using System; using UnityEngine; namespace Needle.Engine { [AttributeUsage(AttributeTargets.Field, AllowMultiple = true, Inherited = true)] public class InfoAttribute : PropertyAttribute { public enum InfoType { None, Info, Warning, Error, } public string message; public InfoType type; public Type[] hideIfAnyComponentExists; public InfoAttribute(string message, InfoType type = InfoType.None, Type[] hideIfAnyComponentExists = null) { this.message = message; this.type = type; this.hideIfAnyComponentExists = hideIfAnyComponentExists; } } }