1.[CanEditMultipleObjects]属性 2.可以直接获取targets,代表用户选中的多个物体。 using UnityEngine; using UnityEditor; [CanEditMultipleObjects] [CustomEditor(typeof(SpawnBox))] public class MultipleInspector : Editor { public override void OnInspectorGUI() { base.DrawDefaultInspector(); foreach (Objec...
baseCanSelectObj.AddRange(FindObjectsOfType<BaseCanSelectObj>()); } // Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0))//按下鼠标左键 { mouseDownScreenPos = Input.mousePosition;//当鼠标按下时,记录下鼠标按下的屏幕坐标 //保证鼠标开始位置在屏幕内 GetPosInScre...
在GameObjects上设置animator状态。当对话开始时对空闲字符有用。 OnExecute() UnityEvent 允许您使用UnityEvent指定其他操作。 Selectors & Usables 选择器和可用 对话系统提供了一个可选的交互系统,可以与带有可用组件的游戏对象(如npc)进行交互。你可以添加两个组件到播放器: Selector 选择器 选择器组件通过从指定...
Numeric fields also support special functions that are useful when editing multiple selected objects at once: L(a,b)results in linear ramp betweenaandb. EnteringL(-6,6)into X coordinate distributes the ten selected capsules between –6 and 6. ...
3.此时将显示“Select GameObject”弹出窗口。选择标记为“Broadleaf_Desktop”的树网格,然后在“Add Tree”窗口中选择“Add”按钮,将树模型加载到“Paint Trees”画笔工具中。 选择要展开的图像 Adding the Broadleaf_Desktop tree mesh to the Paint Trees tool. 4.您现在可以在地形上绘制树了。调整“Brush Siz...
CanEditMultipleObjects Editor同时编辑多个Component的功能 CustomEditor 声明一个Class为自定义Editor的Class CustomPreviewAttribute 将一个class标记为指定类型的自定义预览 Unity4.5以后提供的新功能 例子: [CustomPreview(typeof(GameObject))] public class MyPreview : ObjectPreview ...
Select Scene AssetSelects the scene’s asset in the Project window. GameObjectProvides a sub-menu allowing you to create GameObjects in the selected scene. The menu mirrors the creatable items available in Unity’s main GameObject menu. (shown below) ...
[CustomEditor(typeof(MyPlayer))] [CanEditMultipleObjects] public class MyPlayerEditor : Editor { SerializedProperty damageProp; SerializedProperty armorProp; SerializedProperty gunProp; void OnEnable() { // Setup the SerializedProperties. damageProp = serializedObject.FindProperty("damage"); armorProp ...
Set persistent (long-term) objects as classes and ephemeral (short-term) objects as structs. Structs are not allocated on the heap and thus not garbage-collected. Reuse temporary work buffers to keep temporary garbage low, instead of allocating frequently. Remember that an Enumerator does not cle...
Calling AsTask multiple times. Using .Result or .GetAwaiter().GetResult() when the operation hasn't yet completed, or using them multiple times. Using more than one of these techniques to consume the instance. If you do any of the above, the results are undefined.var task = UniTask.Del...