标签:als ring engine let view spec pop bubuko Edito
我们的Unity脚本挂在游戏对象上时,右侧会出现它的详细信息面板,这些信息是根据脚本中声明的public可序列化变量而来的。此外,也可以通过EditorGUI来对它进行绘制,让面板更具可操作性。
Inspector面板:
EditorGUI和GUI的用法几乎完全一致,目前来说前者多用于编辑器开发,后者多用于发布后调试编辑器。即他们都是起辅助作用的。EditorGUI提供丰富的组件非常丰富,常用的绘制元素包括文本,按钮,图片和滑动框等。做一个好的编辑器,是离不开EditorGUI的。
如图所示,我们将EditorGUI拓展在Inspector面板上了
实现代码如下所示:
using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif public class Inspector面板 : MonoBehaviour { public Vector3 scrollPos; public int myId; public string myName; public GameObject prefab; public MyEnum myEnum = MyEnum.One; public bool toogle1; public bool toogle2; public enum MyEnum { One=1, Two } } #if UNITY_EDITOR [CustomEditor(typeof(Inspector面板))] public class Inspector面板Editor : Editor { private bool m_EnableToogle; public override void OnInspectorGUI() { //获取脚本对象 Inspector面板 script = target as Inspector面板; //绘制滚动条 script.scrollPos = EditorGUILayout.BeginScrollView(script.scrollPos, false, true); script.myName = EditorGUILayout.TextField("text", script.myName); script.myId = EditorGUILayout.IntField("text", script.myId); script.prefab = EditorGUILayout.ObjectField("GameObject", script.prefab, typeof(GameObject), true) as GameObject; //绘制按钮 EditorGUILayout.BeginHorizontal(); GUILayout.Button("1"); GUILayout.Button("2"); script.myEnum = (Inspector面板.MyEnum)EditorGUILayout.EnumPopup("MyEnum:", script.myEnum); EditorGUILayout.EndHorizontal(); //Toogle组件 m_EnableToogle = EditorGUILayout.BeginToggleGroup("EnableToogle", m_EnableToogle); script.toogle1 = EditorGUILayout.Toggle("toogle1", script.toogle1); script.toogle2 = EditorGUILayout.Toggle("toogle2", script.toogle2); EditorGUILayout.EndToggleGroup(); EditorGUILayout.EndScrollView(); } } #endif
在上述代码中,我们将脚本部分和Editor部分的代码合在一个文件中。如果需要拓展的面板比较复杂,建议分成两个文件存放,一个是脚本另外一个是Editor文件。
PS:关于EditorGU类中的方法,可以在Unity的API中查询,也可以参考一下这个:https://www.cnblogs.com/caymanlu/p/5722549.html
标签:als ring engine let view spec pop bubuko Edito
原文地址:https://www.cnblogs.com/llllllvty/p/10017713.html