary>
If the button has a return type, set this to false to not draw the result. Default value is true.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor">
<summary>
Creates a button in the inspector named after the method.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(Sirenix.OdinInspector.ButtonSizes)">
<summary>
Creates a button in the inspector named after the method.
</summary>
<param name="size">The size of the button.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(System.Int32)">
<summary>
Creates a button in the inspector named after the method.
</summary>
<param name="buttonSize">The size of the button.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(System.String)">
<summary>
Creates a button in the inspector with a custom name.
</summary>
<param name="name">Custom name for the button.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(System.String,Sirenix.OdinInspector.ButtonSizes)">
<summary>
Creates a button in the inspector with a custom name.
</summary>
<param name="name">Custom name for the button.</param>
<param name="buttonSize">Size of the button.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(System.String,System.Int32)">
<summary>
Creates a button in the inspector with a custom name.
</summary>
<param name="name">Custom name for the button.</param>
<param name="buttonSize">Size of the button in pixels.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(Sirenix.OdinInspector.ButtonStyle)">
<summary>
Creates a button in the inspector named after the method.
</summary>
<param name="parameterBtnStyle">Button style for methods with parameters.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(System.Int32,Sirenix.OdinInspector.ButtonStyle)">
<summary>
Creates a button in the inspector named after the method.
</summary>
<param name="buttonSize">The size of the button.</param>
<param name="parameterBtnStyle">Button style for methods with parameters.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(Sirenix.OdinInspector.ButtonSizes,Sirenix.OdinInspector.ButtonStyle)">
<summary>
Creates a button in the inspector named after the method.
</summary>
<param name="size">The size of the button.</param>
<param name="parameterBtnStyle">Button style for methods with parameters.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(System.String,Sirenix.OdinInspector.ButtonStyle)">
<summary>
Creates a button in the inspector with a custom name.
</summary>
<param name="name">Custom name for the button.</param>
<param name="parameterBtnStyle">Button style for methods with parameters.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(System.String,Sirenix.OdinInspector.ButtonSizes,Sirenix.OdinInspector.ButtonStyle)">
<summary>
Creates a button in the inspector with a custom name.
</summary>
<param name="name">Custom name for the button.</param>
<param name="buttonSize">Size of the button.</param>
<param name="parameterBtnStyle">Button style for methods with parameters.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(System.String,System.Int32,Sirenix.OdinInspector.ButtonStyle)">
<summary>
Creates a button in the inspector with a custom name.
</summary>
<param name="name">Custom name for the button.</param>
<param name="buttonSize">Size of the button in pixels.</param>
<param name="parameterBtnStyle">Button style for methods with parameters.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(Sirenix.OdinInspector.SdfIconType,Sirenix.OdinInspector.IconAlignment)">
<summary>
Creates a button in the inspector with a custom icon.
</summary>
<param name="icon">The icon to be displayed inside the button.</param>
<param name="iconAlignment">The alignment of the icon that is displayed inside the button.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(Sirenix.OdinInspector.SdfIconType)">
<summary>
Creates a button in the inspector with a custom icon.
</summary>
<param name="icon">The icon to be displayed inside the button.</param>
</member>
<member name="M:Sirenix.OdinInspector.ButtonAttribute.#ctor(Sirenix.OdinInspector.SdfIconType,System.String)">
<summary>
Creates a button in the inspector with a custom icon.
</summary>
<param name="icon">The icon to be displayed inside the button.</param>
<param name="name">Custom name for the button.</param>
</member>
<member name="T:Sirenix.OdinInspector.ButtonGroupAttribute">
<summary>
<para>ButtonGroup is used on any instance function, and adds buttons to the inspector organized into horizontal groups.</para>
<para>Use this to organize multiple button in a tidy horizontal group.</para>
</summary>
<example>
<para>The following example shows how ButtonGroup is used to organize two buttons into one group.</para>
<code>
public class MyComponent : MonoBehaviour
{
[ButtonGroup("MyGroup")]
private void A()
{
// ..
}
[ButtonGroup("MyGroup")]
private void B()
{
// ..
}
}
</code>
</example>
<example>
<para>The following example shows how ButtonGroup can be used to create multiple groups of buttons.</para>
<code>
public class MyComponent : MonoBehaviour
{
[ButtonGroup("First")]
private void A()
{ }
[ButtonGroup("First")]
private void B()
{ }
[ButtonGroup("")]
private void One()
{ }
[ButtonGroup("")]
private void Two()
{ }
[ButtonGroup("")]
private void Three()
{ }
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.ButtonAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.InlineButtonAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.BoxGroupAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.FoldoutGroupAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.HorizontalGroupAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.TabGroupAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.ToggleGroupAttribute"/>
</member>
<member name="F:Sirenix.OdinInspector.ButtonGroupAttribute.ButtonHeight">
<summary>
Gets the height of the button. If it's zero or below then use default.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.ButtonGroupAttribute.IconAlignment">
<summary>
The alignment of the icon that is displayed inside the button.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.ButtonGroupAttribute.ButtonAlignment">
<summary>
The alignment of the button represented by a range from 0 to 1 where 0 is the left edge of the available space and 1 is the right edge.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.ButtonGroupAttribute.Stretch">
<summary>
Whether the button should stretch to fill all of the available space. Default value is true.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.ButtonGroupAttribute.#ctor(System.String,System.Single)">
<summary>
Organizes the button into the specified button group.
