在 Unity 编辑器中显示数组成员的某些属性,具体取决于这些数组成员的其他属性

Ste*_*tte 3 c# unity-game-engine unity3d-editor

我有一个MyClass具有枚举和属性的类。根据枚举,我想在编辑器中显示某些属性。

有这样的枚举 {first, Second} 和属性 health, step,position 。如果选择第一个,则在编辑器中显示名称和步骤,如果选择第二个,则显示步骤和位置。我想出了如何为单一行为类做到这一点。以及如何执行此操作以使数组的每个元素都具有动态属性?该图像突出显示了我在选择此列表时希望看到的字段。提前致谢 。抱歉我的英语不好

der*_*ugo 5

ReaorderableList这是一个使用from的示例UnityEditorInternal(我基本上是使用这个很酷的 turorial来学习的),我发现它比直接在OnInspectorGUI.

顾名思义,一个附加功能是:可以使用拖放来选择元素并使其可重新排序!

List 元素的类

[Serializeable]
puclic class YourClass
{
    public enum YourEnum
    {
        first,
        second
    }

    public YourEnum Enum;
    public string Name;
    public int Step;
    public Vector3 Position;
}
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包含列表的类

public class YourOtherClass : MonoBehaviour
{
    public List<YourClass> YourList = new List<YourClass>();

    // It works the same for arrays if you prefere that, no need to change the inspector
    // Note that in this case you can't initalize it here yet but the Inspector does that for you
    // public YourClass[] YourList ;
}
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编辑

[CustomEditor(typeof(YourOtherClass))]
public class YourOtherClassEditor : Editor
{
    // This will be the serialized "copy" of YourOtherClass.YourList
    private SerializedProperty YourList;


    private ReorderableList YourReorderableList;

    private void OnEnable()
    {
        // Step 1 "link" the SerializedProperties to the properties of YourOtherClass
        YourList = serializedObject.FindProperty("YourList");

        // Step 2 setup the ReorderableList
        YourReorderableList = new ReorderableList(serializedObject, YourList)
        {
            // Can your objects be dragged an their positions changed within the List?
            draggable = true,

            // Can you add elements by pressing the "+" button?
            displayAdd = true,

            // Can you remove Elements by pressing the "-" button?
            displayRemove = true,

            // Make a header for the list
            drawHeaderCallback = rect =>
            {
                EditorGUI.LabelField(rect, "This are your Elements");
            },

            // Now to the interesting part: Here you setup how elements look like
            drawElementCallback = (rect, index, active, focused) =>
            {
                // Get the currently to be drawn element from YourList
                var element = YourList.GetArrayElementAtIndex(index);

                // Get the elements Properties into SerializedProperties
                var Enum = element.FindPropertyRelative("Enum");
                var Name = element.FindPropertyRelative("Name");
                var Step = element.FindPropertyRelative("Step");
                var Position = element.FindPropertyRelative("Position");

                // Draw the Enum field
                EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight), Enum);
                // start the next property in the next line
                rect.y += EditorGUIUtility.singleLineHeight;

                // only show Name field if selected "first"
                if ((YourClass.YourEnum)Enum.intValue == YourClass.YourEnum.first)
                {
                    EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight), Name);
                    // start the next property in the next line
                    rect.y += EditorGUIUtility.singleLineHeight;
                }

                // Draw the Step field
                EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight), Step);
                // start the next property in the next line
                rect.y += EditorGUIUtility.singleLineHeight;

                // only show Step field if selected "seconds"
                if ((YourClass.YourEnum)Enum.intValue == YourClass.YourEnum.second)
                {
                    EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight), Position);
                }
            },

            // And since we have more than one line (default) you'll have to configure 
            // how tall your elements are. Luckyly in your example it will always be exactly
            // 3 Lines in each case. If not you would have to change this.
            // In some cases it becomes also more readable if you use one more Line as spacer between the elements
            elementHeight = EditorGUIUtility.singleLineHeight * 3,

            //alternatively if you have different heights you would use e.g.
            //elementHeightCallback = index =>
            //{
            //    var element = YourList.GetArrayElementAtIndex(index);
            //    var Enum = element.FindPropertyRelative("Enum");

            //    switch ((YourClass.YourEnum)Enum.intValue)
            //    {
            //        case YourClass.YourEnum.first:
            //            return EditorGUIUtility.singleLineHeight * 3;

            //        case YourClass.YourEnum.second:
            //            return EditorGUIUtility.singleLineHeight * 5;

            //            default:
            //                return EditorGUIUtility.singleLineHeight;
            //    }
            //}

            // optional: Set default Values when adding a new element
            // (otherwise the values of the last list item will be copied)
            onAddCallback = list =>
            {
                // The new index will be the current List size ()before adding
                var index = list.serializedProperty.arraySize;

                // Since this method overwrites the usual adding, we have to do it manually:
                // Simply counting up the array size will automatically add an element
                list.serializedProperty.arraySize++;
                list.index = index;
                var element = list.serializedProperty.GetArrayElementAtIndex(index);

                // again link the properties of the element in SerializedProperties
                var Enum = element.FindPropertyRelative("Enum");
                var Name = element.FindPropertyRelative("Name");
                var Step = element.FindPropertyRelative("Step");
                var Position = element.FindPropertyRelative("Position");

                // and set default values
                Enum.intValue = (int) YourClass.YourEnum.first;
                Name.stringValue = "";
                Step.intValue = 0;
                Position.vector3Value = Vector3.zero;
            }
        };
    }

    public override void OnInspectorGUI()
    {
        // copy the values of the real Class to the linked SerializedProperties
        serializedObject.Update();

        // print the reorderable list
        YourReorderableList.DoLayoutList();

        // apply the changed SerializedProperties values to the real class
        serializedObject.ApplyModifiedProperties();
    }
}
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不要忘记使用

using UnityEditor;
using UnityEditorInternal;
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结果:

在此输入图像描述