unity 屬性面板的繪制


最終效果:

 

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;


[CustomEditor(typeof(BaseAttribute))] //需要重寫的類
public class MyTouchJoystick : Editor
{
    BaseAttribute baseAttribute;
    bool isShowBackSetting;
    bool isShowForwardSetting;

    void OnEnable()
    {
        //獲取當前編輯自定義的Inspector的對象
        baseAttribute = (BaseAttribute)target;
    }

    //自定義檢視面板
    public override void OnInspectorGUI()
    {
        //設置整個布局為垂直布局
        EditorGUILayout.BeginVertical();

        //空行
        EditorGUILayout.Space();
        EditorGUILayout.Space();
        EditorGUILayout.Space();
        //繪制搖桿的背景屬性
        isShowBackSetting = EditorGUILayout.Foldout(isShowBackSetting,"BackSprite:");
        if (isShowBackSetting)
        {
            //繪制背景
            baseAttribute.BackSprite = (Sprite)EditorGUILayout.ObjectField("Texture:", baseAttribute.BackSprite, typeof(Sprite), true);
            //水平繪制大小屬性面板        
            EditorGUILayout.LabelField("Size:");
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.Space();
            //繪制標簽
            EditorGUILayout.LabelField("Width:", GUILayout.MaxWidth(50));
            //繪制可以輸入的float類型
            baseAttribute.BackSpriteWidth = EditorGUILayout.FloatField(baseAttribute.BackSpriteWidth);
            EditorGUILayout.LabelField("Height:", GUILayout.MaxWidth(50));
            baseAttribute.BackSpriteHeight = EditorGUILayout.FloatField(baseAttribute.BackSpriteHeight);
            EditorGUILayout.EndHorizontal();
        }
        isShowForwardSetting = EditorGUILayout.Foldout(isShowForwardSetting, "ForwardSprite:");
        if(isShowForwardSetting)
        {
            //繪制前景
            baseAttribute.ForwardSprite = (Sprite)EditorGUILayout.ObjectField("Texture:", baseAttribute.ForwardSprite, typeof(Sprite), true);
            //水平繪制大小屬性面板        
            EditorGUILayout.LabelField("Size:");
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("Width:", GUILayout.MaxWidth(50));
            baseAttribute.ForwardSpriteWidth = EditorGUILayout.FloatField(baseAttribute.BackSpriteWidth);
            EditorGUILayout.LabelField("Height:", GUILayout.MaxWidth(50));
            baseAttribute.ForwardSpriteHeight = EditorGUILayout.FloatField(baseAttribute.BackSpriteHeight);
            EditorGUILayout.EndHorizontal();
        
        }
    }
}

  

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

[ExecuteInEditMode] //不需要運行游戲即可控制圖片切換
public class BaseAttribute : MonoBehaviour {
  
    //背景屬性
    public Sprite BackSprite;
    public float BackSpriteWidth=100;
    public float BackSpriteHeight=100;


    //前景屬性
    public Sprite ForwardSprite;
    public float ForwardSpriteWidth;
    public float ForwardSpriteHeight;

    void Update()
    {
        SettingBackImage();
    }

    void SettingBackImage()
    {
        this.GetComponent<Image>().sprite = BackSprite;
    }
}

1.Vertical-垂直布局 
默認的界面布局就是垂直布局,但是為了節目效果,我們還是把它寫上比較好,設置元素為垂直布局需使用這對兄弟來聲明:

EditorGUILayout.BeginVertical(); 
EditorGUILayout.EndVertical();

2.Horizontal-水平布局

設置元素為水平布局需使用這對兄弟來聲明:

EditorGUILayout.BeginHorizontal(); 
EditorGUILayout.EndHorizontal();

3.空行 
使用 EditorGUILayout.Space() 可在兩個元素之間空出一行。

4.繪制各種類型字段 
繪制字段用到以下幾個方法:

EditorGUILayout.LabelField()標簽字段 
EditorGUILayout.IntField() 整數字段 
EditorGUILayout.FloatField() 浮點數字段 
EditorGUILayout.TextField() 文本字段 
EditorGUILayout.Vector2Field() 二維向量字段 
EditorGUILayout.Vector3Field() 三維向量字段 
EditorGUILayout.Vector4Field() 四維向量字段 
EditorGUILayout.ColorField() 顏色字段

5.滑塊、進度條 
1/ 滑塊:EditorGUILayout.Slider() 
制作一個滑動條用戶可以拖動來改變值,在最小和最大值之間

2/ 進度條:EditorGUI.ProgressBar() 

6.幫助框 
幫助框:EditorGUILayout.HelpBox()

來源:http://blog.csdn.net/qq_33337811/article/details/62227146

 

 


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