</summary>
<param name="group">The group to organize the button into.</param>
<param name="order">The order of the group in the inspector..</param>
</member>
<member name="T:Sirenix.OdinInspector.ButtonStyle">
<summary>
Button style for methods with parameters.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.ButtonStyle.CompactBox">
<summary>
Draws a foldout box around the parameters of the method with the button on the box header itself.
This is the default style of a method with parameters.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.ButtonStyle.FoldoutButton">
<summary>
Draws a button with a foldout to expose the parameters of the method.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.ButtonStyle.Box">
<summary>
Draws a foldout box around the parameters of the method with the button at the bottom of the box.
</summary>
</member>
<member name="T:Sirenix.OdinInspector.ChildGameObjectsOnlyAttribute">
<summary>
The ChildGameObjectsOnly attribute can be used on Components and GameObject fields and will prepend a small button next to the object-field that
will search through all child gameobjects for assignable objects and present them in a dropdown for the user to choose from.
</summary>
<seealso cref="T:System.Attribute" />
</member>
<member name="T:Sirenix.OdinInspector.ColorPaletteAttribute">
<summary>
<para>ColorPalette is used on any Color property, and allows for choosing colors from different definable palettes.</para>
<para>Use this to allow the user to choose from a set of predefined color options.</para>
</summary>
<remarks>
<para>See and edit the color palettes in Tools > Odin > Inspector > Preferences > Drawers > Color Palettes.</para>
<note type="note">The color property is not tied to the color palette, and can be edited. Therefore the color will also not update if the ColorPalette is edited.</note>
</remarks>
<example>
<para>The following example shows how ColorPalette is applied to a property. The user can freely choose between all available ColorPalettes.</para>
<code>
public class ColorPaletteExamples : MonoBehaviour
{
[ColorPalette]
public Color ColorOptions;
[ColorPalette("Underwater")]
public Color UnderwaterColor;
[ColorPalette("Fall"), HideLabel]
public Color WideColorPalette;
[ColorPalette("My Palette")]
public Color MyColor;
[ColorPalette("Clovers")]
public Color[] ColorArray;
}
</code>
</example>
</member>
<member name="F:Sirenix.OdinInspector.ColorPaletteAttribute.PaletteName">
<summary>
Gets the name of the palette.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.ColorPaletteAttribute.ShowAlpha">
<summary>
Indicates if the color palette should show alpha values or not.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.ColorPaletteAttribute.#ctor">
<summary>
Adds a color palette options to a Color property.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.ColorPaletteAttribute.#ctor(System.String)">
<summary>
Adds color options to a Color property from a specific palette.
</summary>
<param name="paletteName">Name of the palette.</param>
</member>
<member name="T:Sirenix.OdinInspector.CustomContextMenuAttribute">
<summary>
<para>CustomContextMenu is used on any property, and adds a custom options to the context menu for the property.</para>
<para>Use this for when you want to add custom actions to the context menu of a property.</para>
</summary>
<remarks>
<note type="note">CustomContextMenu currently does not support static functions.</note>
</remarks>
<example>
<para>The following example shows how CustomContextMenu is used to add a custom option to a property.</para>
<code>
public class MyComponent : MonoBehaviour
{
[CustomContextMenu("My custom option", "MyAction")]
public Vector3 MyVector;
private void MyAction()
{
MyVector = Random.onUnitSphere;
}
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.DisableContextMenuAttribute"/>
</member>
<member name="F:Sirenix.OdinInspector.CustomContextMenuAttribute.MenuItem">
<summary>
The name of the menu item.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.CustomContextMenuAttribute.MethodName">
<summary>
The name of the callback method. Obsolete; use the Action member instead.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.CustomContextMenuAttribute.Action">
<summary>
A resolved string defining the action to take when the context menu is clicked.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.CustomContextMenuAttribute.#ctor(System.String,System.String)">
<summary>
Adds a custom option to the context menu of the property.
</summary>
<param name="menuItem">The name of the menu item.</param>
<param name="action">A resolved string defining the action to take when the context menu is clicked.</param>
</member>
<member name="T:Sirenix.OdinInspector.CustomValueDrawerAttribute">
<summary>
Instead of making a new attribute, and a new drawer, for a one-time thing, you can with this attribute, make a method that acts as a custom property drawer.
