一. 参数自定义
一个含有成员的类Player
using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class Player : MonoBehaviour
{ public int id; public string playerName;
public string backStory;
public float health;
public float damage; public float weaponDamage1, weaponDamage2; public string shoeName;
public int shoeSize;
public string shoeType; void Start()
{
health = ;
}
}
写完之后,inspector面板上是这样的:
然后,写一个编辑扩展脚本(写出该脚本即可,不需要做任何操作):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor; //CustomEditor(typeof()) 用于关联你要自定义的脚本
[CustomEditor(typeof(Player))]
//必须要让该类继承自Editor,且不需要导入UnityEditor程序集
public class PlayerInspector : Editor
{ Player player;
bool showWeapons; void OnEnable()
{
//获取当前编辑自定义Inspector的对象
player = (Player)target;
} //执行这一个函数来一个自定义检视面板
public override void OnInspectorGUI()
{
//设置整个界面是以垂直方向来布局
EditorGUILayout.BeginVertical(); //空两行
EditorGUILayout.Space();
EditorGUILayout.Space(); //绘制palyer的基本信息
EditorGUILayout.LabelField("Base Info");
player.id = EditorGUILayout.IntField("Player ID", player.id);
player.playerName = EditorGUILayout.TextField("PlayerName", player.playerName); //空三行
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space(); //绘制Player的背景故事
EditorGUILayout.LabelField("Back Story");
player.backStory = EditorGUILayout.TextArea(player.backStory, GUILayout.MinHeight()); //空三行
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space(); //使用滑块绘制 Player 生命值
player.health = EditorGUILayout.Slider("Health", player.health, , ); //根据生命值设置生命条的背景颜色
if (player.health < )
{
GUI.color = Color.red;
}
else if (player.health > )
{
GUI.color = Color.green;
}
else
{
GUI.color = Color.gray;
} //指定生命值的宽高
Rect progressRect = GUILayoutUtility.GetRect(, ); //绘制生命条
EditorGUI.ProgressBar(progressRect, player.health / 100.0f, "Health"); //用此处理,以防上面的颜色变化会影响到下面的颜色变化
GUI.color = Color.white; //空三行
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space(); //使用滑块绘制伤害值
player.damage = EditorGUILayout.Slider("Damage", player.damage, , ); //根据伤害值的大小设置显示的类型和提示语
if (player.damage < )
{
EditorGUILayout.HelpBox("伤害太低了吧!!", MessageType.Error);
}
else if (player.damage > )
{
EditorGUILayout.HelpBox("伤害有点高啊!!", MessageType.Warning);
}
else
{
EditorGUILayout.HelpBox("伤害适中!!", MessageType.Info);
} //空三行
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space(); //设置内容折叠
showWeapons = EditorGUILayout.Foldout(showWeapons, "Weapons");
if (showWeapons)
{
player.weaponDamage1 = EditorGUILayout.FloatField("Weapon 1 Damage", player.weaponDamage1);
player.weaponDamage2 = EditorGUILayout.FloatField("Weapon 2 Damage", player.weaponDamage2);
} //空三行
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space(); //绘制鞋子信息
EditorGUILayout.LabelField("Shoe");
//以水平方向绘制
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Name", GUILayout.MaxWidth());
player.shoeName = EditorGUILayout.TextField(player.shoeName);
EditorGUILayout.LabelField("Size", GUILayout.MaxWidth());
player.shoeSize = EditorGUILayout.IntField(player.shoeSize);
EditorGUILayout.LabelField("Type", GUILayout.MaxWidth());
player.shoeType = EditorGUILayout.TextField(player.shoeType);
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
} }
写完之后inspector面板上是这样的
通过自定义Inspector视图可以实现很多方便的功能。例如将脚本组件的static变量或者私有变量显示出来,或者实现多参数的联动变化,即修改其中的某个参数,其余参数会随之调整。
内容转载自https://www.jianshu.com/p/2f686da4905c
二. 编辑时运行
代码:
[ExecuteInEditMode]
public class Test : MonoBehaviour
{ // Update is called once per frame
void Update()
{
transform.LookAt(Vector3.zero);
}
}
ExecuteInEditMode表示程序的Update在编辑状态下运行