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Unity 编辑器扩展二 Editor 自定义Inspector

Unity 编辑器扩展二 Editor 自定义Inspector

作者: 合肥黑 | 来源:发表于2021-12-08 21:37 被阅读0次

OnInspectorGUI()是Unity的Editor类里的相关函数,通过对该方法的重写,可以自定义对Inspector面板的绘制。


image.png
//Test1.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Test1 : MonoBehaviour
{
    public Text Text1;
    public bool myBool;
    public string myString;
}

//Test1Editor.cs
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(Test1))]
public class Test1Editor : Editor
{
    public override void OnInspectorGUI()
    {
        Test1 test = (Test1)target;
        test.myBool = EditorGUILayout.Toggle("是否选中", test.myBool);
        test.myString = EditorGUILayout.TextField("输入文本", test.myString);
    }
}

这里要先创建Test1脚本,再创建Test1Editor,否则引用会报错。

看一下前后对比图
如图对比,重写了OnInspectorGUI之后,Inspector面板发生变化。因为没有处理Text1,重写之后已经无法设置。

以下参考
【Unity 编辑器】扩展总结三:自定义Inspector面板
Unity Editor 基础篇(二):自定义 Inspector 面板
Unity检视面板重构(OnInspectorGUI重写)
unity编辑器扩展#1 自定义窗口、面板、和属性

一、两种方式

创建目标类,挂载在场景对象中

using UnityEngine;

public enum Course
{
    Chinese,
    Mathematics, 
    English 
}

public class InspectorExample : MonoBehaviour
{
    public int intValue;
    public float floatValue;
    public string stringValue;
    public bool boolValue;
    public Vector3  vector3Value; 
    public Course enumValue = Course.Chinese;
    public Color colorValue = Color.white;
    public Texture textureValue;
}
1.绘制方式一
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(InspectorExample))]
public class InspectorExampleEditor : Editor
{
    //target指该编辑器类绘制的目标类,需要将它强转为目标类
    private InspectorExample _target { get { return target as InspectorExample; } }

    //GUI重新绘制
    public override void OnInspectorGUI()
    {
        //EditorGUILayout.LabelField("IntValue",_target.intValue.ToString(),EditorStyles.boldLabel);
        //_target.intValue = EditorGUILayout.IntSlider(new GUIContent("Slider"),_target.intValue, 0, 10);
        //_target.floatValue = EditorGUILayout.Slider(new GUIContent("FloatValue"), _target.floatValue, 0, 10);
        _target.intValue = EditorGUILayout.IntField("IntValue", _target.intValue);
        _target.floatValue = EditorGUILayout.FloatField("FloatValue", _target.floatValue);
        _target.stringValue = EditorGUILayout.TextField("StringValue", _target.stringValue);
        _target.boolValue = EditorGUILayout.Toggle("BoolValue", _target.boolValue);
        _target.vector3Value = EditorGUILayout.Vector3Field("Vector3Value", _target.vector3Value);
        _target.enumValue = (Course)EditorGUILayout.EnumPopup("EnumValue", (Course)_target.enumValue);
        _target.colorValue = EditorGUILayout.ColorField(new GUIContent("ColorValue"), _target.colorValue);
        _target.textureValue = (Texture)EditorGUILayout.ObjectField(
        "TextureValue", _target.textureValue, typeof(Texture), true);
    }
}
2.绘制方式二
using UnityEditor;

[CustomEditor(typeof(InspectorExample))]
public class InspectorExampleEditor : Editor
{
    //定义序列化属性
    private SerializedProperty intValue;
    private SerializedProperty floatValue;
    private SerializedProperty stringValue;
    private SerializedProperty boolValue;
    private SerializedProperty vector3Value;
    private SerializedProperty enumValue;
    private SerializedProperty colorValue;
    private SerializedProperty textureValue;

    private void OnEnable()
    {
        //通过名字查找被序列化属性。
        intValue = serializedObject.FindProperty("intValue");
        floatValue = serializedObject.FindProperty("floatValue");
        stringValue = serializedObject.FindProperty("stringValue");
        boolValue = serializedObject.FindProperty("boolValue");
        vector3Value = serializedObject.FindProperty("vector3Value");
        enumValue = serializedObject.FindProperty("enumValue");
        colorValue = serializedObject.FindProperty("colorValue");
        textureValue = serializedObject.FindProperty("textureValue");
    }

    public override void OnInspectorGUI()
    {
        //表示更新序列化物体
        serializedObject.Update();
        EditorGUILayout.PropertyField(intValue);
        EditorGUILayout.PropertyField(floatValue);
        EditorGUILayout.PropertyField(stringValue);
        EditorGUILayout.PropertyField(boolValue);
        EditorGUILayout.PropertyField(vector3Value);
        EditorGUILayout.PropertyField(enumValue);
        EditorGUILayout.PropertyField(colorValue);
        EditorGUILayout.PropertyField(textureValue);
        //应用修改的属性值,不加的话,Inspector面板的值修改不了
        serializedObject.ApplyModifiedProperties();
    }
}

