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Odin Inspector 系列教程 --- List Dra

Odin Inspector 系列教程 --- List Dra

作者: su9257_海澜 | 来源:发表于2019-10-10 00:37 被阅读0次

    List Drawer Settings Attribute 自定义数组或者列表绘制方式

    Odin已经重写对应的数组和列表的绘制
        [Title("List Basics")]
        [InfoBox("现在可以拖动列表元素来重新排序并逐个删除它们,并且列表具有分页功能(尝试添加大量元素!)您仍然可以从项目视图一次将许多资产拖到列表中—只需将它们拖到列表本身,并将它们插入到您想要添加它们的地方.")]
        public List<float> FloatList;
    
    将[Range]属性应用于此列表,代替传统的float形式
        [InfoBox("将[Range]属性应用于此列表,代替传统的float形式")]
        [Range(0, 1)]
        public float[] FloatRangeArray;
    
    不同方式的只读方式
        [ListDrawerSettings(IsReadOnly = true)]
        public int[] ReadOnlyArray1 = new int[] { 1, 2, 3 };
        [ReadOnly]
        public int[] ReadOnlyArray2 = new int[] { 1, 2, 3 };
    
    负责数据结构的数组或列表
        public SomeOtherStruct[] SomeStructList;
    
    自定义page每页的个数
        [Title("Advanced List Customization")]
        [InfoBox("Using [ListDrawerSettings], lists can be customized in a wide variety of ways.")]
        [ListDrawerSettings(NumberOfItemsPerPage = 5)]
        public int[] FiveItemsPerPage;
    
    显示对应元素的索引和指定其元素的标签
        [ListDrawerSettings(ShowIndexLabels = true, ListElementLabelName = "SomeString")]
        public SomeStruct[] IndexLabels;
    
    禁止拖拽item,禁止翻页,禁止显示item个数
        [ListDrawerSettings(DraggableItems = false, Expanded = false, ShowIndexLabels = true, ShowPaging = false, ShowItemCount = false, HideRemoveButton = true)]
        public int[] MoreListSettings = new int[] { 1, 2, 3 };
    
    【OnBeginListElementGUI】【OnEndListElementGUI】在每个列表元素的前后调用一个函数,并传入对应元素的索引
        [ListDrawerSettings(OnBeginListElementGUI = "BeginDrawListElement", OnEndListElementGUI = "EndDrawListElement")]
        public SomeStruct[] InjectListElementGUI;
        private void BeginDrawListElement(int index)
        {
            SirenixEditorGUI.BeginBox(this.InjectListElementGUI[index].SomeString);
        }
        private void EndDrawListElement(int index)
        {
            SirenixEditorGUI.EndBox();
        }
    
    使用它将自定义GUI注入到列表的标题栏中。
        [ListDrawerSettings(OnTitleBarGUI = "DrawRefreshButton")]
        public List<int> CustomButtons;
        private void DrawRefreshButton()
        {
            if (SirenixEditorGUI.ToolbarButton(EditorIcons.Refresh))
            {
                Debug.Log(this.CustomButtons.Count.ToString());
            }
        }
    
    【CustomAddFunction 】覆盖将对象添加到列表的默认行为。如果引用的成员返回列表类型元素,则将对每个选定对象调用该元素一次。如果引用的方法返回void,那么不管选择了多少对象,它都只会被调用一次。
        [ListDrawerSettings(CustomAddFunction = "CustomAddFunction")]
        public List<int> CustomAddBehaviour;
        private int CustomAddFunction()
        {
            return this.CustomAddBehaviour.Count+100;
        }
    
    完整示例代码
    using Sirenix.OdinInspector;
    using Sirenix.Utilities.Editor;
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class ListDrawerSettingsAttributeExample : MonoBehaviour
    {
        [PropertyOrder(int.MinValue), OnInspectorGUI]
        private void DrawIntroInfoBox()
        {
            SirenixEditorGUI.InfoMessageBox("Odin开箱即用,无需检查,即可全面升级检查器中列表和数组的图形.");
        }
    
        [Title("List Basics")]
        [InfoBox("现在可以拖动列表元素来重新排序并逐个删除它们,并且列表具有分页功能(尝试添加大量元素!)您仍然可以从项目视图一次将许多资产拖到列表中—只需将它们拖到列表本身,并将它们插入到您想要添加它们的地方.")]
        public List<float> FloatList;
    
    
        [InfoBox("将[Range]属性应用于此列表,代替传统的float形式")]
        [Range(0, 1)]
        public float[] FloatRangeArray;
    
        [ListDrawerSettings(IsReadOnly = true)]
        public int[] ReadOnlyArray1 = new int[] { 1, 2, 3 };
        [ReadOnly]
        public int[] ReadOnlyArray2 = new int[] { 1, 2, 3 };
    
        public SomeOtherStruct[] SomeStructList;
    
        [Title("Advanced List Customization")]
        [InfoBox("Using [ListDrawerSettings], lists can be customized in a wide variety of ways.")]
        [ListDrawerSettings(NumberOfItemsPerPage = 5)]
        public int[] FiveItemsPerPage;
    
        [ListDrawerSettings(ShowIndexLabels = true, ListElementLabelName = "SomeString")]
        public SomeStruct[] IndexLabels;
    
        [ListDrawerSettings(DraggableItems = false, Expanded = false, ShowIndexLabels = true, ShowPaging = false, ShowItemCount = false, HideRemoveButton = true)]
        public int[] MoreListSettings = new int[] { 1, 2, 3 };
    
        [ListDrawerSettings(OnBeginListElementGUI = "BeginDrawListElement", OnEndListElementGUI = "EndDrawListElement")]
        public SomeStruct[] InjectListElementGUI;
        private void BeginDrawListElement(int index)
        {
            SirenixEditorGUI.BeginBox(this.InjectListElementGUI[index].SomeString);
        }
        private void EndDrawListElement(int index)
        {
            SirenixEditorGUI.EndBox();
        }
    
    
        [ListDrawerSettings(OnTitleBarGUI = "DrawRefreshButton")]
        public List<int> CustomButtons;
        private void DrawRefreshButton()
        {
            if (SirenixEditorGUI.ToolbarButton(EditorIcons.Refresh))
            {
                Debug.Log(this.CustomButtons.Count.ToString());
            }
        }
    
        [ListDrawerSettings(CustomAddFunction = "CustomAddFunction")]
        public List<int> CustomAddBehaviour;
        private int CustomAddFunction()
        {
            return this.CustomAddBehaviour.Count+100;
        }
    
    
    
        [Serializable]
        public struct SomeStruct
        {
            public string SomeString;
            public int One;
            public int Two;
            public int Three;
        }
    
        [Serializable]
        public struct SomeOtherStruct
        {
            [HorizontalGroup("Split", 55), PropertyOrder(-1)]
            [PreviewField(50, Sirenix.OdinInspector.ObjectFieldAlignment.Left), HideLabel]
            public UnityEngine.MonoBehaviour SomeObject;
    
            [FoldoutGroup("Split/$Name", false)]
            public int A, B, C;
    
            [FoldoutGroup("Split/$Name", false)]
            public int Two;
    
            [FoldoutGroup("Split/$Name", false)]
            public int Three;
    
            private string Name { get { return this.SomeObject ? this.SomeObject.name : "Null"; } }
        }
    }
    

    更多教程内容详见:革命性Unity 编辑器扩展工具 --- Odin Inspector 系列教程

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