有些時候我們需要將數值暴露在面板中,有時候,只需要用public聲明變量就可以了,或者序列化,但是這2種方法很笨,而且範圍有限,不如用編輯器擴展得方法,下面演示編輯器inspector面板上得可視化用法
首先,新建一個腳本,聲明需要調值得變量:
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 = 50;
}
}
寫完之後,inspector面板上是這樣的:
然後,寫一個編輯擴展腳本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
//CustomEditor(typeof()) 用於關聯你要自定義的腳本
[CustomEditor(typeof(Player))]
//必須要讓該類繼承自Editor,且不需要導入UnityEditor程序集
public class PlayerInspector : Editor
{
Player player;
bool showWeapons;
void OnEnable()
{
//獲取當前編輯自定義Inspector的對象
player = (Player)target;
}
//執行這一個函數來一個自定義檢視面板
public override void OnInspectorGUI()
{
//設置整個界面是以垂直方向來佈局
EditorGUILayout.BeginVertical();
//空兩行
EditorGUILayout.Space();
EditorGUILayout.Space();
//繪製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();
//繪製Player的背景故事
EditorGUILayout.LabelField("Back Story");
player.backStory = EditorGUILayout.TextArea(player.backStory, GUILayout.MinHeight(100));
//空三行
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
//使用滑塊繪製 Player 生命值
player.health = EditorGUILayout.Slider("Health", player.health, 0, 100);
//根據生命值設置生命條的背景顏色
if (player.health < 20)
{
GUI.color = Color.red;
}
else if (player.health > 80)
{
GUI.color = Color.green;
}
else
{
GUI.color = Color.gray;
}
//指定生命值的寬高
Rect progressRect = GUILayoutUtility.GetRect(50, 50);
//繪製生命條
EditorGUI.ProgressBar(progressRect, player.health / 100.0f, "Health");
//用此處理,以防上面的顏色變化會影響到下面的顏色變化
GUI.color = Color.white;
//空三行
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
//使用滑塊繪製傷害值
player.damage = EditorGUILayout.Slider("Damage", player.damage, 0, 20);
//根據傷害值的大小設置顯示的類型和提示語
if (player.damage < 10)
{
EditorGUILayout.HelpBox("傷害太低了吧!!", MessageType.Error);
}
else if (player.damage > 15)
{
EditorGUILayout.HelpBox("傷害有點高啊!!", MessageType.Warning);
}
else
{
EditorGUILayout.HelpBox("傷害適中!!", MessageType.Info);
}
//空三行
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
//設置內容摺疊
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();
//繪製鞋子信息
EditorGUILayout.LabelField("Shoe");
//以水平方向繪製
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Name", GUILayout.MaxWidth(50));
player.shoeName = EditorGUILayout.TextField(player.shoeName);
EditorGUILayout.LabelField("Size", GUILayout.MaxWidth(50));
player.shoeSize = EditorGUILayout.IntField(player.shoeSize);
EditorGUILayout.LabelField("Type", GUILayout.MaxWidth(50));
player.shoeType = EditorGUILayout.TextField(player.shoeType);
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
}
}
寫完之後inspector面板上是這樣的
作者:Jtro
鏈接:https://www.jianshu.com/p/2f686da4905c
來源:簡書
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