[CustomEditor(typeof(Original))]//表明挂载的是Original脚本publicclassMakeOriginalShowGUI:Editor{publicoverridevoidOnInspectorGUI(){base.OnInspectorGUI();boolisBool1 =false;boolisBool2 =false; isBool1 = EditorGUILayout.Toggle("Toggle", isBool1); isBool2 = GUILayout.Button("Button"); } } 可...
class in UnityEditor.UI / 继承自:UI.SelectableEditor 描述 Button 组件的自定义编辑器。 扩展该类,为 Button 派生的组件编写自定义编辑器。 另请参阅:Editor、CustomEditor。 公共函数 OnInspectorGUI请参阅 Editor.OnInspectorGUI。 继承的成员 变量
一、创建编辑器窗口(EditorWindow) 1、创建继承自 EditorWindow 的类 MyWindow。(脚本必须放在“Editor”文件夹下) 2、在 MyWindow 的 OnGUI 函数中编写 GUI 控件。可使用 GUI、GUILayout、EditorGUI、EditorGUILayout类,并且可以随意混合搭配使用。 3、通过调用 EditorWindow.GetWindow(typeof(MyWindow)) 展示。
方法如下在Editor脚本中添加GUILayout.Button即可: using UnityEngine; using UnityEditor; [CustomEditor(typeof(YourScript))] public class YourScriptEditor : Editor { public override void OnInspectorGUI() { //保留已有的样式 DrawDefaultInspector(); //脚本实例获取 YourScript ys = (YourScript)target; ...
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.
usingUnityEngine;usingUnityEditor; [CustomEditor(typeof(ObjectBuilderScript))]publicclassObjectBuilderEditor : Editor {publicoverridevoidOnInspectorGUI() { DrawDefaultInspector(); ObjectBuilderScript myScript=(ObjectBuilderScript)target;if(GUILayout.Button("创建对象")) { ...
// This is not an editor script. public class MyPlayer : MonoBehaviour { public int armor = 75; public int damage = 25; public GameObject gun; void Update() { // Update logic here... } } 使用自定义编辑器时,可以在检视面板中更改脚本外观,正如下图所示: Custom editor in the Inspector....
public class ObjectBuilderEditor : Editor { public override void OnInspectorGUI() { DrawDefaultInspector(); ObjectBuilderScript myScript = (ObjectBuilderScript)target; if(GUILayout.Button("创建对象")) { myScript.BuildObject(); } } }
在editor中展示是,需要频繁使用到 [PropertyField](https://docs.unity.cn/cn/2021.1/ScriptReference/EditorGUILayout.PropertyField.html) 为 SerializedProperty 生成一个字段。 [ObjectField](https://docs.unity.cn/cn/2021.1/ScriptReference/EditorGUILayout.ObjectField.html) 生成一个可接收任何对象类型的字段 ...
button. void OnWizardCreate() { } } 代码1-3 使用Editor Windows类进行扩展 完全自定义窗口,根据需求定义窗口内容和布局。使用时继承EditorWindow类,重写“OnGUI”函数。例子如代码1-4 using UnityEngine; using UnityEditor; public class MyWindow : EditorWindow { string myString = "Hello ...