Animator Extension: how to use advanced reflection step by step

This article shows how to use reflection to open the Animator and Animation windows, and to auto-play the default animation of a GameObject, from the scene view.
This method does not require any additional script on the GameObject. It opens automatically when you select a GameObject which contains an Animator!
I will try to show you how to use reflection step by step, with this example.
Demonstration

Here you can see how easy it is to preview an animation from the scene view.
How to use
Simply put these scripts inside an Editor/ folder, and that's it!
AnimatorEditor.cs
/// <summary>
/// MIT License - Copyright(c) 2019 Ugo Belfiore
/// </summary>
using UnityEngine;
using UnityEditor;
namespace ExtUnityComponents
{
[CustomEditor(typeof(Animator))]
public class AnimatorEditor : DecoratorComponentsEditor
{
public AnimatorEditor()
: base(editorTypeName: BUILT_IN_EDITOR_COMPONENTS.AnimatorInspector,
showExtension: false,
tinyEditorName: "Animator Tool")
{
}
/// <summary>
/// get called by the decorator to show a tiny editor
/// </summary>
protected override void ShowTinyEditorContent()
{
if (GUILayout.Button("Play"))
{
ExtReflection.SetPlayButton();
}
}
}
}
ExtReflection.cs
/// <summary>
/// MIT License - Copyright(c) 2019 Ugo Belfiore
/// </summary>
using UnityEngine;
using UnityEditor;
using System.Reflection;
using System;
using UnityEditorInternal;
namespace ExtUnityComponents
{
/// <summary>
/// useful reflection methods
/// </summary>
public class ExtReflection
{
/// <summary>
/// play button on animator
/// </summary>
public static void SetPlayButton()
{
//open animator
System.Type animatorWindowType = null;
EditorWindow animatorWindow = OpenEditorWindow(AllNameAssemblyKnown.AnimatorControllerTool, ref animatorWindowType);
//open animation
System.Type animationWindowType = null;
EditorWindow animationWindowEditor = OpenEditorWindow(AllNameAssemblyKnown.AnimationWindow, ref animationWindowType);
//Get field m_AnimEditor
FieldInfo animEditorFI = animationWindowType.GetField("m_AnimEditor", GetFullBinding());
//Get the propertue of animEditorFI
PropertyInfo controlInterfacePI = animEditorFI.FieldType.GetProperty("controlInterface", GetFullBinding());
//Get property i splaying or not
PropertyInfo isPlaying = controlInterfacePI.PropertyType.GetProperty("playing", GetFullBinding());
//get object controlInterface
object controlInterface = controlInterfacePI.GetValue(animEditorFI.GetValue(animationWindowEditor));
//get the state of the "play" button
bool playing = (bool)isPlaying.GetValue(controlInterface);
if (!playing)
{
MethodInfo playMI = controlInterfacePI.PropertyType.GetMethod("StartPlayback", GetFullBinding());
playMI.Invoke(controlInterface, new object[0]);
}
else
{
MethodInfo playMI = controlInterfacePI.PropertyType.GetMethod("StopPlayback", GetFullBinding());
playMI.Invoke(controlInterface, new object[0]);
}
}
/// <summary>
/// for adding, do a GetAllEditorWindowTypes(true);
/// </summary>
public enum AllNameAssemblyKnown
{
BuildPlayerWindow,
ConsoleWindow,
IconSelector,
ObjectSelector,
ProjectBrowser,
ProjectTemplateWindow,
RagdollBuilder,
SceneHierarchySortingWindow,
SceneHierarchyWindow,
ScriptableWizard,
AddCurvesPopup,
AnimationWindow,
CurveEditorWindow,
MinMaxCurveEditorWindow,
AnnotationWindow,
LayerVisibilityWindow,
AssetStoreInstaBuyWindow,
AssetStoreLoginWindow,
AssetStoreWindow,
AudioMixerWindow,
CollabPublishDialog,
CollabCannotPublishDialog,
GameView,
AboutWindow,
AssetSaveDialog,
BumpMapSettingsFixingWindow,
ColorPicker,
EditorUpdateWindow,
FallbackEditorWindow,
GradientPicker,
PackageExport,
PackageImport,
PopupWindow,
PopupWindowWithoutFocus,
PragmaFixingWindow,
SaveWindowLayout,
DeleteWindowLayout,
EditorToolWindow,
SnapSettings,
TreeViewTestWindow,
GUIViewDebuggerWindow,
InspectorWindow,
PreviewWindow,
AddShaderVariantWindow,
AddComponentWindow,
AdvancedDropdownWindow,
LookDevView,
AttachToPlayerPlayerIPWindow,
HolographicEmulationWindow,
FrameDebuggerWindow,
SearchableEditorWindow,
LightingExplorerWindow,
LightingWindow,
LightmapPreviewWindow,
NavMeshEditorWindow,
OcclusionCullingWindow,
PhysicsDebugWindow,
TierSettingsWindow,
SceneView,
SettingsWindow,
ProjectSettingsWindow,
PreferenceSettingsWindow,
PackerWindow,
SpriteUtilityWindow,
TroubleshooterWindow,
UIElementsEditorWindowCreator,
UndoWindow,
UnityConnectConsentView,
UnityConnectEditorWindow,
MetroCertificatePasswordWindow,
MetroCreateTestCertificateWindow,
WindowChange,
WindowCheckoutFailure,
WindowPending,
WindowResolve,
WindowRevert,
WebViewEditorStaticWindow,
WebViewEditorWindow,
WebViewEditorWindowTabs,
SearchWindow,
LicenseManagementWindow,
PackageManagerWindow,
ParticleSystemWindow,
PresetSelector,
ProfilerWindow,
UISystemPreviewWindow,
ConflictResolverWindow,
DeleteShortcutProfileWindow,
PromptWindow,
ShortcutManagerWindow,
SketchUpImportDlg,
TerrainWizard,
ImportRawHeightmap,
ExportRawHeightmap,
TreeWizard,
DetailMeshWizard,
DetailTextureWizard,
PlaceTreeWizard,
FlattenHeightmap,
TestEditorWindow,
PanelDebugger,
UIElementsDebugger,
PainterSwitcherWindow,
AllocatorDebugger,
UIRDebugger,
UIElementsSamples,
AnimatorControllerTool,
LayerSettingsWindow,
ParameterControllerEditor,
AddStateMachineBehaviourComponentWindow,
AndroidKeystoreWindow,
TimelineWindow,
TMP_ProjectConversionUtility,
TMP_SpriteAssetImporter,
TMPro_FontAssetCreatorWindow,
CollabHistoryWindow,
CollabToolbarWindow,
TestRunnerWindow,
TMP_PackageResourceImporterWindow
}
public static System.Type GetEditorWindowTypeByName(string editorToFind, bool showDebug = false)
{
var result = new System.Collections.Generic.List<System.Type>();
System.Reflection.Assembly[] AS = System.AppDomain.CurrentDomain.GetAssemblies();
System.Type editorWindow = typeof(EditorWindow);
foreach (var A in AS)
{
System.Type[] types = A.GetTypes();
foreach (var T in types)
{
if (T.IsSubclassOf(editorWindow))
{
if (showDebug)
{
Debug.Log(T.Name);
}
if (T.Name.Equals(editorToFind))
{
return (T);
}
}
}
}
return (null);
}
public static FieldInfo[] GetAllFieldOfType(System.Type type, System.Reflection.BindingFlags bindings, bool showInConsol = false)
{
FieldInfo[] allField = type.GetFields(bindings);
if (showInConsol)
{
for (int i = 0; i < allField.Length; i++)
{
Debug.Log(allField[i].Name);
}
}
return (allField);
}
/// <summary>
/// Get all the most common Binding type of elements
/// </summary>
/// <returns></returns>
public static System.Reflection.BindingFlags GetFullBinding()
{
return (BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.NonPublic | BindingFlags.Static);
}
/// <summary>
/// from a given name, Open an EditorWindow.
