ReadOnly/DisableIf/EnableIfImportantEnableSaintsEditorbefore using
A tool to set field enable/disable status. Supports callbacks (function/field/property) and enum types. by using multiple arguments and decorators, you can make logic operation with it.
ReadOnly equals DisableIf, EnableIf is the opposite of DisableIf
Arguments:
For callback (functions, fields, properties):
-
(Optional)
EMode editorModeCondition: if it should be in edit mode, play mode for Editor or in some prefab stage. By default, (omitting this parameter) it does not check the mode at all.
See
Misc-EModefor more information. -
object by...callbacks or attributes for the condition. For more information, see
Callbacksection -
AllowMultiple: Yes
For ReadOnly/DisableIf: The field will be disabled if ALL condition is true (and operation)
For EnableIf: The field will be enabled if ANY condition is true (or operation)
For multiple attributes: The field will be disabled if ANY condition is true (or operation)
Logic example:
EnableIf(A)==DisableIf(!A)EnableIf(A, B)==EnableIf(A || B)==DisableIf(!(A || B))==DisableIf(!A && !B)[EnableIf(A), EnableIf(B)]==[DisableIf(!A), DisableIf(!B)]==DisableIf(!A || !B)
A simple example:
using SaintsField; [ReadOnly(nameof(ShouldBeDisabled))] public string disableMe; private bool ShouldBeDisabled() // change the logic here { return true; } // This also works on static/const callbacks using `$:` [DisableIf("$:" + nameof(Util) + "." + nameof(Util._shouldDisable))] public int disableThis; // you can put this under another file like `Util.cs` public static class Util { public static bool _shouldDisable; }
It also supports enum types. The syntax is like this:
using SaintsField; [Serializable] public enum EnumToggle { Off, On, } public EnumToggle enum1; [ReadOnly(nameof(enum1), EnumToggle.On)] public string enumReadOnly;
A more complex example:
using SaintsField; [Serializable] public enum EnumToggle { Off, On, } public EnumToggle enum1; public EnumToggle enum2; public bool bool1; public bool bool2() { return true; } // example of checking two normal callbacks and two enum callbacks [EnableIf(nameof(bool1), nameof(bool2), nameof(enum1), EnumToggle.On, nameof(enum2), EnumToggle.On)] public string bool12AndEnum12;
A more complex example about logic operation:
using SaintsField; [ReadOnly] public string directlyReadOnly; [SerializeField] private bool _bool1; [SerializeField] private bool _bool2; [SerializeField] private bool _bool3; [SerializeField] private bool _bool4; [SerializeField] [ReadOnly(nameof(_bool1))] [ReadOnly(nameof(_bool2))] [LabelText("readonly=1||2")] private string _ro1and2; [SerializeField] [ReadOnly(nameof(_bool1), nameof(_bool2))] [LabelText("readonly=1&&2")] private string _ro1or2; [SerializeField] [ReadOnly(nameof(_bool1), nameof(_bool2))] [ReadOnly(nameof(_bool3), nameof(_bool4))] [LabelText("readonly=(1&&2)||(3&&4)")] private string _ro1234;
EMode example:
using SaintsField; public bool boolVal; [DisableIf(EMode.Edit)] public string disEditMode; [DisableIf(EMode.Play)] public string disPlayMode; [DisableIf(EMode.Edit, nameof(boolVal))] public string disEditAndBool; [DisableIf(EMode.Edit), DisableIf(nameof(boolVal))] public string disEditOrBool; [EnableIf(EMode.Edit)] public string enEditMode; [EnableIf(EMode.Play)] public string enPlayMode; [EnableIf(EMode.Edit, nameof(boolVal))] public string enEditOrBool; // dis=!editor || dis=!bool => en=editor&&bool [EnableIf(EMode.Edit), EnableIf(nameof(boolVal))] public string enEditAndBool;
It also supports sub-field, and value comparison like ==, >, <=. Read more in the "Syntax for Show/Hide/Enable/Disable/Required-If" section.
It works with ShowInInspector & Button
// Please ensure you already have SaintsEditor enabled in your project before trying this example using SaintsField.Playa; [DisableIf] public int[] justDisable; [EnableIf] public int[] justEnable; [DisableIf(nameof(boolValue))] public int[] disableIf; [EnableIf(nameof(boolValue))] public int[] enableIf; [DisableIf(EMode.Edit)] public int[] disableEdit; [DisableIf(EMode.Play)] public int[] disablePlay; [EnableIf(EMode.Edit)] public int[] enableEdit; [EnableIf(EMode.Play)] public int[] enablePlay; [Button, DisableIf(nameof(boolValue))] private void DisableIfBtn() => Debug.Log("DisableIfBtn"); [Button, EnableIf(nameof(boolValue))] private void EnableIfBtn() => Debug.Log("EnableIfBtn"); [Button, DisableIf(EMode.Edit)] private void DisableEditBtn() => Debug.Log("DisableEditBtn"); [Button, DisableIf(EMode.Play)] private void DisablePlayBtn() => Debug.Log("DisablePlayBtn"); [Button, EnableIf(EMode.Edit)] private void EnableEditBtn() => Debug.Log("EnableEditBtn"); [Button, EnableIf(EMode.Play)] private void EnablePlayBtn() => Debug.Log("EnablePlayBtn");