These drawers will out of the box have support for undo/redo and multi-selection.
</summary>
<example>
Usage:
<code>
public class CustomDrawerExamples : MonoBehaviour
{
public float From = 2, To = 7;
[CustomValueDrawer("MyStaticCustomDrawerStatic")]
public float CustomDrawerStatic;
[CustomValueDrawer("MyStaticCustomDrawerInstance")]
public float CustomDrawerInstance;
[CustomValueDrawer("MyStaticCustomDrawerArray")]
public float[] CustomDrawerArray;
#if UNITY_EDITOR
private static float MyStaticCustomDrawerStatic(float value, GUIContent label)
{
return EditorGUILayout.Slider(value, 0f, 10f);
}
private float MyStaticCustomDrawerInstance(float value, GUIContent label)
{
return EditorGUILayout.Slider(value, this.From, this.To);
}
private float MyStaticCustomDrawerArray(float value, GUIContent label)
{
return EditorGUILayout.Slider(value, this.From, this.To);
}
#endif
}
</code>
</example>
</member>
<member name="P:Sirenix.OdinInspector.CustomValueDrawerAttribute.MethodName">
<summary>
Name of the custom drawer method. Obsolete; use the Action member instead.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.CustomValueDrawerAttribute.Action">
<summary>
A resolved string that defines the custom drawer action to take, such as an expression or method invocation.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.CustomValueDrawerAttribute.#ctor(System.String)">
<summary>
Instead of making a new attribute, and a new drawer, for a one-time thing, you can with this attribute, make a method that acts as a custom property drawer.
These drawers will out of the box have support for undo/redo and multi-selection.
</summary>
<param name="action">A resolved string that defines the custom drawer action to take, such as an expression or method invocation.</param>
</member>
<member name="T:Sirenix.OdinInspector.DelayedPropertyAttribute">
<summary>
Delays applying changes to properties while they still being edited in the inspector.
Similar to Unity's built-in Delayed attribute, but this attribute can also be applied to properties.
</summary>
</member>
<member name="T:Sirenix.OdinInspector.DetailedInfoBoxAttribute">
<summary>
<para>DetailedInfoBox is used on any property, and displays a message box that can be expanded to show more details.</para>
<para>Use this to convey a message to a user, and give them the option to see more details.</para>
</summary>
<example>
<para>The following example shows how DetailedInfoBox is used on a field.</para>
<code>
public class MyComponent : MonoBehaviour
{
[DetailedInfoBox("This is a message", "Here is some more details about that message")]
public int MyInt;
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.InfoBoxAttribute"/>
</member>
<member name="F:Sirenix.OdinInspector.DetailedInfoBoxAttribute.Message">
<summary>
The message for the message box.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DetailedInfoBoxAttribute.Details">
<summary>
The hideable details of the message box.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DetailedInfoBoxAttribute.InfoMessageType">
<summary>
Type of the message box.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DetailedInfoBoxAttribute.VisibleIf">
<summary>
Optional name of a member to hide or show the message box.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.DetailedInfoBoxAttribute.#ctor(System.String,System.String,Sirenix.OdinInspector.InfoMessageType,System.String)">
<summary>
Displays a message box with hideable details.
</summary>
<param name="message">The message for the message box.</param>
<param name="details">The hideable details of the message box.</param>
<param name="infoMessageType">Type of the message box.</param>
<param name="visibleIf">Optional name of a member to hide or show the message box.</param>
</member>
<member name="T:Sirenix.OdinInspector.DictionaryDrawerSettings">
<summary>
Customize the behavior for dictionaries in the inspector.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DictionaryDrawerSettings.KeyLabel">
<summary>
Specify an alternative key label for the dictionary drawer.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DictionaryDrawerSettings.ValueLabel">
<summary>
Specify an alternative value label for the dictionary drawer.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DictionaryDrawerSettings.DisplayMode">
<summary>
Specify how the dictionary should draw its items.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DictionaryDrawerSettings.IsReadOnly">
<summary>
Gets or sets a value indicating whether this instance is read only.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DictionaryDrawerSettings.KeyColumnWidth">
<summary>
Gets or sets a value indicating the default key column width of the dictionary.
</summary>
</member>
<member name="T:Sirenix.OdinInspector.DisableContextMenuAttribute">
<summary>
<para>DisableContextMenu is used on any property and disables the context menu for that property.</para>
<para>Use this if you do not want the context menu to be available for a property.</para>
</summary>
<example>
<para>The following example shows how DisableContextMenu is used on a property.</para>
<code>
public class MyComponent : MonoBehaviour
{
[DisableContextMenu]
public Vector3 MyVector;
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.CustomContextMenuAttribute"/>
</member>
<member name="F:Sirenix.OdinInspector.DisableContextMenuAttribute.DisableForMember">
<summary>
Whether to disable the context menu for the member itself.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DisableContextMenuAttribute.DisableForCollectionElements">
<summary>
Whether to disable the context menu for collection elements.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.DisableContextMenuAttribute.#ctor(System.Boolean,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:Sirenix.OdinInspector.DisableContextMenuAttribute" /> class.
