时间:2021-07-01 10:21:17 帮助过:56人阅读
你只需要在字段上添加特效即可 [Header( " 注释 " )][Space( 20 )] public Vector3 test1; ===================================================================================== 自己抽时间写了一个中文显示小脚本.下次问问老大能不能加到项目中去 usin
你只需要在字段上添加特效即可
[Header("注释")] [Space(20)] public Vector3 test1;
=====================================================================================
自己抽时间写了一个中文显示小脚本.下次问问老大能不能加到项目中去
using UnityEngine; using System.Collections; using UnityEditor; using System; using System.Reflection; using System.Collections.Generic; [CustomEditor(typeof(MyCompoment))] public class MyCompomentEditor : Editor{ public MyCompomentEditor():base() { //Debug.Log("我初始化了"); } private static bool isDevelop = true; public override void OnInspectorGUI() { if (isDevelop) { MyCompoment edit = (MyCompoment)target; Type t = edit.GetType(); string label = string.Empty; FieldInfo[] fieldInfs = t.GetFields(); System.Object[] atrrs = null; for (int i = 0; i < fieldInfs.Length; i++) { atrrs = fieldInfs[i].GetCustomAttributes(false); for (int k = 0; k < fieldInfs[i].GetCustomAttributes(false).Length; k++) { if (atrrs[k] is LabelAttribute) { label = ((LabelAttribute)atrrs[k]).Label; switch (fieldInfs[i].FieldType.Name) { case "String": fieldInfs[i].SetValue(edit, EditorGUILayout.TextField(label, fieldInfs[i].GetValue(edit).ToString())); break; case "Float": fieldInfs[i].SetValue(edit, EditorGUILayout.FloatField(label, (float)fieldInfs[i].GetValue(edit))); break; //case "Double": // fieldInfs[i].SetValue(edit, EditorGUILayout.Doube(label, (double)fieldInfs[i].GetValue(edit))); // break; case "Int": fieldInfs[i].SetValue(edit, EditorGUILayout.IntField(label, (int)fieldInfs[i].GetValue(edit))); break; case "Int32": fieldInfs[i].SetValue(edit, EditorGUILayout.IntField(label, (int)fieldInfs[i].GetValue(edit))); break; case "Color": fieldInfs[i].SetValue(edit, EditorGUILayout.ColorField(label, (UnityEngine.Color)fieldInfs[i].GetValue(edit))); break; case "GameObject": fieldInfs[i].SetValue(edit, EditorGUILayout.ObjectField(label, (UnityEngine.Object)fieldInfs[i].GetValue(edit), typeof(GameObject))); break; case "Component": Debug.Log("运行过Component"); fieldInfs[i].SetValue(edit, EditorGUILayout.ObjectField(label, (UnityEngine.Object)fieldInfs[i].GetValue(edit), typeof(Component))); break; case "Vector2": fieldInfs[i].SetValue(edit, EditorGUILayout.Vector2Field(label, (Vector2)fieldInfs[i].GetValue(edit))); break; case "Vector3": fieldInfs[i].SetValue(edit, EditorGUILayout.Vector3Field(label, (Vector3)fieldInfs[i].GetValue(edit))); break; case "Vector4": fieldInfs[i].SetValue(edit, EditorGUILayout.Vector4Field(label, (Vector4)fieldInfs[i].GetValue(edit))); break; //case "Test": // Debug.Log("运行过Component"); // fieldInfs[i].SetValue(edit, EditorGUILayout.ObjectField(label, (UnityEngine.Object)fieldInfs[i].GetValue(edit), typeof(Component))); // break; default: //Debug.Log("fieldInfs[i].Name " + fieldInfs[i].FieldType.BaseType.Name); if (fieldInfs[i].FieldType.BaseType.Name == "MonoBehaviour") { fieldInfs[i].SetValue(edit, EditorGUILayout.ObjectField(label, (UnityEngine.Object)fieldInfs[i].GetValue(edit), fieldInfs[i].FieldType)); } break; } } } } } else { base.OnInspectorGUI(); } } #region 暂时没有用到的代码 /* ////// 缓存实例的属性,下次就不需要使用循环了 /// public Dictionarydir; public void GetProrptes() { if (isDevelop) { MyCompoment edit = (MyCompoment)target; Type t = edit.GetType(); string label = string.Empty; FieldInfo[] fieldInfos = t.GetFields(); System.Object[] atrrs = null; GUIContent contextUI = null; for (int i = 0; i < fieldInfos.Length; i++) { atrrs = fieldInfos[i].GetCustomAttributes(false); for (int k = 0; k < atrrs.Length; k++) { if (atrrs[k] is LabelAttribute) { label = ((LabelAttribute)atrrs[k]).Label; contextUI = new GUIContent(); contextUI.text = label; EditorGUILayout.PropertyField(serializedObject.FindProperty(fieldInfos[i].Name), contextUI); } } } } else { base.OnInspectorGUI(); } } */ #endregion }
MyCompoment:
using UnityEngine; using System.Collections; [SerializeField] public class MyCompoment : MonoBehaviour { [LabelAttribute(Label = "名字")] public string MyName = "123"; [LabelAttribute(Label = "float数字")] public float float1 = 100; [LabelAttribute(Label = "double数字")] public double double1 = 100; [LabelAttribute(Label = "int数字")] public int int1 = 100; [LabelAttribute(Label = "颜色")] public Color color1 = Color.red; [LabelAttribute(Label = "游戏物体")] public GameObject GameObject1; [LabelAttribute(Label = "组件")] public StartPanel Component1; [LabelAttribute(Label = "2D")] public Vector2 Vector2; [LabelAttribute(Label = "3D")] public Vector3 Vector3; [LabelAttribute(Label = "4D")] public Vector4 Vector4; }
LabelAttribute特性:
using UnityEngine; using System.Collections; using System; public class LabelAttribute : Attribute { public string Label; }
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