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Author SHA1 Message Date
max
b13cf47fbf Update README.md 2022-01-02 15:21:39 +01:00
max
9c01bed215 Update README.md 2022-01-01 20:33:46 +01:00
max
74fd067220 Required Attribute Validator 2021-12-29 23:46:52 +01:00
14 changed files with 162 additions and 17 deletions

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@ -1,5 +1,7 @@
# Change Log:
## 0.1.1
- First prototype of Attribute validator.
## 0.1.1
- Search input.
- GUI toolbar.
- WarningType filter.

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@ -2,6 +2,7 @@ namespace Validator.Editor
{
public interface IValidator
{
public string MenuName { get; }
public Report Validate();
}
}

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@ -156,7 +156,7 @@ namespace Validator.Editor
validatorOptionsMenu.AddSeparator("");
foreach (ValidatorInfo validatorInfo in validators)
{
validatorOptionsMenu.AddItem(new GUIContent($"{validatorInfo.validator.GetType().Name}"), validatorInfo.isEnabled, OnValidatorInfoVisibilityChangedEvent, validatorInfo);
validatorOptionsMenu.AddItem(new GUIContent($"{validatorInfo.validator.MenuName}"), validatorInfo.isEnabled, OnValidatorInfoVisibilityChangedEvent, validatorInfo);
}
validatorOptionsMenu.ShowAsContext();
}

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@ -6,9 +6,11 @@ namespace Validator.Editor
{
public class AssetValidator : IValidator
{
public string MenuName => nameof(AssetValidator);
public Report Validate()
{
Report report = new Report("AssetValidator");
Report report = new Report(nameof(AssetValidator));
List<Object> objects = FindAssetsByType<Object>();
for (int i = 0; i < objects.Count; i++)

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@ -0,0 +1,74 @@
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Validator.Editor
{
public class RequiredAttributeAssetValidator : IValidator
{
public string MenuName => "Attributes/RequiredAttributeAssetValidator";
public Report Validate()
{
Report report = new Report(nameof(RequiredAttributeAssetValidator));
List<Object> objects = AssetValidator.FindAssetsByType<Object>();
for (int i = 0; i < objects.Count; i++)
{
EditorUtility.DisplayProgressBar("RequiredAttributeAssetValidator", "RequiredAttribute...", (float)i / objects.Count);
IEnumerable<(FieldInfo FieldInfo, RequiredAttribute Attribute)> fieldsWithRequiredAttribute = from fi in objects[i].GetType().GetFields()
let attr = fi.GetCustomAttributes(typeof(RequiredAttribute), true)
where attr.Length == 1
select (FieldInfo: fi, Attribute: attr.First() as RequiredAttribute);
foreach ((FieldInfo FieldInfo, RequiredAttribute Attribute) field in fieldsWithRequiredAttribute)
{
object o = field.FieldInfo.GetValue(objects[i]);
if (o == null || o.Equals(null))
{
report.Log(objects[i], field.Attribute.WarningType, field.Attribute.Category, $"{field.FieldInfo.Name} is null", $"Assign {field.FieldInfo.FieldType}");
}
}
}
EditorUtility.ClearProgressBar();
return report;
}
}
public class RequiredAttributeSceneValidator : IValidator
{
public string MenuName => "Attributes/RequiredAttributeSceneValidator";
public Report Validate()
{
Report report = new Report(nameof(RequiredAttributeSceneValidator));
List<MonoBehaviour> objects = SceneValidator.FindAllObjectsOfType<MonoBehaviour>();
for (int i = 0; i < objects.Count; i++)
{
EditorUtility.DisplayProgressBar("RequiredAttributeSceneValidator", "RequiredAttribute...", (float)i / objects.Count);
IEnumerable<(FieldInfo FieldInfo, RequiredAttribute Attribute)> fieldsWithRequiredAttribute = from fi in objects[i].GetType().GetFields()
let attr = fi.GetCustomAttributes(typeof(RequiredAttribute), true)
where attr.Length == 1
select (FieldInfo: fi, Attribute: attr.First() as RequiredAttribute);
foreach ((FieldInfo FieldInfo, RequiredAttribute Attribute) field in fieldsWithRequiredAttribute)
{
object o = field.FieldInfo.GetValue(objects[i]);
if (o == null || o.Equals(null))
{
report.Log(objects[i], field.Attribute.WarningType, field.Attribute.Category, $"{field.FieldInfo.Name} is null", $"Assign {field.FieldInfo.FieldType}");
}
}
}
EditorUtility.ClearProgressBar();
return report;
}
}
}

