This is a refinement of @HiddenMonk 's code, with which you can easily get and set a field or property of a serializedProperty.
Just create a class called SerializedPropertyExtensions in a Folder with the name Editor with this code:
// --------------------------------------------------------------------------------------------------------------------
// <author>
// HiddenMonk
// http://answers.unity3d.com/users/496850/hiddenmonk.html
//
// Johannes Deml
// send@johannesdeml.com
// </author>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using System.Linq;
namespace Supyrb
{
using System;
using UnityEngine;
using UnityEditor;
using System.Reflection;
/// <summary>
/// Extension class for SerializedProperties
/// See also: http://answers.unity3d.com/questions/627090/convert-serializedproperty-to-custom-class.html
/// </summary>
public static class SerializedPropertyExtensions
{
/// <summary>
/// Get the object the serialized property holds by using reflection
/// </summary>
/// <typeparam name="T">The object type that the property contains</typeparam>
/// <param name="property"></param>
/// <returns>Returns the object type T if it is the type the property actually contains</returns>
public static T GetValue<T>(this SerializedProperty property)
{
return GetNestedObject<T>(property.propertyPath, GetSerializedPropertyRootComponent(property));
}
/// <summary>
/// Set the value of a field of the property with the type T
/// </summary>
/// <typeparam name="T">The type of the field that is set</typeparam>
/// <param name="property">The serialized property that should be set</param>
/// <param name="value">The new value for the specified property</param>
/// <returns>Returns if the operation was successful or failed</returns>
public static bool SetValue<T>(this SerializedProperty property, T value)
{
object obj = GetSerializedPropertyRootComponent(property);
//Iterate to parent object of the value, necessary if it is a nested object
string[] fieldStructure = property.propertyPath.Split('.');
for (int i = 0; i < fieldStructure.Length - 1; i++)
{
obj = GetFieldOrPropertyValue<object>(fieldStructure*, obj);*
}
string fieldName = fieldStructure.Last();
return SetFieldOrPropertyValue(fieldName, obj, value);
}
///
/// Get the component of a serialized property
///
/// The property that is part of the component
/// The root component of the property
public static Component GetSerializedPropertyRootComponent(SerializedProperty property)
{
return (Component)property.serializedObject.targetObject;
}
///
/// Iterates through objects to handle objects that are nested in the root object
///
/// The type of the nested object
/// Path to the object through other properties e.g. PlayerInformation.Health
/// The root object from which this path leads to the property
/// Include base classes and interfaces as well
/// Returns the nested object casted to the type T
public static T GetNestedObject(string path, object obj, bool includeAllBases = false)
{
foreach (string part in path.Split(‘.’))
{
obj = GetFieldOrPropertyValue(part, obj, includeAllBases);
}
return (T)obj;
}
public static T GetFieldOrPropertyValue(string fieldName, object obj, bool includeAllBases = false, BindingFlags bindings = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic)
{
FieldInfo field = obj.GetType().GetField(fieldName, bindings);
if (field != null) return (T)field.GetValue(obj);
PropertyInfo property = obj.GetType().GetProperty(fieldName, bindings);
if (property != null) return (T)property.GetValue(obj, null);
if (includeAllBases)
{
foreach (Type type in GetBaseClassesAndInterfaces(obj.GetType()))
{
field = type.GetField(fieldName, bindings);
if (field != null) return (T)field.GetValue(obj);
property = type.GetProperty(fieldName, bindings);
if (property != null) return (T)property.GetValue(obj, null);
}
}
return default(T);
}
public static bool SetFieldOrPropertyValue(string fieldName, object obj, object value, bool includeAllBases = false, BindingFlags bindings = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic)
{
FieldInfo field = obj.GetType().GetField(fieldName, bindings);
if (field != null)
{
field.SetValue(obj, value);
return true;
}
PropertyInfo property = obj.GetType().GetProperty(fieldName, bindings);
if (property != null)
{
property.SetValue(obj, value, null);
return true;
}
if (includeAllBases)
{
foreach (Type type in GetBaseClassesAndInterfaces(obj.GetType()))
{
field = type.GetField(fieldName, bindings);
if (field != null)
{
field.SetValue(obj, value);
return true;
}
property = type.GetProperty(fieldName, bindings);
if (property != null)
{
property.SetValue(obj, value, null);
return true;
}
}
}
return false;
}
public static IEnumerable GetBaseClassesAndInterfaces(this Type type, bool includeSelf = false)
{
List allTypes = new List();
if (includeSelf) allTypes.Add(type);
if (type.BaseType == typeof(object))
{
allTypes.AddRange(type.GetInterfaces());
}
else {
allTypes.AddRange(
Enumerable
.Repeat(type.BaseType, 1)
.Concat(type.GetInterfaces())
.Concat(type.BaseType.GetBaseClassesAndInterfaces())
.Distinct());
}
return allTypes;
}
}
}
You can then call the functions like this:
// Get a serialized object
var serializedObject = new UnityEditor.SerializedObject(target);
// Set the property debug to true
serializedObject.FindProperty(“debug”).SetValue(true);
// Get the property value of debug
bool debugValue = serializedObject.FindProperty(“debug”).GetValue();