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();
}
}