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@ -7,9 +7,11 @@ namespace Validator.Editor
{
public class SceneValidator : IValidator
{
public Report Validate()
public string MenuName => nameof(SceneValidator);
public Report Validate()
{
Report report = new Report("SceneValidator");
Report report = new Report(nameof(SceneValidator));
List<IValidatable> objects = FindAllObjectsOfType<IValidatable>();
for (int i = 0; i < objects.Count; i++)
@ -17,7 +19,7 @@ namespace Validator.Editor
EditorUtility.DisplayProgressBar("SceneValidator", "Validate...", (float)i / objects.Count);
objects[i].Validate(report);
}
}
EditorUtility.ClearProgressBar();
return report;
@ -37,7 +39,7 @@ namespace Validator.Editor
return gameObjects;
}
private static List<T> FindAllObjectsOfType<T>()
public static List<T> FindAllObjectsOfType<T>()
{
List<T> objects = new List<T>();

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@ -1,12 +1,11 @@
# Validator
![ValidatorWindow](Documentation~/Images/ValidatorWindow_01.png)
Unity project validator framework.
## Getting Started
Open Validator Window:
> Window -> General -> Validator
Add validatable:
Add a custom validate check using the `IValidatable` interface:
```C#
using Validator;
@ -17,10 +16,10 @@ public class MyBehaviour : MonoBehaviour, IValidatable
#if UNITY_EDITOR
public void Validate(Report report)
{
// Check if health is valid.
// Check if health is valid.
if(startHealth <= 0)
{
// If not, log it.
// If not, log it.
report.Log(this, WarningType.Warning, ReportCategories.Design, $"{nameof(startHealth)} is to low", $"Make value > 0");
}
}
@ -28,13 +27,21 @@ public class MyBehaviour : MonoBehaviour, IValidatable
}
```
Add a validate check using `[Required]` attribute:
```C#
[SerializeField, Required] private GameObject playerPrefab = null; // If someone forgets to assign it, it would be invalid.
```
Open Validator Window:
> Window -> General -> Validator
Run the validator:
> Click the 'run/play' button and wait for the report to be generated.
## Install
[Installing from a Git URL](https://docs.unity3d.com/Manual/upm-ui-giturl.html)
[Unitypackage](https://github.com/COMPANYNAME/PACKAGENAME/releases)
## LICENSE
Overall package is licensed under [MIT](/LICENSE.md), unless otherwise noted in the [3rd party licenses](/THIRD%20PARTY%20NOTICES.md) file and/or source code.
Overall package is licensed under [MIT](/LICENSE.md), unless otherwise noted in the [3rd party licenses](/THIRD%20PARTY%20NOTICES.md) file and/or source code.

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Runtime/Validators.meta Normal file
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using System;
namespace Validator
{
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class RequiredAttribute : Attribute
{
public WarningType WarningType { get; private set; } = WarningType.Error;
public string Category { get; private set; } = ReportCategories.Design;
public RequiredAttribute() { }
public RequiredAttribute(WarningType warningType = WarningType.Error, string category = ReportCategories.Design)
{
WarningType = warningType;
Category = category;
}
}
}

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{
"name": "com.vertexcolor.validator",
"displayName": "Validator",
"version": "0.1.1",
"version": "0.1.2",
"unity": "2019.3",
"description": "Unity project validator framework.",
"category": "Tool",