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- Odin Inspector 系列教程 --- Foldout
- Odin Inspector 系列教程 --- Vertical
- Odin Inspector 系列教程 --- Responsi
- Odin Inspector 系列教程 --- Preview
Table Matrix Attribute特性:用于进一步指定Odin应如何绘制二维数组。
这也是提高满满逼格的特性
官方示例展示
工程示例
【TableMatrix】HorizontalTitle:提供一个横向的标题 VerticalTitle :提供一个纵向的标题 SquareCells:为True,则其他的cell的宽高将于第一个cell的宽度相等
[ShowInInspector]
[TableMatrix(HorizontalTitle = "横向方形矩阵标题",VerticalTitle = "纵向方形矩阵标题", SquareCells = true)] //SquareCells 为True,则其他的cell的宽高将于第一个cell的宽度相等
public Texture2D[,] SquareCelledMatrix = new Texture2D[8, 4]
{
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null,null },
};
[PropertySpace(40)]
[ShowInInspector]
[TableMatrix(SquareCells = true)]
public Mesh[,] PrefabMatrix = new Mesh[8, 4]
{
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
};
【IsReadOnly 】为true,则不能调整矩阵的顺序
[PropertySpace(40)]
[ShowInInspector]
[TableMatrix(HorizontalTitle = "只读矩阵", IsReadOnly = true)]//IsReadOnly 不可更改矩阵的顺序
public int[,] ReadOnlyMatrix = new int[5, 5];
【Transpose】作用起到一个顺序调到的效果
[PropertySpace(40)]
[ShowInInspector, DoNotDrawAsReference]
[TableMatrix(HorizontalTitle = "Transposed Custom Cell Drawing", DrawElementMethod = "DrawColoredEnumElement", ResizableColumns = true, RowHeight = 16, Transpose = true)]//Transpose顺序颠倒
public bool[,] Transposed { get { return CustomCellDrawing; } set { CustomCellDrawing = value; } }
private static bool DrawColoredEnumElement(Rect rect, bool value)
{
if (Event.current.type == EventType.MouseDown && rect.Contains(Event.current.mousePosition))
{
value = !value;
GUI.changed = true;
Event.current.Use();
}
UnityEditor.EditorGUI.DrawRect(rect.Padding(1), value ? new Color(0.1f, 0.8f, 0.2f) : new Color(0, 0, 0, 0.5f));
return value;
}
其他辅助效果 ResizableColumns:是否可以通过鼠标调整列的宽度 RowHeight:固定行高度
完整示例代码
using Sirenix.OdinInspector;
using Sirenix.Utilities;
using UnityEngine;
public class TableMatrixAttributeExample : MonoBehaviour
{
[ShowInInspector]
[TableMatrix(HorizontalTitle = "横向方形矩阵标题",VerticalTitle = "纵向方形矩阵标题", SquareCells = true)] //SquareCells 为True,则其他的cell的宽高将于第一个cell的宽度相等
public Texture2D[,] SquareCelledMatrix = new Texture2D[8, 4]
{
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null,null },
};
[PropertySpace(40)]
[ShowInInspector]
[TableMatrix(SquareCells = true)]
public Mesh[,] PrefabMatrix = new Mesh[8, 4]
{
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
{ null, null, null, null },
};
[PropertySpace(40)]
[ShowInInspector]
[TableMatrix(HorizontalTitle = "只读矩阵", IsReadOnly = true)]//IsReadOnly 不可更改矩阵的顺序
public int[,] ReadOnlyMatrix = new int[5, 5];
[PropertySpace(40)]
[ShowInInspector]
[TableMatrix(HorizontalTitle = "横向标题", VerticalTitle = "纵向标题")]
public InfoMessageType[,] LabledMatrix = new InfoMessageType[6, 6];
[PropertySpace(40)]
[ShowInInspector]
[TableMatrix(HorizontalTitle = "Custom Cell Drawing", DrawElementMethod = "DrawColoredEnumElement", ResizableColumns = false, RowHeight = 40)]
public bool[,] CustomCellDrawing;
[PropertySpace(40)]
[ShowInInspector, DoNotDrawAsReference]
[TableMatrix(HorizontalTitle = "Transposed Custom Cell Drawing", DrawElementMethod = "DrawColoredEnumElement", ResizableColumns = true, RowHeight = 16, Transpose = true)]//Transpose顺序颠倒
public bool[,] Transposed { get { return CustomCellDrawing; } set { CustomCellDrawing = value; } }
private static bool DrawColoredEnumElement(Rect rect, bool value)
{
if (Event.current.type == EventType.MouseDown && rect.Contains(Event.current.mousePosition))
{
value = !value;
GUI.changed = true;
Event.current.Use();
}
UnityEditor.EditorGUI.DrawRect(rect.Padding(1), value ? new Color(0.1f, 0.8f, 0.2f) : new Color(0, 0, 0, 0.5f));
return value;
}
}
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