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