Validate Input Attribute特性:用于任何屬性,并允自定義檢查器,靈活實(shí)現(xiàn)多種監(jiān)測(cè)規(guī)則。使用此選項(xiàng)可強(qiáng)制執(zhí)行正確的值(提供對(duì)應(yīng)的返回值)。

常規(guī)寫法,實(shí)參輸入一個(gè)方法的名稱,一個(gè)對(duì)應(yīng)的消息

[ValidateInput("MustBeNull", "這個(gè)字段應(yīng)該為空。")]
public MyScripty DefaultMessage;
private bool MustBeNull(MyScripty scripty)
{
return scripty == null;
}
也可以使用$特殊標(biāo)識(shí)符引用一個(gè)字段動(dòng)態(tài)顯示提示信息,而且也可以明確指出需要提示信息的類型

[ReadOnly]
public string dynamicMessage = "這個(gè)物體不應(yīng)該為空!";
[ValidateInput("CheckGameObject", "$dynamicMessage", InfoMessageType.None)]
public GameObject targetObj_None = null;
[ValidateInput("CheckGameObject", "$dynamicMessage", InfoMessageType.Info)]
public GameObject targetObj_Info = null;
[ValidateInput("CheckGameObject", "$dynamicMessage", InfoMessageType.Warning)]
public GameObject targetObj_Warning = null;
[ValidateInput("CheckGameObject", "$dynamicMessage", InfoMessageType.Error)]
public GameObject targetObj_Error = null;
private bool CheckGameObject(GameObject tempObj)
{
return tempObj != null;
}
當(dāng)然也可以這么用

[ValidateInput("IfNullIsFalse", "$Message", InfoMessageType.Warning)]
public string Message = "Dynamic ValidateInput message";
private bool IfNullIsFalse(string value)
{
return string.IsNullOrEmpty(value);
}
也可以覆蓋默認(rèn)的提示消息和消息類型

[ValidateInput("HasMeshRendererDynamicMessage", "對(duì)應(yīng)的函數(shù)中已經(jīng)有消息,所以這個(gè)默認(rèn)消息已經(jīng)沒用")]
public GameObject DynamicMessage;
private bool HasMeshRendererDynamicMessage(GameObject gameObject, ref string errorMessage)
{
if (gameObject == null) return true;
if (gameObject.GetComponentInChildren<MeshRenderer>() == null)
{
errorMessage = "\"" + gameObject.name + "\" 這玩應(yīng)必須有一個(gè) MeshRenderer 組件";//如果設(shè)置消息,則默認(rèn)消息會(huì)被覆蓋
return false;
}
return true;
}
[ValidateInput("HasMeshRendererDynamicMessageAndType", "對(duì)應(yīng)的函數(shù)中已經(jīng)有消息和類型,所以這個(gè)默認(rèn)消息和類型已經(jīng)沒用")]
public GameObject DynamicMessageAndType;
[InfoBox("Change GameObject value to update message type", InfoMessageType.Info)]
public InfoMessageType MessageType;
private bool HasMeshRendererDynamicMessageAndType(GameObject gameObject, ref string errorMessage, ref InfoMessageType? messageType)
{
if (gameObject == null) return true;
if (gameObject.GetComponentInChildren<MeshRenderer>() == null)
{
errorMessage = "\"" + gameObject.name + "\" 要有一個(gè) MeshRenderer 組件";//如果設(shè)置消息,則默認(rèn)消息會(huì)被覆蓋
messageType = this.MessageType;//如果設(shè)置消息類型,則默認(rèn)消息類型會(huì)被覆蓋
return false;
}
return true;
}
完整示例代碼
using Sirenix.OdinInspector;
using UnityEngine;
public class ValidateInputAttributeExample : MonoBehaviour
{
[ValidateInput("MustBeNull", "這個(gè)字段應(yīng)該為空。")]
public MyScripty DefaultMessage;
private bool MustBeNull(MyScripty scripty)
{
return scripty == null;
}
[ReadOnly]
public string dynamicMessage = "這個(gè)物體不應(yīng)該為空!";
[ValidateInput("CheckGameObject", "$dynamicMessage", InfoMessageType.None)]
public GameObject targetObj_None = null;
[ValidateInput("CheckGameObject", "$dynamicMessage", InfoMessageType.Info)]
public GameObject targetObj_Info = null;
[ValidateInput("CheckGameObject", "$dynamicMessage", InfoMessageType.Warning)]
public GameObject targetObj_Warning = null;
[ValidateInput("CheckGameObject", "$dynamicMessage", InfoMessageType.Error)]
public GameObject targetObj_Error = null;
private bool CheckGameObject(GameObject tempObj)
{
return tempObj != null;
}
[ValidateInput("IfNullIsFalse", "$Message", InfoMessageType.Warning)]
public string Message = "Dynamic ValidateInput message";
private bool IfNullIsFalse(string value)
{
return string.IsNullOrEmpty(value);
}
[ValidateInput("HasMeshRendererDynamicMessage", "對(duì)應(yīng)的函數(shù)中已經(jīng)有消息,所以這個(gè)默認(rèn)消息已經(jīng)沒用")]
public GameObject DynamicMessage;
private bool HasMeshRendererDynamicMessage(GameObject gameObject, ref string errorMessage)
{
if (gameObject == null) return true;
if (gameObject.GetComponentInChildren<MeshRenderer>() == null)
{
errorMessage = "\"" + gameObject.name + "\" 這玩應(yīng)必須有一個(gè) MeshRenderer 組件";//如果設(shè)置消息,則默認(rèn)消息會(huì)被覆蓋
return false;
}
return true;
}
[ValidateInput("HasMeshRendererDynamicMessageAndType", "對(duì)應(yīng)的函數(shù)中已經(jīng)有消息和類型,所以這個(gè)默認(rèn)消息和類型已經(jīng)沒用")]
public GameObject DynamicMessageAndType;
[InfoBox("Change GameObject value to update message type", InfoMessageType.Info)]
public InfoMessageType MessageType;
private bool HasMeshRendererDynamicMessageAndType(GameObject gameObject, ref string errorMessage, ref InfoMessageType? messageType)
{
if (gameObject == null) return true;
if (gameObject.GetComponentInChildren<MeshRenderer>() == null)
{
errorMessage = "\"" + gameObject.name + "\" 要有一個(gè) MeshRenderer 組件";//如果設(shè)置消息,則默認(rèn)消息會(huì)被覆蓋
messageType = this.MessageType;//如果設(shè)置消息類型,則默認(rèn)消息類型會(huì)被覆蓋
return false;
}
return true;
}
private bool HasMeshRendererDefaultMessage(GameObject gameObject)
{
if (gameObject == null) return true;
return gameObject.GetComponentInChildren<MeshRenderer>() != null;
}
}