Putting a UnityEvent PropertyDrawer into a Custom Editor Window

I’m attempting to build a custom window interface for my GameEvents so that I can define all my data and keep them in .asset files rather than separate .prefab files. However, I’ve hit a snag: Creating a property drawer for the UnityEvents. [cont. after the image]

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As you can see in the image above, part of this editor’s function is building a list of buttons with UnityEvents I define in this window. This will allow me to make truly modular interfaces which will save a tremendous amount of time and add a lot of flexibility with this game. That is, after I figure out how to inject that data into the buttons.

First comes first, though: I need to know how to generate a PropertyDrawer that works like Unity’s Inspector with button OnClick() events. The UnityEvents are being stored in a List for later use and I’m open to any suggestions on how to accomplish storing/modifying their data (property-drawers, serialized-property, etc).

Any help in figuring this out would be appreciated. My responses should be fast as I work from home if there are questions you’d like to ask so that you can better help me.

Any reason you can’t make Unity draw the default drawer for that property?

EditorGUI.PropertyField(rect, eventProperty)