/// you can also do:
/// EditorApplication.ExecuteMenuItem("Window/General/Hierarchy");
/// to open an known EditorWindow
///
/// To get the type of a known script, like UnityEditor.SceneHierarchyWindow, you can do also:
/// System.Type type = typeof(EditorWindow).Assembly.GetType("UnityEditor.SceneHierarchyWindow");
/// </summary>
/// <param name="editorWindowName">name of the editorWindow to open</param>
/// <param name="animationWindowType">type of the editorWindow (useful for others functions)</param>
/// <returns></returns>
public static EditorWindow OpenEditorWindow(AllNameAssemblyKnown editorWindowName, ref System.Type animationWindowType)
{
animationWindowType = GetEditorWindowTypeByName(editorWindowName.ToString());
EditorWindow animatorWindow = EditorWindow.GetWindow(animationWindowType);
return (animatorWindow);
}
}
}
The following scripts come from the components extension devlog:
DecoratorComponentsEditor.cs
/// <summary>
/// MIT License - Copyright(c) 2019 Ugo Belfiore
/// </summary>
using hedCommon.editor.editorWindow;
using hedCommon.extension.runtime;
using Sirenix.OdinInspector.Editor;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace ExtUnityComponents
{
public abstract class DecoratorComponentsEditor : Editor
{
/// <summary>
/// all the virtual function at your disposal
/// </summary>
#region virtual functions
/// <summary>
/// called when the inspector is enabled
/// </summary>
public virtual void OnCustomEnable() { }
/// <summary>
/// called when the inspector is disabled
/// </summary>
public virtual void OnCustomDisable() { }
/// <summary>
/// called every OnInspectorGUI inside the herited class
/// </summary>
protected virtual void OnCustomInspectorGUI() { }
/// <summary>
/// called at the first OnInspectorGUI inside the herited class
/// </summary>
protected virtual void InitOnFirstInspectorGUI() { }
/// <summary>
/// called at the first OnSceneGUI inside the herited class
/// </summary>
/// <param name="sceneview">current drawing scene view</param>
protected virtual void CustomOnSceneGUI(SceneView sceneview) { }
/// <summary>
/// called at the first OnSceneGUI inside the herited class
/// </summary>
/// <param name="sceneview">current drawing scene view</param>
protected virtual void InitOnFirstOnSceneGUI(SceneView sceneview) { }
/// <summary>
/// called every editor Update inside the herited class
/// </summary>
protected virtual void OnEditorUpdate() { }
/// <summary>
/// called at the first Editor Update inside the herited class
/// </summary>
protected virtual void InitOnFirstEditorUpdate() { }
public virtual void ShowTinyEditorContent() { }
protected virtual void OnHierarchyChanged() { }
#endregion
/// <summary>
/// some private variable
/// </summary>
#region private variables
/// EditorPref key for save the open/close extension
private const string KEY_EXPAND_EDITOR_EXTENSION = "KEY_EXPAND_EDITOR_EXTENSION";
private bool _openExtensions = false; //is this extension currently open or close ? save this for every gameObjects's components
protected bool IsExtensionOpened() => _openExtensions;
private readonly object[] EMPTY_ARRAY = new object[0]; //empty array for invoking methods using reflection
private System.Type _decoratedEditorType = null; //Type object for the internally used (decorated) editor.
private System.Type _editedObjectType; //Type object for the object that is edited by this editor.
private Editor _editorInstance; //urrent editorInstance
private bool _isCustomEditor = false;
private string _nameCustomEditor;
private bool _hasInitSceneGUI = false;
private bool _hasInitEditorUpdate = false;
private bool _hasInitInspector = false;
private bool _showExtension = true;
private bool _showTinyEditor = false;
public TinyEditorWindowSceneView TinyEditorWindow;
private readonly string KEY_EDITOR_PREF_EDITOR_WINDOW = "KEY_EDITOR_PREF_EDITOR_WINDOW";
private string _tinyEditorName = "tiny Editor";
public void ChangeNameEditor(string newName)
{
_tinyEditorName = newName;
if (TinyEditorWindow != null)
{
TinyEditorWindow.NameEditorWindow = newName;
}
}
protected Component ConcretTarget;
protected Component[] ConcretTargets;
/// reflexion cache
private Dictionary<string, MethodInfo> _decoratedMethods = new Dictionary<string, MethodInfo>();
private Assembly _editorAssembly = Assembly.GetAssembly(typeof(Editor));
/// <summary>
/// get editor instance
/// </summary>
/// <returns>editor instance</returns>
protected Editor GetEditorInstance()
{
return _editorInstance;
}
#endregion
/// <summary>
/// all the required setup and initialisation
/// </summary>
#region initialisation editor
public DecoratorComponentsEditor(bool showExtension = false, string tinyEditorName = "")
{
SetupDecoratorSettings(showExtension, tinyEditorName, true, "");
}
/// <summary>
/// constructor of the class: here we initialize reflexion variables
/// </summary>
/// <param name="editorTypeName">name of the component we inspect</param>
public DecoratorComponentsEditor(BUILT_IN_EDITOR_COMPONENTS editorTypeName, bool showExtension = true, string tinyEditorName = "")
{
SetupDecoratorSettings(showExtension, tinyEditorName, isCustomEditor: false, editorTypeName.ToString());
SetupCustomEditor(editorTypeName);
}
private void SetupDecoratorSettings(bool showExtension, string tinyEditorName, bool isCustomEditor, string nameEditor)
{
_showExtension = showExtension;
_showTinyEditor = !string.IsNullOrEmpty(tinyEditorName);
_isCustomEditor = isCustomEditor;
_nameCustomEditor = nameEditor;
_tinyEditorName = tinyEditorName;
}
private void InitTinyEditorWindow(string tinyEditorName)
{
TinyEditorWindow = new TinyEditorWindowSceneView();
string key = KEY_EDITOR_PREF_EDITOR_WINDOW + this.GetType().ToString();
TinyEditorWindow.TinyInit(key, tinyEditorName, TinyEditorWindowSceneView.DEFAULT_POSITION.UP_LEFT);
TinyEditorWindow.IsClosable = false;
TinyEditorWindow.IsMinimisable = true;
}
private void SetupCustomEditor(BUILT_IN_EDITOR_COMPONENTS editorTypeName)
{
_decoratedEditorType = _editorAssembly.GetTypes().Where(t => t.Name == editorTypeName.ToString()).FirstOrDefault();
Init();
// Check CustomEditor types.