P.S. 第二种绘制方式相较于第一种,显示的效果是差不多的。虽然脚本内容多了一点,但是方式比较简单。不用根据每个变量的数据类型选择相对应的属性API绘制。

3.使用方式二改造之前的Test1Editor
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(Test1))]
public class Test1Editor : Editor
{
    //定义序列化属性
    private SerializedProperty Text1;
    private SerializedProperty myBool;
    private SerializedProperty myString;

    private void OnEnable()
    {
        //通过名字查找被序列化属性。
        Text1 = serializedObject.FindProperty("Text1");
        myBool = serializedObject.FindProperty("myBool");
        myString = serializedObject.FindProperty("myString");
        Debug.Log("test 1 editor enable");
    }

    public override void OnInspectorGUI()
    {
        //Test1 test = (Test1)target;
        //test.myBool = EditorGUILayout.Toggle("是否选中", test.myBool);
        //test.myString = EditorGUILayout.TextField("输入文本", test.myString);

        //表示更新序列化物体
        serializedObject.Update();
        EditorGUILayout.PropertyField(Text1);
        //EditorGUILayout.PropertyField(myBool);
        EditorGUILayout.PropertyField(myBool, new GUIContent("是否选中"));
        EditorGUILayout.PropertyField(myString);
        //应用修改的属性值,不加的话,Inspector面板的值修改不了
        serializedObject.ApplyModifiedProperties();
    }
}

这里PropertyField如果需要修改显示属性,可以参考Unity属性窗口编辑器,改为EditorGUILayout.PropertyField(myBool, new GUIContent("是否选中"));

4.布局
        serializedObject.Update();
        EditorGUILayout.BeginHorizontal("box");
        EditorGUILayout.PropertyField(Text1);
        //EditorGUILayout.PropertyField(myBool);
        EditorGUILayout.PropertyField(myBool, new GUIContent("是否选中"));
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.PropertyField(myString);
image.png

水平和垂直布局,注意这是一个方法对,Begin和End不能少

 EditorGUILayout.BeginVertical("box");
 //TODO
 EditorGUILayout.EndVertical();

 EditorGUILayout.BeginHorizontal("box");
 //TODO
 EditorGUILayout.EndHorizontal();
二、数组或list集合的显示方式

参考【Unity 编辑器】扩展总结七:数组或list集合的显示方式

using System.Collections.Generic;
using UnityEngine;

public class InspectorExample : MonoBehaviour
{
    //序列化
    [SerializeField] 
    public int[] intArray;
    [SerializeField]
    public List<string> stringList;
}

using UnityEditor;

[CustomEditor(typeof(InspectorExample))]
public class InspectorExampleEditor : Editor
{
    private SerializedProperty intArray;
    private SerializedProperty stringList;

    private void OnEnable()
    {
        intArray = serializedObject.FindProperty("intArray");
        stringList = serializedObject.FindProperty("stringList");
    }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        EditorGUILayout.PropertyField(intArray,true);
        EditorGUILayout.PropertyField(stringList, true);
        serializedObject.ApplyModifiedProperties();
    }
}
三、ReorderableList实现可排序列表

参考【Unity 编辑器】扩展总结七:数组或list集合的显示方式,原文中还有拓展:ReorderableList添加下拉菜单,这里不再转载。

using System.Collections.Generic;
using UnityEngine;

public class TargetExample : MonoBehaviour
{
   [SerializeField]
   public List<string> stringArray;
}
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;

[CustomEditor(typeof(TargetExample))]
public class TargetExampleEditor : Editor
{
   private ReorderableList _stringArray;

   private void OnEnable()
   {
       _stringArray = new ReorderableList(serializedObject, serializedObject.FindProperty("stringArray")
           , true, true, true, true);

       //自定义列表名称
       _stringArray.drawHeaderCallback = (Rect rect) =>
       {
           GUI.Label(rect, "StringArray");
       };

       //自定义绘制列表元素
       _stringArray.drawElementCallback = (Rect rect,int index,bool selected,bool focused) =>
       {
           //根据index获取对应元素
           SerializedProperty item = _stringArray.serializedProperty.GetArrayElementAtIndex(index);
           rect.height = EditorGUIUtility.singleLineHeight;
           rect.y += 2;
           EditorGUI.PropertyField(rect, item, new GUIContent("Element "+index));
       };

       //当添加新元素时的回调函数,自定义新元素的值
       _stringArray.onAddCallback = (ReorderableList list) =>
       {
           if (list.serializedProperty != null)
           {
               list.serializedProperty.arraySize++;
               list.index = list.serializedProperty.arraySize - 1;
               SerializedProperty item = list.serializedProperty.GetArrayElementAtIndex(list.index);
               item.stringValue = "Default Value";
           }
           else
           {
               ReorderableList.defaultBehaviours.DoAddButton(list);
           }
       };

       //当删除元素时候的回调函数,实现删除元素时,有提示框跳出
       _stringArray.onRemoveCallback = (ReorderableList list) =>
       {
           if (EditorUtility.DisplayDialog("Warnning","Do you want to remove this element?","Remove","Cancel"))
           {
               ReorderableList.defaultBehaviours.DoRemoveButton(list);
           }
       };
   }

   public override void OnInspectorGUI()
   {
       serializedObject.Update();
       //自动布局绘制列表
       _stringArray.DoLayoutList();
       serializedObject.ApplyModifiedProperties();
   }
}

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