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
