public sealed class PropertyFieldThe row the default inspector would have drawn, wherever markup asks for one.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Doc 36 § P4's PropertyField, and the reason an inspector can be markup at all. Nine rows out of ten in a hand-written inspector are "draw this member the way you would have anyway" — a slider for a float with a range, a colour well for a Color4, a tick for a bool. Writing each of those out is what makes people not write custom inspectors; naming the member and getting the row is what makes them.
⚠ Empty until it is bound, which is Unity's rule and is not an implementation detail. A markup tree is built by a Build body that knows nothing about what is being edited — it cannot, or the markup would have to name a C# type — so the join happens afterwards, in Bind. A PropertyField that is never bound draws nothing and says why in the panel rather than throwing.
⚠ It builds an InspectorRow inside itself rather than being one. An InspectorRow is what a drawer is handed and what the reset button and the override bar hang off; making this a subclass would mean markup could produce a row with no field in it, which every one of those parts would then have to tolerate.
Fields and properties (4)
protected override string TagNameThe element name this type answers to when a caller does not choose one.
protected override bool AcceptsFocusWhether the focus can rest on this kind of control at all.
public string? PathWhich member it shows. Set from markup, read when the tree is bound.
public InspectorRow? RowThe row that was built, or before binding.
Used by (4)
- BrushInspectorMarkupTestsVixen.Editor.Terrain.Tests
- MarkupBindingVixen.Editor.Inspector
- MarkupBindingTestsVixen.Editor.Inspector.Tests
- TerrainBrushInspectorVixen.Editor.Terrain