System.Type originalEditedType = GetCustomEditorType(_decoratedEditorType);
if (originalEditedType != _editedObjectType)
{
throw new System.ArgumentException(
string.Format("Type {0} does not match the editor {1} type {2}",
_editedObjectType, editorTypeName, originalEditedType));
}
}
/// <summary>
/// need to be called here to initialize the default editor
/// </summary>
private void OnEnable()
{
SetupEditor();
InitTargets();
OnCustomEnable();
}
/// <summary>
/// need to destroy the customEditor when quitting !
/// </summary>
private new void OnDisable()
{
if (_editorInstance != null)
{
DestroyImmediate(_editorInstance);
}
_hasInitSceneGUI = false;
_hasInitEditorUpdate = false;
_hasInitInspector = false;
SceneView.duringSceneGui -= OwnOnSceneGUI;
EditorApplication.update -= CustomEditorApplicationUpdate;
EditorApplication.hierarchyChanged -= OnHierarchyChanged;
OnCustomDisable();
}
public T GetTarget<T>() where T : Component
{
if (ConcretTarget == null)
{
return (default(T));
}
return ((T)ConcretTarget);
}
public GameObject GetGameObject()
{
return (ConcretTarget.gameObject);
}
public GameObject[] GetGameObjects()
{
if (ConcretTargets == null)
{
return (null);
}
GameObject[] gameObjects = new GameObject[ConcretTargets.Length];
for (int i = 0; i < ConcretTargets.Length; i++)
{
gameObjects[i] = ConcretTargets[i].gameObject;
}
return (gameObjects);
}
public T[] GetTargets<T>() where T : Component
{
if (ConcretTarget == null)
{
return (default(T[]));
}
T[] array = new T[ConcretTargets.Length];
for (int i = 0; i < ConcretTargets.Length; i++)
{
array[i] = (T)ConcretTargets[i];
}
return (array);
}
public T GetTargetIndex<T>(int index) where T : Component
{
if (ConcretTargets == null
|| ConcretTargets.Length == 0
|| index < 0
|| index >= ConcretTargets.Length)
{
return (default(T));
}
return ((T)ConcretTargets[index]);
}
/// <summary>
/// return true if we have still the reference of the editor, but no more target...
/// </summary>
/// <returns></returns>
public bool HaveWeLostTargets()
{
bool targetLost = ConcretTarget != null && target == null;
bool concretTargetLost = ConcretTarget == null;
bool contextLost = ConcretTarget != null && !Selection.gameObjects.Contains(ConcretTarget.gameObject);
return (/*_isCustomEditor && */(targetLost || concretTargetLost || contextLost));
}
/// <summary>
/// Need to destroy the instance even on Destroy !
/// I don't know why. Unity generate leaks after each compilation
/// because of the CreateEditor
/// </summary>
private void OnDestroy()
{
if (_editorInstance != null)
{
DestroyImmediate(_editorInstance);
}
//SceneView.duringSceneGui -= OwnOnSceneGUI;
//EditorApplication.update -= OnEditorApplicationUpdate;
}
/// <summary>
/// here create the editor instance, and open / close the extension panel if needed
/// </summary>
private void SetupEditor()
{
if (_editorInstance != null)
{
return;
}
_hasInitSceneGUI = false;
_hasInitEditorUpdate = false;
_hasInitInspector = false;
CreateDefaultInstance();
OpenOrCloseExtension();
}
/// <summary>
/// here create the editor instance
/// </summary>
private void CreateDefaultInstance()
{
if (_decoratedEditorType == null || targets == null)
{
return;
}
_editorInstance = Editor.CreateEditor(targets, _decoratedEditorType);
}
/// <summary>
/// manage if the extensions are opened or closed, and save this setting in EditorPrefs
/// </summary>
private void OpenOrCloseExtension()
{
if (EditorPrefs.HasKey(KEY_EXPAND_EDITOR_EXTENSION + _nameCustomEditor))
{
_openExtensions = EditorPrefs.GetBool(KEY_EXPAND_EDITOR_EXTENSION + _nameCustomEditor);
}
else
{
_openExtensions = false;
EditorPrefs.SetBool(KEY_EXPAND_EDITOR_EXTENSION + _nameCustomEditor, _openExtensions);
}
}
/// <summary>
/// iniitalisation of reflexion variables
/// </summary>
private void Init()
{
var flags = BindingFlags.NonPublic | BindingFlags.Instance;
var attributes = this.GetType().GetCustomAttributes(typeof(CustomEditor), true) as CustomEditor[];
var field = attributes.Select(editor => editor.GetType().GetField("m_InspectedType", flags)).First();
_editedObjectType = field.GetValue(attributes[0]) as System.Type;
}
/// <summary>
/// from a given type of editor, get his CustomEditor as type
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
private System.Type GetCustomEditorType(System.Type type)
{
var flags = BindingFlags.NonPublic | BindingFlags.Instance;
var attributes = type.GetCustomAttributes(typeof(CustomEditor), true) as CustomEditor[];
var field = attributes.Select(editor => editor.GetType().GetField("m_InspectedType", flags)).First();
return field.GetValue(attributes[0]) as System.Type;
}
/// <summary>
/// From a given name of class, invoke it using reflexion
/// </summary>
protected void CallMethodUsingReflexion(string methodName)
{
MethodInfo method = null;
// Add MethodInfo to cache
if (!_decoratedMethods.ContainsKey(methodName))
{
var flags = BindingFlags.Instance | BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public;
method = _decoratedEditorType.GetMethod(methodName, flags);
if (method != null)
{
_decoratedMethods[methodName] = method;
}
else
{
//Debug.LogError(string.Format("Could not find method {0}", method));
}
}
else
{
method = _decoratedMethods[methodName];
}
if (method != null)
{
method.Invoke(GetEditorInstance(), EMPTY_ARRAY);
}
}
#endregion
/// <summary>
/// The core loop function for display
/// everything
/// </summary>
#region Display Extension
/// <summary>
/// here the main InspectorGUI.
/// It's here that we call the base OnInspecctorGUI.