</summary>
<param name="disableForMember">Whether to disable the context menu for the member itself.</param>
<param name="disableCollectionElements">Whether to also disable the context menu of collection elements.</param>
</member>
<member name="T:Sirenix.OdinInspector.DisableIfAttribute">
<summary>
<para>DisableIf is used on any property, and can disable or enable the property in the inspector.</para>
<para>Use this to disable properties when they are irrelevant.</para>
</summary>
<example>
<para>The following example shows how a property can be disabled by the state of a field.</para>
<code>
public class MyComponent : MonoBehaviour
{
public bool DisableProperty;
[DisableIf("DisableProperty")]
public int MyInt;
public SomeEnum SomeEnumField;
[DisableIf("SomeEnumField", SomeEnum.SomeEnumMember)]
public string SomeString;
}
</code>
</example>
<example>
<para>The following examples show how a property can be disabled by a function.</para>
<code>
public class MyComponent : MonoBehaviour
{
[EnableIf("MyDisableFunction")]
public int MyInt;
private bool MyDisableFunction()
{
// ...
}
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.EnableIfAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.ShowIfAttribute"/>
</member>
<member name="P:Sirenix.OdinInspector.DisableIfAttribute.MemberName">
<summary>
The name of a bool member field, property or method. Obsolete; use the Condition member instead.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DisableIfAttribute.Condition">
<summary>
A resolved string that defines the condition to check the value of, such as a member name or an expression.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.DisableIfAttribute.Value">
<summary>
The optional condition value.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.DisableIfAttribute.#ctor(System.String)">
<summary>
Disables a property in the inspector, based on the value of a resolved string.
</summary>
<param name="condition">A resolved string that defines the condition to check the value of, such as a member name or an expression.</param>
</member>
<member name="M:Sirenix.OdinInspector.DisableIfAttribute.#ctor(System.String,System.Object)">
<summary>
Disables a property in the inspector, if the resolved string evaluates to the specified value.
</summary>
<param name="condition">A resolved string that defines the condition to check the value of, such as a member name or an expression.</param>
<param name="optionalValue">Value to check against.</param>
</member>
<member name="T:Sirenix.OdinInspector.DisableInAttribute">
<summary>
Disables a member based on which type of a prefab and instance it is in.
</summary>
</member>
<member name="T:Sirenix.OdinInspector.DisableInEditorModeAttribute">
<summary>
<para>DisableInEditorMode is used on any property, and disables the property when not in play mode.</para>
<para>Use this when you only want a property to be editable when in play mode.</para>
</summary>
<example>
<para>The following example shows how DisableInEditorMode is used to disable a property when in the editor.</para>
<code>
public class MyComponent : MonoBehaviour
{
[DisableInEditorMode]
public int MyInt;
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.DisableInPlayModeAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.EnableIfAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.DisableIfAttribute"/>
</member>
<member name="T:Sirenix.OdinInspector.DisableInInlineEditorsAttribute">
<summary>
Disables a property if it is drawn within an <see cref="T:Sirenix.OdinInspector.InlineEditorAttribute"/>.
</summary>
</member>
<member name="T:Sirenix.OdinInspector.DisableInNonPrefabsAttribute">
<summary>
Disables a property if it is drawn from a non-prefab asset or instance.
</summary>
</member>
<member name="T:Sirenix.OdinInspector.DisableInPlayModeAttribute">
<summary>
<para>DisableInPlayMode is used on any property, and disables the property when in play mode.</para>
<para>Use this to prevent users from editing a property when in play mode.</para>
</summary>
<example>
<para>The following example shows how DisableInPlayMode is used to disable a property when in play mode.</para>
<code>
public class MyComponent : MonoBehaviour
{
[DisableInPlayMode]
public int MyInt;
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.HideInPlayModeAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.DisableInEditorModeAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.HideInEditorModeAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.EnableIfAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.DisableIfAttribute"/>
</member>
<member name="T:Sirenix.OdinInspector.DisableInPrefabAssetsAttribute">
<summary>
Disables a property if it is drawn from a prefab asset.
</summary>
</member>
<member name="T:Sirenix.OdinInspector.DisableInPrefabInstancesAttribute">
<summary>
Disables a property if it is drawn from a prefab instance.
</summary>
</member>
<member name="T:Sirenix.OdinInspector.DisableInPrefabsAttribute">
<summary>
Disables a property if it is drawn from a prefab asset or a prefab instance.
</summary>
</member>
<member name="T: