No description
| Editor | ||
| Runtime | ||
| ~Images | ||
| .gitignore | ||
| Editor.meta | ||
| LICENSE | ||
| LICENSE.meta | ||
| package.json | ||
| package.json.meta | ||
| README.md | ||
| README.md.meta | ||
| Runtime.meta | ||
| ~Images.meta | ||
Description
A tool to help validate data across scenes, prefabs and scriptable objects.
Unity Windows
Game Object Validators
public sealed class GameObjectValidatorBrokenPrefab : IGameObjectValidator
{
public void Validate(GameObject gameObject, List<ValidatorResult> results)
{
if (PrefabUtility.IsPrefabAssetMissing(gameObject))
results.Add(ValidatorResult.Create(EValidatorSeverity.Error, "GameObject is missing prefab asset"));
}
}
Component Validators
public sealed class ComponentValidatorMeshCollider : IComponentValidator<MeshCollider>
{
public void Validate(MeshCollider component, List<ValidatorResult> results)
{
if (component.sharedMesh == null)
results.Add(ValidatorResult.Create(EValidatorSeverity.Error, "Missing mesh"));
}
}
Attribute Validators
The field attribute:
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property, AllowMultiple = true)]
public sealed class RequiredAttribute : Attribute
{
private readonly EValidatorSeverity _severity;
public RequiredAttribute()
{
_severity = EValidatorSeverity.Error;
}
public RequiredAttribute(EValidatorSeverity severity)
{
_severity = severity;
}
}
The validator implements IAttributeValidator<T>, where T is the attribute and will automatically be found by the validator.
public sealed class Validator : IAttributeValidator<RequiredAttribute>
{
public ValidatorResult Validate(RequiredAttribute attribute, object value)
{
var isValid = value is UnityEngine.Object obj ? obj != null : value != null;
return isValid ? ValidatorResult.Valid : ValidatorResult.Create(attribute._severity, "Value is Null");
}
}


