class in Unity.CodeEditor描述 使用代码编辑器处理交互。静态变量 CurrentEditorPath The path to the external code editor that Unity uses used to open script assets. Editor A singleton instance of CodeEditor. The Unity Editor references this instance to handle code editor callbacks.变量 CurrentCode...
UseDefaultMargins 如果您不想使用默认边距,可在子类中重载此方法以返回 false。 受保护的函数 ShouldHideOpenButton 返回检视面板中“open”按钮的可见性设置。 静态函数 CreateCachedEditor 返回时,previousEditor 为 targetObject 或 targetObjects 的编辑器。如果该编辑器已在跟踪对象,则函数会返回,否则该函数会销毁...
{"workbench.colorTheme":"Default Dark+","git.autofetch":true,"git.enableSmartCommit":true,"[typescript]":{"editor.defaultFormatter":"vscode.typescript-language-features"},"[vue]":{"editor.defaultFormatter":"Vue.volar"},"http.proxyAuthorization":null,"gitlens.proxy":{},"editor.codeActionsO...
如图一,首先还是需要使用UnityEditor命名空间,自定义类TextEditor继承自Editor。通过覆写OnInspectorGUI方法实现Inspector中脚本的绘制,DrawDefaultInspector为绘制默认视图。接下来CustomTextFunction则是我们自定义的部分,通过GUILayout.Button("清空内容")方法绘制自定义按钮,if语句中则是点击按钮后的自定义功能,这里示例的则...
Default:状态的默认初始值为当前勾选的状态 State 0:状态栏中依次填入你想要给当前状态定义什么名称 ‖ Code styling parameters: Use regions:是否要给状态机生成脚本中使用 #region 隐藏各个功能模块 Space regions:是否要给每个隐藏功能模块之间添加空格
Editor Scripting can help you customize and extend the Unity editor to make it easier to use on your projects. This tutorial covers the basics of editor scripting, including building custom inspectors, gizmos, and other Editor windows.
Component > Pixel Crushers > Dialogue System > Actor > Default Camera Angle 设置演员的默认摄像机角度。 Dialogue Actor Component > Pixel Crushers > Dialogue System > Actor > Dialogue Actor 可选组件,允许您将GameObject与actor相关联,并配置它在UIs中的显示方式。 Dialogue System Events Component > Pi...
Elevate your workflow with the Character Editor [Megapack] asset from Hippo. Find this & more Characters on the Unity Asset Store.
https://github.com/OmniSharp/omnisharp-vscode/issues/4113 所以需要在unity package manager中升级vs code editor到1.2.3 需要先在unity packageMgr 中升级vs code editor到1.2.3,重新生成unity项目的.csprj文件,再到vs code中升级C#扩展 找不到TMPro的问题就解决了。
2.Editor Default Resources Editor Default Resources注意中间是有空格的,它必须放在Project视图的根目录下,如果你想放在/xxx/xxx/Editor Default Resources 这样是不行的。你可以把编辑器用到的一些资源放在这里,比如图片、文本文件、等等。它和Editor文件夹一样都不会被打到最终发布包里,仅仅用于开发时使用。你可以...