Editor

class in UnityEditor

/

Hereda de:ScriptableObject

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Descripción

Derive from this base class to create a custom inspector or editor for your custom object.

using UnityEngine;
using System.Collections;

// This is not an editor script. public class MyPlayer : MonoBehaviour { public int armor = 75; public int damage = 25; public GameObject gun;

void Update() { // Update logic here... } }

For example, use a custom editor to change the appearance of the script in the Inspector.

Puede adjuntar el Editor a un componente personalizado utilizando el atributo CustomEditor.

There are multiple ways to design custom Editors. If you want the Editor to support multi-object editing, you can use the CanEditMultipleObjects attribute. Instead of modifying script variables directly, it's advantageous to use the SerializedObject and SerializedProperty system to edit them, since this automatically handles multi-object editing, undo, and Prefab overrides. If this approach is used a user can select multiple assets in the hierarchy window and change the values for all of them at once.

You can either use UIElements to build your custom UI or you can use IMGUI. To create a custom inspector using UIElements, you have to override the Editor.Editor on the Editor class. To create a custom inspector using IMGUI, you have to override the Editor.OnInspectorGUI on the Editor class. If you use UIElements and have Editor.Editor overwritten, any existing IMGUI implementation using Editor.OnInspectorGUI on the same Editor will be ignored.

Here's an example of a custom inspector:


Custom editor in the Inspector.

using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(MyPlayer))]
public class MyPlayerEditor : Editor
{
    const string resourceFilename = "custom-editor-uie";
    public override VisualElement CreateInspectorGUI()
    {
        VisualElement customInspector = new VisualElement();
        var visualTree = Resources.Load(resourceFilename) as VisualTreeAsset;
        visualTree.CloneTree(customInspector);
        customInspector.styleSheets.Add(Resources.Load($"{resourceFilename}-style") as StyleSheet);
        return customInspector;
    }
}

The following example defines the layout of a custom inspector in uxml. The definition loads as a resource and the VisualTreeAsset.CloneTree method puts the hierarchy in a VisualElement object.

The InspectorWindow will instantiate an InspectorElement containing the custom inspector. The InspectorElement will call Bind on the custom inspector binding it to the MyPlayer object.

<UXML xmlns:ui="UnityEngine.Experimental.UIElements" xmlns:uie="UnityEditor.UIElements">
    <ui:VisualElement class="player-property">
        <ui:VisualElement class="slider-row">
            <ui:Label class="player-property-label" text="Damage"/>
            <ui:VisualElement class="input-container">
                <ui:SliderInt class="player-slider" name="damage-slider" high-value="100" direction="Horizontal" binding-path="damage"/>
                <uie:IntegerField class="player-int-field" binding-path="damage"/>
            </ui:VisualElement>
        </ui:VisualElement>
        <uie:ProgressBar class="player-property-progress-bar" name="damage-progress" binding-path="damage" title="Damage"/>
    </ui:VisualElement>

<ui:VisualElement class="player-property"> <ui:VisualElement class="slider-row"> <ui:Label class="player-property-label" text="Armor"/> <ui:VisualElement class="input-container"> <ui:SliderInt class="player-slider" name="armor-slider" high-value="100" direction="Horizontal" binding-path="armor"/> <uie:IntegerField class="player-int-field" binding-path="armor"/> </ui:VisualElement> </ui:VisualElement> <uie:ProgressBar class="player-property-progress-bar" name="armor-progress" binding-path="armor" title="Armor"/> </ui:VisualElement>

<uie:PropertyField class="gun-field" binding-path="gun" label="Gun Object"/> </UXML>

UIElements automatically updates the UI when data changes and vice-versa. To bind data and automatically update data and UI, set values for the "binding-path" attributes.

Styling of the inspector is done in uss.

.slider-row {
    flex-direction: row;
    justify-content: space-between;
    margin-top: 4;
}
.input-container {
    flex-direction: row;
    flex-grow: .6;
    margin-right: 4;
}
.player-property {
    margin-bottom: 4;
}
.player-property-label {
    flex:1;
    margin-left: 16;
}
.player-slider {
    flex:3;
    margin-right: 4;
}
.player-property-progress-bar {
    margin-left: 16;
    margin-right: 4;
}
.player-int-field {
    min-width: 48
}
.gun-field {
    justify-content: space-between;
    margin-left: 16;
    margin-right: 4;
    margin-top: 6;
    flex-grow: .6;
}

Here's an example of a custom inspector using IMGUI and multi-selection:

using UnityEditor;
using UnityEngine;
using System.Collections;