/// Then we show the GUI --------- Extension [+]
/// then if it's open, we call the abstract class CustomOnInspectorGUI()
/// </summary>
public override void OnInspectorGUI()
{
if (!_isCustomEditor)
{
ManageUnityInspector();
}
else
{
ManageCustomNewInspector();
}
}
private void ManageUnityInspector()
{
if (GetEditorInstance() == null)
{
return;
}
if (HaveWeLostTargets())
{
DestroyImmediate(GetEditorInstance());
return;
}
GetEditorInstance().OnInspectorGUI();
CommonExtenstionInspectorGUI();
}
private void ManageCustomNewInspector()
{
base.OnInspectorGUI();
CommonExtenstionInspectorGUI();
}
/// <summary>
/// called whatever this editor is inherited from a custom unity component,
/// or just a standar sutom editor
/// </summary>
private void CommonExtenstionInspectorGUI()
{
TryToInitOnFirstInspectorGUI();
if (_showExtension
&& ConcretTarget != null
&& !IsInPrefabsStage()
&& CanShowExpandFromInterfaceSettings()
&& ExpendBehavior())
{
OnCustomInspectorGUI();
}
}
/// <summary>
/// this function first check if the target have a IHaveDecoratorOnIt interface on it
/// if we don't have one, return automaticly true
/// (not every components have this decorator, like internal components or out own without the interface)
///
/// then return the settings we want
/// </summary>
/// <returns></returns>
private bool CanShowExpandFromInterfaceSettings()
{
if (!HaveInterfaceSettings(out IHaveDecoratorOnIt haveDecorator))
{
return (true);
}
return (haveDecorator.ShowExtension);
}
/// <summary>
/// this function first check if the target have a IHaveDecoratorOnIt interface on it
/// if we don't have one, return automaticly true
/// (not every components have this decorator, like internal components or out own without the interface)
///
/// then return the settings we want
/// </summary>
/// <returns></returns>
private bool CanShowTinyEditorFromInterfaceSettings()
{
if (!HaveInterfaceSettings(out IHaveDecoratorOnIt haveDecorator))
{
return (true);
}
return (haveDecorator.ShowTinyEditorWindow);
}
/// <summary>
/// this function check if the target have a IHaveDecoratorOnIt interface on it
/// if we don't have one, return automaticly true
/// (not every components have this decorator, like internal components or out own without the interface)
///
/// then return the settings we want
/// </summary>
/// <returns></returns>
private bool HaveInterfaceSettings(out IHaveDecoratorOnIt haveDecorator)
{
haveDecorator = null;
if (!_isCustomEditor)
{
return (false);
}
if (ConcretTarget == null)
{
return (false);
}
IHaveDecoratorOnIt[] AllInterfaceDecorator = ConcretTarget.GetComponents<IHaveDecoratorOnIt>();
for (int i = 0; i < AllInterfaceDecorator.Length; i++)
{
if (AllInterfaceDecorator[i] == null)
{
continue;
}
if (AllInterfaceDecorator[i].GetReferenceDecoratorsComponent() == ConcretTarget)
{
haveDecorator = AllInterfaceDecorator[i];
bool targetHaveInterface = haveDecorator != null;
return (targetHaveInterface);
}
}
return (false);
}
private void InitTargets()
{
if (ConcretTargets == null)
{
ConcretTarget = (Component)target;
ConcretTargets = new Component[targets.Length];
for (int i = 0; i < targets.Length; i++)
{
ConcretTargets[i] = (Component)targets[i];
}
//_meshFilterHiddedTools = _concretTarget.GetOrAddComponent<MeshFilterHiddedTools>();
SceneView.duringSceneGui -= OwnOnSceneGUI;
SceneView.duringSceneGui += OwnOnSceneGUI;
EditorApplication.update -= CustomEditorApplicationUpdate;
EditorApplication.update += CustomEditorApplicationUpdate;
EditorApplication.hierarchyChanged -= OnHierarchyChanged;
EditorApplication.hierarchyChanged += OnHierarchyChanged;
}
}
/// <summary>
/// init the targets inspected and store them.
/// This is called at the first OnInspectorGUI()
/// Not in the constructor ! we don't have targets information in the constructor
/// </summary>
private void TryToInitOnFirstInspectorGUI()
{
if (!_hasInitInspector)
{
InitOnFirstInspectorGUI();
_hasInitInspector = true;
}
}
private void TryToInitOnFirstOnEditorUpdate()
{
if (!_hasInitEditorUpdate)
{
InitOnFirstEditorUpdate();
_hasInitEditorUpdate = true;
}
}
/// <summary>
/// editor update loop
/// </summary>
private void CustomEditorApplicationUpdate()
{
if (!_isCustomEditor)
{
if (GetEditorInstance() == null)
{
return;
}
}
if (HaveWeLostTargets())
{
DestroyImmediate(GetEditorInstance());
return;
}
if (!IsExtensionOpened())
{
return;
}
TryToInitOnFirstOnEditorUpdate();
OnEditorUpdate();
}
/// <summary>
/// This function is called at each OnSceneGUI to try to initialize it
/// </summary>
private void TryToInitOnFirstOnSceneGUI(SceneView sceneview)
{
if (!_hasInitSceneGUI)
{
if (_showTinyEditor)
{
InitTinyEditorWindow(_tinyEditorName);
}
InitOnFirstOnSceneGUI(sceneview);
_hasInitSceneGUI = true;
}
}
/// <summary>
/// return true if we are in a prefabs editing mode
/// </summary>
/// <returns></returns>
private bool IsInPrefabsStage()
{
return (ExtPrefabs.IsEditingInPrefabMode(ConcretTarget.gameObject));
}
public void OwnOnSceneGUI(SceneView sceneview)
{
if (!_isCustomEditor)
{
if (GetEditorInstance() == null)
{
return;
}
}
if (HaveWeLostTargets())
{
DestroyImmediate(GetEditorInstance());
return;
}
TryToInitOnFirstOnSceneGUI(sceneview);
if (_showTinyEditor
&& !IsInPrefabsStage()
&& CanShowTinyEditorFromInterfaceSettings())
{
TinyEditorWindow.ShowEditorWindow(ShowTinyEditorContent, SceneView.currentDrawingSceneView, Event.current);
}
if (!IsExtensionOpened())
{
return;
}
CustomOnSceneGUI(sceneview);
}
/// <summary>
/// display the Expand behavior of the component editor
/// </summary>
private bool ExpendBehavior()
{
GUIStyle lineStyle = new GUIStyle();
lineStyle.normal.background = EditorGUIUtility.whiteTexture;
lineStyle.stretchWidth = true;
lineStyle.margin = new RectOffset(0, 0, 12, 18);
var c = GUI.color;
var p = GUILayoutUtility.GetRect(GUIContent.none, lineStyle, GUILayout.Height(1));
p.width -= 120;
if (Event.current.type == EventType.Repaint)
{
GUI.color = EditorGUIUtility.isProSkin ?
