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Game.UI.Widgets.AllowMinGreaterMaxAttribute

Assembly:
Assembly-CSharp (game)

Namespace:
Game.UI.Widgets

Type:
class

Base:
UnityEngine.PropertyAttribute

Summary:
A lightweight Unity attribute used to mark a field or property so that UI or custom property drawers allow a "min" value that is greater than a "max" value. This attribute itself contains no logic — it only serves as a marker. Typical usage is alongside custom inspectors or property drawers that check for this attribute and adjust validation, clamping, or displayed controls accordingly.

  • Targets: Property and Field (see AttributeUsage in source).
  • Intended for use with the game's UI widget system or any PropertyDrawer that needs to permit inverted ranges.

Fields

  • None
    This attribute defines no instance or static fields.

Properties

  • None
    There are no exposed properties on this attribute.

Constructors

  • public AllowMinGreaterMaxAttribute()
    Default parameterless constructor. The attribute carries no data; simply applying it to a field or property is sufficient for consumers (e.g., custom drawers) to detect the intent.

Methods

  • None
    This attribute provides no methods.

Usage Example

using Game.UI.Widgets;
using UnityEngine;

public class RangeExample : MonoBehaviour
{
    // A custom property drawer in the game code can detect this attribute
    // and allow min to be greater than max when rendering the UI.
    [AllowMinGreaterMax]
    public Vector2 myRange; // x = min, y = max
}

Notes: - Because this attribute inherits from UnityEngine.PropertyAttribute, Unity's inspector and any custom PropertyDrawer can detect it via reflection. - Applying this attribute has no built-in effect unless the UI code or property drawer explicitly checks for it and implements the desired behavior (for example, skipping clamping or showing an inverted slider).