下面是Unity官方的EditorGUILayout.Popup的实现方法: 获取当前控件的唯一id。 获取controlid 根据controlid来获取选择结果 获取选择结果 Unity中的PopupCallbackInfo相当于CustomPopupInfo。 工作这么些年很少写博文,措辞不怎么好。有什么看不明白的可以在文章下留言。 更新了一下代码,修复了一些bug。根据策划要求做了一点...
C:/Program Files/Java/jdk1.8.0_152\bin\java.exe -classpath "D:\Unity20180617laobanben\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.0.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease"stderr[FAILURE: Build failed with an...
Clicking the button displays a context menu, which lets you change the color to apply to the GUI in the window. Copy the example's contents into a script called GenericMenuExample.cs and put it into a folder in your project called Editor.. using UnityEngine; using UnityEditor;public class...
Derive from this base class to create a custom inspector or editor for your custom object. using UnityEngine; using System.Collections;// This is not an editor script. public class MyPlayer : MonoBehaviour { public int armor = 75; public int damage = 25; public GameObject gun; void Update...
This is good for triggering an action and then disabling or hiding the button. Each click event requires a game object and a function available to that game object to be defined. After adding a click event, drag the TravelerManager game object to the Object field for the click ev...
1)找到Assets\LuaFramework\Editor\下的CustomSettings.cs脚本; 2)在CustomSettings的60 行左右照例添加一个导出语句"_GT(typeof(UIEventEx)),"; 3)点击Lua/Generate All菜单,等到日志打印 Generate LuaBinder over !字样时,表明Generate操作已经完成了。
using UnityEngine; using UnityEditor; public class MenuItems { [MenuItem("Tools/Clear PlayerPrefs")] private static void NewMenuOption() { PlayerPrefs.DeleteAll(); } } This creates a new editor menu called Tools, and places a menu item called Clear PlayerPrefs under it: 选择要展开的图像 It...
1. Amplify Shader Editor - Asset Store(4) 几乎国外所有人都在用的Shader编辑器插件。 对于新手非常友好,你也可以通过对此插件的学习,了解很多前沿的Shader实现方案。 支持URP、Build-in这类Shader的转换,但需要你自己先写一个好的Shader模板。 Shader编辑器为了通用性,复用性代码都是直接Copy到一个Shader里的,没...
首先使用Reflector或ILSpy将UnityEditor和UnityEngine进行反编译(有源码的可以直接查看源码更好),然后在里面找你需要的功能即可,unity的底层代码命名是非常规范的,多数功能都能直观的找到: 下图中是Hierarchy视图中一些操作函数,怎么样,是不是很直观: 怎么调用这些函数呢,下面展示了static function和member function的调用...
(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); //glad: load all OpenGL function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } //build and compile 着色器程序 //顶点...