new Color(0.157f, 0.157f, 0.157f) : new Color(0.5f, 0.5f, 0.5f);
lineStyle.Draw(p, false, false, false, false);
}
EditorGUI.LabelField(new Rect(p.xMax + 30, p.y - 7, 70, 25), "Extensions");
GUI.color = Color.white;
GUI.backgroundColor = Color.white;
if (GUI.Button(new Rect(p.xMax + 100, p.y - 7, 18, 16), (_openExtensions ? " -" : " +")))
{
_openExtensions = !_openExtensions;
EditorPrefs.SetBool(KEY_EXPAND_EDITOR_EXTENSION + _nameCustomEditor, _openExtensions);
}
GUI.backgroundColor = Color.white;
GUI.color = c;
return (_openExtensions);
}
#endregion
/// <summary>
/// other basic unity fonction we have to manage
/// </summary>
#region Unity Fonctions
public void OnSceneGUI()
{
if (GetEditorInstance() == null)
{
return;
}
CallMethodUsingReflexion("OnSceneGUI");
}
protected override void OnHeaderGUI()
{
if (GetEditorInstance() == null)
{
return;
}
CallMethodUsingReflexion("OnHeaderGUI");
}
public override void DrawPreview(Rect previewArea)
{
if (GetEditorInstance() == null)
{
return;
}
GetEditorInstance().DrawPreview(previewArea);
}
public override string GetInfoString()
{
if (GetEditorInstance() == null)
{
return ("");
}
return GetEditorInstance().GetInfoString();
}
public override GUIContent GetPreviewTitle()
{
if (GetEditorInstance() == null)
{
return (null);
}
return GetEditorInstance().GetPreviewTitle();
}
public override bool HasPreviewGUI()
{
if (GetEditorInstance() == null)
{
return (false);
}
return GetEditorInstance().HasPreviewGUI();
}
public override void OnInteractivePreviewGUI(Rect r, GUIStyle background)
{
if (GetEditorInstance() == null)
{
return;
}
GetEditorInstance().OnInteractivePreviewGUI(r, background);
}
public override void OnPreviewGUI(Rect r, GUIStyle background)
{
if (GetEditorInstance() == null)
{
return;
}
GetEditorInstance().OnPreviewGUI(r, background);
}
public override void OnPreviewSettings()
{
if (GetEditorInstance() == null)
{
return;
}
GetEditorInstance().OnPreviewSettings();
}
public override void ReloadPreviewInstances()
{
if (GetEditorInstance() == null)
{
return;
}
GetEditorInstance().ReloadPreviewInstances();
}
public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height)
{
if (GetEditorInstance() == null)
{
return (null);
}
return GetEditorInstance().RenderStaticPreview(assetPath, subAssets, width, height);
}
public override bool RequiresConstantRepaint()
{
if (GetEditorInstance() == null)
{
return (false);
}
return GetEditorInstance().RequiresConstantRepaint();
}
public override bool UseDefaultMargins()
{
if (GetEditorInstance() == null)
{
return (true);
}
return GetEditorInstance().UseDefaultMargins();
}
#endregion
}
}
BuiltInEditorComponentsEnum.cs
/// <summary>
/// MIT License - Copyright(c) 2019 Ugo Belfiore
/// </summary>
/// <summary>
/// this script containt the list of all
/// Unity's Built In Inspector Types
///
/// Thanks to https://pastebin.com/Kq3T8aMw
/// for the datas
/// </summary>
namespace ExtUnityComponents
{
public enum BUILT_IN_EDITOR_COMPONENTS
{
AnchoredJoint2DEditor,
AnimationClipEditor,
AnimationEditor,
AnimatorInspector,
AnimatorOverrideControllerInspector,
AssetStoreAssetInspector,
AudioChorusFilterEditor,
AudioClipInspector,
AudioDistortionFilterEditor,
AudioEchoFilterEditor,
AudioHighPassFilterEditor,
AudioImporterInspector,
AudioLowPassFilterInspector,
AudioMixerControllerInspector,
AudioMixerGroupEditor,
AudioMixerSnapshotControllerInspector,
AudioReverbFilterEditor,
AudioReverbZoneEditor,
AudioSourceInspector,
AvatarEditor,
AvatarMaskInspector,
BillboardAssetInspector,
BillboardRendererInspector,
BlendTreeInspector,
BoxCollider2DEditor,
BoxColliderEditor,
CameraEditor,
CanvasEditor,
CapsuleColliderEditor,
CharacterControllerEditor,
CircleCollider2DEditor,
ClothInspector,
Collider2DEditorBase,
Collider3DEditorBase,
ColliderEditorBase,
ColorPresetLibraryEditor,
CubemapInspector,
CurvePresetLibraryEditor,
DefaultAssetInspector,
DistanceJoint2DEditor,
DoubleCurvePresetLibraryEditor,
EdgeCollider2DEditor,
EditorSettingsInspector,
Effector2DEditor,
FogEditor,
FontInspector,
GameObjectInspector,
GenericInspector,
GradientPresetLibraryEditor,
GraphicsSettingsInspector,
HingeJoint2DEditor,
HingeJointEditor,
Joint2DEditorBase,
LightEditor,
LightingEditor,
LightmapParametersEditor,
LightProbeGroupInspector,
LightProbesInspector,
LineRendererInspector,
LODGroupEditor,
MaterialEditor,
MeshColliderEditor,
MeshRendererEditor,
ModelImporterClipEditor,
ModelImporterEditor,
ModelImporterModelEditor,
ModelImporterRigEditor,
ModelInspector,
MonoScriptImporterInspector,
MonoScriptInspector,
MovieImporterInspector,
MovieTextureInspector,
NavMeshAgentInspector,
NavMeshObstacleInspector,
OcclusionAreaEditor,
OcclusionPortalInspector,
OffMeshLinkInspector,
OtherRenderingEditor,
ParticleRendererEditor,
ParticleSystemInspector,
Physics2DSettingsInspector,
PhysicsManagerInspector,
PlayerSettingsEditor,
PluginImporterInspector,
PolygonCollider2DEditor,
ProceduralMaterialInspector,
ProceduralTextureInspector,
QualitySettingsEditor,
RectTransformEditor,
ReflectionProbeEditor,
RendererEditorBase,
RenderSettingsInspector,
RenderTextureInspector,
RigidbodyEditor,
ScriptExecutionOrderInspector,
ShaderImporterInspector,
ShaderInspector,
ShaderVariantCollectionInspector,
SkinnedMeshRendererEditor,
SliderJoint2DEditor,
SpeedTreeImporterInspector,
SpeedTreeMaterialInspector,
SphereColliderEditor,
SpringJoint2DEditor,
SpriteInspector,
SpriteRendererEditor,
SubstanceImporterInspector,
TagManagerInspector,
TerrainInspector,
TextAssetInspector,
TextMeshInspector,
Texture3DInspector,
TextureImporterInspector,
TextureInspector,
TrailRendererInspector,
TransformInspector,
TreeEditor,
TrueTypeFontImporterInspector,
WebCamTextureInspector,
WheelColliderEditor,
WheelJoint2DEditor,
WindInspector
}
public enum CUSTOM_EDITOR_COMPONENTS
{
MeshFilterEditor
}
}
TinyEditorWindowSceneView.cs
/// <summary>
/// MIT License - Copyright(c) 2019 Ugo Belfiore
/// </summary>
