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Question by devjunglevr75 · Jun 27, 2019 at 03:28 PM · editor-scriptingunityeditorpropertydrawerproperty drawer

How to create a dynamical dropdown menu in Editor?

Hi,

I'm trying to have a dynamical dropdown menu in my Editor. I'll explain: I want to enter a public list of string in one of my script and according to this list I want another script to have string value that I select with a dropdown list (the public list from my first script). That I already have but I've got 2 problems:

  • First thing: it's not completely dynamic, when I fill my list in my first script I have to run my app first and then I can use my dropdown list in my second script, so how can I make it so when I edit my first script it automatically edit the dropdown list?

  • And then: It's probably link to the first problem but if I edit my list then all occurences of the element I edited disapears.

Any idea what I'm doing Wrong? Here's my scripts:

My property drawer, GeneralInfo.RiskSituations is the string list of situations and RiskHandler.RiskSituations is a structure in the script RiskHandler, the value is what I'm getting from the dropdown list.

 [CustomPropertyDrawer(typeof(RiskHandler.RiskSituations))]
 public class RiskSituations : PropertyDrawer
 {
 
     private static readonly string[] situations =  GameObject.FindObjectOfType<GeneralInfo>().RiskSituations.ToArray();
     
     static readonly GUIContent[] situationsGUIContents = Array.ConvertAll(situations, i => new GUIContent(i));
     
     public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
     {
         
         property = property.FindPropertyRelative("value");
         
         EditorGUI.BeginChangeCheck();
         int selectedIndex = Array.IndexOf(situations, property.stringValue);
         selectedIndex = EditorGUI.Popup(position, label, selectedIndex, situationsGUIContents);
         if (EditorGUI.EndChangeCheck())
         {
             property.stringValue = situations[selectedIndex];
         }
     }
     
 }



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