private void Init() { this.listFields = new List<IListField>(); #region "List Inits" this.listFields.Add(new BoundsList("Bounds list")); this.listFields.Add(new ColorList("Color List")); this.listFields.Add(new CurveList("Curve List")); this.listFields.Add(new DelayedFloatList("Delayed Float List")); this.listFields.Add(new DelayedIntList("Delayed Int List")); this.listFields.Add(new DelayedTextList("Delayed Text List")); this.listFields.Add(new DoubleList("Double List")); this.listFields.Add(new FloatList("Float List")); this.listFields.Add(new IntList("Int List")); this.listFields.Add(new LayerList("Layer List")); this.listFields.Add(new MaskList("Mask List")); this.listFields.Add(new ObjectList<GameObject>("GameObject List")); this.listFields.Add(new PasswordList("Password List")); this.listFields.Add(new RectList("Rect List")); this.listFields.Add(new TagList("Tag List")); this.listFields.Add(new TextList("Text List")); this.listFields.Add(new Vector2List("Vector2 List")); this.listFields.Add(new Vector3List("Vector3 List")); this.listFields.Add(new Vector4List("Vector4 List")); var label = new LabelList("Label List", new List<KeyValuePair<string, string>>() { new KeyValuePair<string, string>("Key1", "Value1"), new KeyValuePair<string, string>("Key2", "Value2") }) { ShowCountField = false }; label.SetCount(2); this.listFields.Add(label); ExampleObj example = null; var select = Selection.activeGameObject; if(select != null && (example = select.GetComponent<ExampleObj>()) != null) { this.serialized = new SerializedObject(example); var property = new PropertyList("Property List", true, new List<SerializedProperty>() { this.serialized.FindProperty("Vec3"), this.serialized.FindProperty("Str"), this.serialized.FindProperty("List") }) { ShowCountField = false }; property.SetCount(3); this.listFields.Add(property); } #endregion }