Replies: 3 comments 4 replies
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Not yet. ATM I either can't give a instruction of how it can happen ... But the plan is: #98 (comment), I quote:
So it'll be implemented in near feature (but no promise when tho...). Please stay tuned |
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Hi, the tool for Unity_mwFkGmDavX.mp4More attributes support will be added later. Please stay tuned :) |
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Hi, Though not all attribute's validation are added, now in 3.18.0 there is
public class AutoRunnerTemplate: AutoRunnerWindowBase
{
// Omitted code...
[GetByXPath("resources::/*.prefab")] // any prefab in the resources folders
[GetByXPath("assets::/Config/Heros/*.asset")] // hero scriptable objects
public UnityEngine.Object[] extraResources;
// return your assets here
protected override IEnumerable<Object> GetExtraAssets() => extraResources;
// Omitted code...
[Ordered, Button("Run!")]
private IEnumerator Run()
{
foreach (ProcessInfo info in RunAutoRunners())
{
// just some info
Debug.Log(info);
// avoid completely frozen the editor
if(info.ProcessCount % 100 == 0)
{
yield return null;
}
}
}
// at last, show the auto running results.
// ReSharper disable once UnusedMember.Global
[Ordered, AutoRunnerWindowResults] public List<AutoRunnerResult> ShowResults => Results;
// important! Clean the cached results and release the loaded resources when closing the window
public override void OnEditorDestroy()
{
CleanUp();
}
} |
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For my company project, I created [Required] attribute.
And add a test for searching all serialized properties with that attribute are assigned in prefabs.
Maybe I can utilize saintsfield for similar purpose.(Maybe this is similar to OdinValidator)
Is there a way to create test for validating all validation attributes are met for a component or a serialized property?
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