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace ExtUnityComponents
{
public class TinyEditorWindowSceneView
{
public struct SaveEditorPref
{
public Rect Position;
public bool Minimised;
}
private SaveEditorPref _saveEditorPreference = new SaveEditorPref();
public string GetJsonOfSave()
{
_saveEditorPreference.Position = _windowMenu;
_saveEditorPreference.Minimised = _isMinimised;
string json = JsonUtility.ToJson(_saveEditorPreference);
return (json);
}
public SaveEditorPref GetFromJsonDatasEditorPref(string json)
{
_saveEditorPreference = JsonUtility.FromJson<SaveEditorPref>(json);
return (_saveEditorPreference);
}
private Rect _windowMenu;
public delegate void ContentToDrawDelegate();
private ContentToDrawDelegate _methodToCall;
private Event _currentEvent;
private float _saveHeight = 0;
private bool _isMinimised = false;
private string _keyEditorPref = "";
private string _nameEditorWindow = "";
private int _id;
private bool _draggable = false;
public bool IsMinimisable = true;
private Vector2 _lastPositionRight;
private bool _snapRight;
private bool _snapUp;
public bool IsClosable = false;
public EditorWindow _currentEditorWindow;
private bool _lockToVisibleSizeX; //if true, lock to the visible screen position, else, lock to the max size of the window
private bool _lockToVisibleSizeY; //if true, lock to the visible screen position, else, lock to the max size of the window
private Rect _oldRect;
private Vector2 _maxRect; //determine the max value of size
public bool IsClosed = false;
public enum DEFAULT_POSITION
{
NONE = 0,
UP_LEFT = 10,
UP = 11,
UP_RIGHT = 12,
MIDDLE_LEFT = 20,
MIDDLE = 21,
MIDDLE_RIGHT = 22,
DOWN_LEFT = 30,
DOWN = 31,
DOWN_RIGHT = 32,
}
/// <summary>
///
/// type: UP_LEFT UP UP_RIGHT
/// anchor: (up left) (up left) (up right)
///
/// type: MIDDLE_LEFT MIDDLE MIDDLE_RIGHT
/// anchor: (up left) (up left) (up right)
///
///
/// type: DOWN_LEFT DOWN DOWN_RIGHT
/// anchor: (down left) (down left) (down right)
/// </summary>
/// <param name="position"></param>
/// <param name="snapUp"></param>
/// <param name="snapRight"></param>
/// <returns></returns>
public Rect GetNiceRectFromEnum(DEFAULT_POSITION position, float defaultWidth, out bool snapUp, out bool snapRight)
{
Rect rectNav = new Rect(0, 0, 0, 0);
snapUp = true;
snapRight = false;
float height = 50;
switch (position)
{
case DEFAULT_POSITION.UP_LEFT:
{
snapUp = true;
snapRight = false;
float x = 10;
float y = 10;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.UP:
{
snapUp = true;
snapRight = false;
float x = (EditorGUIUtility.currentViewWidth / 2) - (defaultWidth / 2);
float y = 10;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.UP_RIGHT:
{
snapUp = true;
snapRight = true;
float marginFromRight = 100f;
float x = EditorGUIUtility.currentViewWidth - defaultWidth - marginFromRight;
float y = 10;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.MIDDLE_LEFT:
{
snapUp = true;
snapRight = false;
float x = 10f;
float y = (_currentEditorWindow.position.height / 2) - (height / 2);
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.MIDDLE_RIGHT:
{
snapUp = true;
snapRight = true;
float marginFromRight = 10f;
float x = EditorGUIUtility.currentViewWidth - defaultWidth - marginFromRight;
float y = (_currentEditorWindow.position.height / 2) - (height / 2);
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.DOWN_LEFT:
{
snapUp = false;
snapRight = false;
float marginFromDown = 10f;
float x = 10;
float y = _currentEditorWindow.position.height - height - marginFromDown;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.DOWN:
{
float yFromDown = 10; //from bottom, go upper
float x = (EditorGUIUtility.currentViewWidth / 2) - (defaultWidth / 2);
float y = SceneView.currentDrawingSceneView.camera.pixelRect.size.y - height - yFromDown;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
case DEFAULT_POSITION.DOWN_RIGHT:
{
float yFromDown = 10; //from bottom, go upper
float xFromRight = 10;
float x = EditorGUIUtility.currentViewWidth - defaultWidth - xFromRight;
float y = SceneView.currentDrawingSceneView.camera.pixelRect.size.y - height - yFromDown;
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
default:
case DEFAULT_POSITION.MIDDLE:
{
snapUp = true;
snapRight = false;
float x = (EditorGUIUtility.currentViewWidth / 2) - (defaultWidth / 2);
float y = (_currentEditorWindow.position.height / 2) - (height / 2);
rectNav = new Rect(x, y, defaultWidth, height);
return (rectNav);
}
}
}
public void TinyInit(string keyEditorPref, string nameEditorWindow, DEFAULT_POSITION position, float defaultWidth = 150)
{
_currentEditorWindow = SceneView.currentDrawingSceneView;
Rect rect = GetNiceRectFromEnum(position, defaultWidth, out bool snapUp, out bool snapRight);
Init(
keyEditorPref: keyEditorPref,
nameEditorWindow: nameEditorWindow,
id: keyEditorPref.GetHashCode(),
windowMenu: rect,
currentEditorWindow: _currentEditorWindow,
currentEvent: Event.current,
draggable: true,
isMinimisable: false,
snapRight: snapRight,
snapUp: snapUp,
maxRect: new Vector2(0, 0),
applySetup: true,
closable: true,
lockToVisibleSizeX: true,
lockToVisibleSizeY: true);
}
/// <summary>
/// need to be called in OnGUI
/// </summary>
public void Init(string keyEditorPref,
string nameEditorWindow,
int id,
Rect windowMenu,
EditorWindow currentEditorWindow,
Event currentEvent,
bool draggable,
bool isMinimisable,
bool snapRight,
bool snapUp,
Vector2 maxRect,
bool applySetup = true,
bool closable = false,
bool lockToVisibleSizeX = true,
bool lockToVisibleSizeY = true)
{
_maxRect = maxRect;
_lockToVisibleSizeX = lockToVisibleSizeX;
_lockToVisibleSizeY = lockToVisibleSizeY;
_keyEditorPref = keyEditorPref;
_nameEditorWindow = nameEditorWindow;
_id = id;
_windowMenu = windowMenu;
_currentEditorWindow = currentEditorWindow;
_currentEvent = currentEvent;
_draggable = draggable;
IsMinimisable = isMinimisable;
_snapRight = snapRight;
_snapUp = snapUp;
_isMinimised = false;
_saveHeight = _windowMenu.height;
