using UnityEngine; using UnityEditor; public class MyWindow : EditorWindow { string myString = "Hello World"; bool groupEnabled; bool myBool = true; float myFloat = 1.23f; // Add menu named "My Window" to the Window menu [MenuItem("Window/My Window")] static void Init() { // Ge...
In this lesson I’ll show how new menu items in the Unity editor are created and try to provide real-world example usages to every described topic. Adding Menu Items In order to add a new menu to the top-level toolbar, you should create an editor script (a script file that is ...
class in UnityEditor / 继承自:ScriptableObject描述 从中派生自定义编辑器的基类。使用此类可为对象创建您自己的自定义检视面板和编辑器。 设想一个 MyPlayer 脚本,其中包含盔甲和伤害的变量,以及对枪支 GameObject 的引用。 using UnityEngine; using System.Collections;// This is not an editor script. public ...
- Customize the GUI of script members with custom PropertyAttributes. If you have a custom Serializable class, you can use a PropertyDrawer to control how it looks in the Inspector. Consider the Serializable class Ingredient in the script below: // Recipe.js// This is not an editor scripte...
AssemblyIsEditorAssembly ->具有该属性的程序集中的任何类都将被视为编辑器类 程序集级别的属性。具有该属性的程序集中的任何类都将被视为编辑器类。 (暂不清晰用法) BeforeRenderOrderAttribute->自定义渲染前回调的顺序 当您需要为 Application.onBeforeRender 指定自定义回调顺序时,使用此 BeforeRenderOrderAttribut...
要打开对话编辑器,可以使用菜单项Tools → Pixel Crushers → Dialogue System → Dialogue Editor 或者点击对话管理器的logo横幅,或者双击对话数据库资源。 对话编辑器窗口与Inspector视图一起工作。 ⑶Database数据库 Database Properties: Author:作者 Version:版本 Description:描述 Global User Script:全局用户脚本,...
name="time">The time used to determine the priority of handlers when many are listening for the same/// client <paramref name="name"/>. More recent values have higher priority.</param>/// <exception cref="ArgumentNullException">Thrown if <paramref name="handler"/> is null.</exception>...
AssemblyIsEditorAssembly 汇编级属性,使用该属性的Class会被认为是EditorClass。具体用法不明。 ContextMenu 可以在Inspector的ContextMenu中增加选项。 例如,如下代码的效果 public class TestMenu : MonoBehaviour { [ContextMenu ("Do Something")] void DoSomething () { ...
1.Select menu item Tools → Pixel Crushers → Dialogue System → Tools → Camera Angle Editor. 2.主题:在场景中分配一个角色。编辑器将在游戏视图中显示与该角色相关的摄像机角度。 3.相机角度收集:分配一个游戏对象。您可以从参考资料中的默认角度预置开始,也可以从头开始创建自己的角度预置。如果你指定一...
UnityEditor.BuildPipeline:BuildAssetBundles(String, BuildAssetBundleOptions, BuildTarget) BuildAssetbundle:Build() (at Assets/script/Editor/AssetBundle/BuildAssetBundle.cs:11) 转自http://blog.csdn.net/huutu http://www.thisisgame.com.cn 发现是UILabel 引用了Unity自带的字体导致的。