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1
Question by vexe · Dec 21, 2013 at 04:52 PM · editorwindowtoggleeditorguieditorguilayoutcustominspector

EditorWindow: Use toggle to disable/enable other controls?

Hey guys,

I'm kind of new to editor scripting. So here's what I have:

alt text

What I want is:

  1. When "Time effect" is ticked, all the controls below gets enabled. (That is easily achieved by EditorGUILayout.BeginToggleGroup)

  2. If neither "Permanent" nor "Overtime" is ticked, nothing gets disabled (like you see in the picture)

  3. If "Permanent" is ticked, then "Overtime" and "Duration" are disabled (not hidden or blown away)

  4. If "Overtime" is ticked, then "Permanent" and "Tick" are disabled.

Again, I wanna disable them, not hide them. Any idea how? The code I have now, hides them:

 using UnityEditor;
 using UnityEngine;
 
 public class MyWindow : EditorWindow
 {
     string myString = "Hello World";
     bool group_timeEffect;
     bool isPermanent;
     bool isDividedOvertime;
     float duration;
     float tick;
 
     // Add menu item named "My Window" to the Window menu
     [MenuItem("Window/My Window")]
     public static void ShowWindow()
     {
         //Show existing window instance. If one doesn't exist, make one.
         EditorWindow.GetWindow(typeof(MyWindow));
     }
     void OnGUI()
     {
         GUILayout.Label("Base Settings", EditorStyles.boldLabel);
         myString = EditorGUILayout.TextField("Text Field", myString);
         group_timeEffect = EditorGUILayout.BeginToggleGroup("Time effect", group_timeEffect);
         if (!isDividedOvertime) {
             isPermanent = EditorGUILayout.Toggle("Permanent", isPermanent);
             tick = EditorGUILayout.FloatField("Tick", tick);
         }
         if (!isPermanent) {
             isDividedOvertime = EditorGUILayout.Toggle("Overtime", isDividedOvertime);
             duration = EditorGUILayout.FloatField("Duration", duration);
         }
         EditorGUILayout.EndToggleGroup();
     }
 }

I'm using EditorWindow just to see how it goes. Originally I plan to use this code, to make a custom inspector for a ScriptableObject of mine (So... I'm hoping for a solution that works there as well), which at the moment looks very ugly:

alt text

Any help would be appreciated. Thanks.

so.png (17.4 kB)
effectcausernew.png (14.9 kB)
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avatar image vexe · Dec 21, 2013 at 08:18 PM 0
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Sorry I didn't get what you mean or aim by that code snippet. Are you asking what do I mean by hiding or disabling?

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Best Answer

Answer by Jamora · Dec 21, 2013 at 08:03 PM

Your OnGUI should look like

     void OnGUI()
     {
         GUILayout.Label("Base Settings", EditorStyles.boldLabel);
         myString = EditorGUILayout.TextField("Text Field", myString);
         group_timeEffect = EditorGUILayout.BeginToggleGroup("Time effect", group_timeEffect);
         EditorGUI.BeginDisabledGroup(isDividedOvertime); //<---
             isPermanent = EditorGUILayout.Toggle("Permanent", isPermanent);
             tick = EditorGUILayout.FloatField("Tick", tick);
         EditorGUI.EndDisabledGroup(); //<---
         EditorGUI.BeginDisabledGroup(isPermanent); //<---
             isDividedOvertime = EditorGUILayout.Toggle("Overtime", isDividedOvertime);
             duration = EditorGUILayout.FloatField("Duration", duration);
         EditorGUI.EndDisabledGroup(); //<---
         EditorGUILayout.EndToggleGroup();
     }
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avatar image vexe · Dec 21, 2013 at 08:17 PM 0
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TOTAL BADASSERY!!

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