IsClosable = closable;
IsClosed = false;
if (applySetup)
{
ApplySetup();
}
}
public void SetNewPosition(Vector2 newPosition, Event currentEvent)
{
_currentEvent = currentEvent;
_windowMenu.x = newPosition.x;
_windowMenu.y = newPosition.y;
EditorPrefs.SetString(_keyEditorPref, GetJsonOfSave());
}
public Rect GetPosition()
{
return (_windowMenu);
}
private void ApplySetup()
{
if (!string.IsNullOrEmpty(_keyEditorPref) && EditorPrefs.HasKey(_keyEditorPref))
{
ApplySaveSettings();
}
SavePositionFromRight(_snapRight, _snapUp);
}
/// <summary>
/// apply the settings of the saved EditorPref
/// </summary>
private void ApplySaveSettings()
{
string keyRect = EditorPrefs.GetString(_keyEditorPref);
_saveEditorPreference = GetFromJsonDatasEditorPref(keyRect);
_windowMenu = new Rect(_saveEditorPreference.Position.x, _saveEditorPreference.Position.y, _windowMenu.width, _windowMenu.height);
_isMinimised = _saveEditorPreference.Minimised;
if (!IsMinimisable)
{
IsMinimisable = false;
}
}
private bool HasChanged()
{
if (_saveEditorPreference.Position != _windowMenu
|| _saveEditorPreference.Minimised != _isMinimised)
{
return (true);
}
return (false);
}
private void SavePositionFromRight(bool snapRight, bool snapUp)
{
if (_currentEditorWindow == null)
{
_lastPositionRight = new Vector2(_windowMenu.x, _windowMenu.y);
return;
}
float SnapWidth = (_lockToVisibleSizeX) ? EditorGUIUtility.currentViewWidth : _currentEditorWindow.position.height;
float Snapheight = (_lockToVisibleSizeY) ? _currentEditorWindow.position.height : _currentEditorWindow.maxSize.y;
_lastPositionRight.x = (snapRight) ? SnapWidth - _windowMenu.x : _windowMenu.x;
_lastPositionRight.y = (snapUp) ? _windowMenu.y : Snapheight - _windowMenu.y;
}
private Vector2 GetNewRightPositiionFromOld(bool snapXRight, bool snapYUp)
{
if (_currentEditorWindow == null)
{
return (_lastPositionRight);
}
float SnapWidth = (_lockToVisibleSizeX) ? EditorGUIUtility.currentViewWidth : _currentEditorWindow.position.height;
float Snapheight = (_lockToVisibleSizeY) ? _currentEditorWindow.position.height : _currentEditorWindow.maxSize.y;
Vector2 pos;
pos.x = (snapXRight) ? SnapWidth - _lastPositionRight.x : _lastPositionRight.x;
pos.y = (snapYUp) ? _lastPositionRight.y : Snapheight - _lastPositionRight.y;
return (pos);
}
/// <summary>
/// called every frame,
/// </summary>
/// <param name="action"></param>
public Rect ShowEditorWindow(ContentToDrawDelegate action,
EditorWindow currentEditorWindow,
Event current)
{
_methodToCall = action;
_currentEvent = current;
_currentEditorWindow = currentEditorWindow;
_windowMenu = ReworkPosition(_windowMenu, _snapRight, _snapUp);
if (!IsMinimisable)
{
_isMinimised = false;
}
if (_isMinimised)
{
_windowMenu.height = 15f;
_windowMenu = GUI.Window(_id, _windowMenu, NavigatorWindow, _nameEditorWindow);
SavePositionFromRight(_snapRight, _snapUp);
}
else
{
//here resize auto
_windowMenu = GUILayout.Window(_id, _windowMenu, NavigatorWindow, _nameEditorWindow, GUILayout.ExpandHeight(true));
SavePositionFromRight(_snapRight, _snapUp);
}
if (!string.IsNullOrEmpty(_keyEditorPref) && HasChanged())
{
EditorPrefs.SetString(_keyEditorPref, GetJsonOfSave());
}
return (_windowMenu);
}
/// <summary>
///
/// </summary>
/// <param name="minimise"></param>
/// <param name="hard"></param>
public void SetMinimise(bool minimise, bool hard)
{
if (!IsMinimisable)
{
if (!hard)
{
return;
}
_isMinimised = minimise;
}
_isMinimised = minimise;
}
private void DisplayClosable()
{
float x = _windowMenu.width - 20;
float y = 0;
float width = 20f;
float height = 15f;
if (_maxRect.x > 0)
{
x = Mathf.Min(_maxRect.x, x);
}
if (_maxRect.y > 0)
{
y = Mathf.Min(_maxRect.y, y);
}
GUILayout.BeginArea(new Rect(x, y, width, height));
if (GUILayout.Button(" x "))
{
IsClosed = true;
}
GUILayout.EndArea();
}
/// <summary>
/// called to display the minimsie button
/// </summary>
private void DisplayMinimise()
{
if (_isMinimised)
{
GUILayout.BeginArea(new Rect(0, 0, _windowMenu.width, 15));
GUILayout.Label(" " + _nameEditorWindow);
GUILayout.EndArea();
}
float x = _windowMenu.width - 20;
float y = 0;
float width = 20f;
float height = 15f;
GUILayout.BeginArea(new Rect(x, y, width, height));
bool minimise = GUILayout.Button(" - ");
GUILayout.EndArea();
if (minimise)
{
_isMinimised = (_isMinimised) ? false : true;
}
}
private void DisplayDraggable()
{
GUILayout.BeginArea(new Rect(0, 0, 15, 15));
GUILayout.Label("#");
GUILayout.EndArea();
}
/// <summary>
/// give restriction to position of the panel
/// </summary>
/// <param name="currentPosition"></param>
/// <returns></returns>
private Rect ReworkPosition(Rect currentPosition, bool snapRight, bool snapUp)
{
if (_currentEditorWindow == null)
{
return (currentPosition);
}
if (_maxRect.x > 0)
{
currentPosition.width = Mathf.Min(_maxRect.x, currentPosition.width);
}
if (_maxRect.y > 0)
{
currentPosition.height = Mathf.Min(_maxRect.y, currentPosition.height);
}
Vector2 snapToRight = GetNewRightPositiionFromOld(snapRight, snapUp);
currentPosition.x = snapToRight.x;
currentPosition.y = snapToRight.y;
float minX = 10;
float minY = 20;
float maxX = EditorGUIUtility.currentViewWidth - currentPosition.width - minX;
float maxY = _currentEditorWindow.position.height - currentPosition.height - 5;
if (!_lockToVisibleSizeX)
{
maxX = _currentEditorWindow.maxSize.x - currentPosition.width - minX;
}
if (!_lockToVisibleSizeY)
{
maxY = _currentEditorWindow.maxSize.y - currentPosition.height - 5;
}
if (currentPosition.x < minX)
{
currentPosition.x = minX;
_snapRight = false;
}
if (currentPosition.x > maxX)
{
currentPosition.x = maxX;
_snapRight = true;
}
if (currentPosition.y < minY)
{
currentPosition.y = minY;
_snapUp = true;
}
//here the _sceneView.camera.pixelRect.size.y is incoherent when applying this event
if (_currentEvent.type == EventType.Repaint)
{
//Debug.Log(_currentEvent.type);
if (currentPosition.y > maxY)
{
currentPosition.y = maxY;
_snapUp = false;
}
}
return (currentPosition);
}
/// <summary>
/// draw the editor window with everything in it
/// </summary>
/// <param name="id"></param>
private void NavigatorWindow(int id)
{
if (IsClosable)
{
DisplayClosable();
}
else if (IsMinimisable)
{
DisplayMinimise();
}
if (_draggable)
{
DisplayDraggable();
GUI.DragWindow(new Rect(0, 0, _windowMenu.width - 20, 20)); //allow to drag de window only at the top
}
//don't draw anything if it's minimised
if (_isMinimised)
{
return;
}
_methodToCall();
PreventClicGoThought(Event.current);
}
public void PreventClicGoThought(Event current)
{
if ((current.type == EventType.MouseDrag || current.type == EventType.MouseDown)
&& current.button == 0)
{
Event.current.Use();
}
}
}
}
How it works
If you are interested in how to make the custom editor which displays the tiny EditorWindow in the scene view, go check this devlog.
If you are really curious about reflection, you can download the C# source code of Unity from their official GitHub. From there you can open it in Visual Studio, and start digging in.
Let's recap the goal: open the Animation and Animator windows, then find and execute the "play" button of the Animation window.
Open an EditorWindow
The function OpenEditorWindow() returns the EditorWindow with the name given as parameter. It also returns its type, for convenience.
With the code below, you get and open the EditorWindow called AnimationWindow.
//open animation window
System.Type animationWindowType = null;
EditorWindow animationWindowEditor = OpenEditorWindow(AllNameAssemblyKnown.AnimationWindow, ref animationWindowType);
But wait, how did you know that the Animation window was called "AnimationWindow"?

To get the list of all the EditorWindows of Unity, call this function:
ExtReflection.GetEditorWindowTypeByName("", true);
It displays the names of all the native EditorWindows of Unity, as well as your own, and the ones downloaded from the Asset Store.
I created the AllNameAssemblyKnown enum from that list.
From that research, here are the names of the EditorWindows:
- The Animation window is called AnimationWindow
- The Animator window is called AnimatorControllerTool
Search the AnimationWindow.cs script in the Unity source code
You can then search the Unity code to find the associated script:
in Visual Studio, with the UnityCsReference project open, press Ctrl+T and search for AnimationWindow.

Get a FieldInfo from a given System.Type
From the previous research in the Unity code, you can see this interesting line:
private AnimEditor m_AnimEditor;
Using reflection, you can get this variable as a FieldInfo.
Use GetField() to get the m_AnimEditor FieldInfo:
//Get field m_AnimEditor
FieldInfo animEditorFI = animationWindowType.GetField("m_AnimEditor", ExtReflection.GetFullBinding());
The function GetFullBinding() here is a little bit overkill. If you want to optimize, you could simply replace it with BindingFlags.NonPublic (because m_AnimEditor is a private field).
But wait again, how did you know that m_AnimEditor was the FieldInfo you were looking for?

I didn't at first. I just figured it out by looking at the source code.
Same as above, if you want to list every FieldInfo of a given type, you can use the function GetAllFieldOfType():
ExtReflection.GetAllFieldOfType(animationWindowType, ExtReflection.GetFullBinding(), true);
Get a PropertyInfo from a given FieldInfo
Press F12 on the AnimEditor variable m_AnimEditor to open the script in Visual Studio.
There you can find the public controlInterface property, which leads to the IAnimationWindowControl.cs script with, finally, some interesting variables and functions!


- Use
GetProperty()to get thecontrolInterfacePropertyInfoof theFieldInfoanimEditorFI.FieldType. - Use
GetProperty()to get theplayingPropertyInfoof thePropertyInfocontrolInterfacePI.PropertyType.
//Get the property of animEditorFI
PropertyInfo controlInterfacePI = animEditorFI.FieldType.GetProperty("controlInterface", ExtReflection.GetFullBinding());
//Get the property telling if it is playing or not
PropertyInfo isPlaying = controlInterfacePI.PropertyType.GetProperty("playing", ExtReflection.GetFullBinding());
Get the value of a PropertyInfo
It is not over yet! With the playing PropertyInfo, you have to cast its value into a boolean to test whether the animation is playing or not:
//get object controlInterface
object controlInterface = controlInterfacePI.GetValue(animEditorFI.GetValue(animationWindowEditor));
//get the state of the 'play' button
bool playing = (bool)isPlaying.GetValue(controlInterface);
It is a complex process: it uses the previously found variables controlInterfacePI, animEditorFI and animationWindowEditor to get the value of playing:
public abstract bool playing { get; }
Call a method using MethodInfo
Finally, you can test the playing boolean and call the right function. Here is how to call a function using MethodInfo:
MethodInfo playMI = controlInterfacePI.PropertyType.GetMethod("StartPlayback", ExtReflection.GetFullBinding());
playMI.Invoke(controlInterface, new object[0]);
That line calls the function:
public abstract bool StartPlayback();
Result

And this is it! A lot of code and thinking for a small result: that's the joy of reflection. I hope everything was clear; if not, well, contact me anytime :)
Source files
- Download AnimatorEditor.cs
- Download ExtReflection.cs
- Download DecoratorComponentsEditor.cs
- Download BuiltInEditorComponentsEnum.cs
- Download TinyEditorWindowSceneView.cs
See also
- Enhance any built-in component of Unity: add behavior to any Unity component using custom inspectors and reflection.
- Change the mouse position by code in the editor: save and load the position of the mouse inside Unity (editor only, Windows).
- Time, TimeScale and DeltaTime in the editor: a
TimeEditorclass which mirrors the behavior of theTimeclass in edit mode. Useful for tools that need timers and slow motion.