// Custom Editor using SerializedProperties. // Automatic handling of multi-object editing, undo, and Prefab overrides. [CustomEditor(typeof(MyPlayer))] [CanEditMultipleObjects] public class MyPlayerEditor : Editor { SerializedProperty damageProp; SerializedProperty armorProp; SerializedProperty gunProp;

void OnEnable() { // Setup the SerializedProperties. damageProp = serializedObject.FindProperty ("damage"); armorProp = serializedObject.FindProperty ("armor"); gunProp = serializedObject.FindProperty ("gun"); }

public override void OnInspectorGUI() { // Update the serializedProperty - always do this in the beginning of OnInspectorGUI. serializedObject.Update ();

// Show the custom GUI controls. EditorGUILayout.IntSlider (damageProp, 0, 100, new GUIContent ("Damage"));

// Only show the damage progress bar if all the objects have the same damage value: if (!damageProp.hasMultipleDifferentValues) ProgressBar (damageProp.intValue / 100.0f, "Damage");

EditorGUILayout.IntSlider (armorProp, 0, 100, new GUIContent ("Armor"));

// Only show the armor progress bar if all the objects have the same armor value: if (!armorProp.hasMultipleDifferentValues) ProgressBar (armorProp.intValue / 100.0f, "Armor");

EditorGUILayout.PropertyField (gunProp, new GUIContent ("Gun Object"));

// Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties (); }

// Custom GUILayout progress bar. void ProgressBar (float value, string label) { // Get a rect for the progress bar using the same margins as a textfield: Rect rect = GUILayoutUtility.GetRect (18, 18, "TextField"); EditorGUI.ProgressBar (rect, value, label); EditorGUILayout.Space (); } }

If automatic handling of multi-object editing, undo, and Prefab overrides is not needed, the script variables can be modified directly by the editor without using the SerializedObject and SerializedProperty system, as in the IMGUI example below.

using UnityEditor;
using UnityEngine;
using System.Collections;

// Example script with properties. public class MyPlayerAlternative : MonoBehaviour { public int damage; public int armor; public GameObject gun;

// ...other code... }

// Custom Editor the "old" way by modifying the script variables directly. // No handling of multi-object editing, undo, and Prefab overrides! [CustomEditor (typeof(MyPlayerAlternative))] public class MyPlayerEditorAlternative : Editor {

public override void OnInspectorGUI() { MyPlayerAlternative mp = (MyPlayerAlternative)target;

mp.damage = EditorGUILayout.IntSlider ("Damage", mp.damage, 0, 100); ProgressBar (mp.damage / 100.0f, "Damage");

mp.armor = EditorGUILayout.IntSlider ("Armor", mp.armor, 0, 100); ProgressBar (mp.armor / 100.0f, "Armor");

bool allowSceneObjects = !EditorUtility.IsPersistent (target); mp.gun = (GameObject)EditorGUILayout.ObjectField ("Gun Object", mp.gun, typeof(GameObject), allowSceneObjects); }

// Custom GUILayout progress bar. void ProgressBar (float value, string label) { // Get a rect for the progress bar using the same margins as a textfield: Rect rect = GUILayoutUtility.GetRect (18, 18, "TextField"); EditorGUI.ProgressBar (rect, value, label); EditorGUILayout.Space (); } }

Variables

serializedObjectUn SerializedObject representando el objeto u objetos siendo inspeccionados.
targetEl objeto siendo inspeccionado.
targetsUn arreglo de todos los objetos siendo inspeccionados.

Funciones Públicas

DrawDefaultInspectorDraws the built-in inspector.
DrawHeaderRedraw any inspectors that shows this editor.
DrawPreviewEl primer punto de entrada para Preview Drawing.
GetInfoStringImplemente este método para mostrar información asset encima de la pre-visualización del asset.
GetPreviewTitleAnule este método si desea cambiar la etiqueta del área de vista previa.
HasPreviewGUIAnule este método en las sub-classes si usted implementa OnPreviewGUI.
OnInspectorGUIImplemente esta función para crear un inspector personalizado.
OnInteractivePreviewGUIImplemente para crear su propia vista previa personalizada interactiva. Las vistas previas interactivas personalizadas se utilizan en el área de vista previa del inspector y el selector de objetos.
OnPreviewGUIImplemente para crear su propia vista previa personalizada para el área de vista previa del inspector, los encabezados del editor principal y el selector de objetos.
OnPreviewSettingsAnule este método si desea mostrar controles personalizados en el encabezado de la vista previa.
RenderStaticPreviewOverride this method if you want to render a static preview.
RepaintRe-pinta cualquier inspector que muestre este editor.
RequiresConstantRepaintEsta edición requiere que sea re-pintada constantemente en su estado actual?
UseDefaultMarginsAnule este método en subclases para devolver false si no desea márgenes predeterminados.

Funciones Protegidas

ShouldHideOpenButtonReturns the visibility setting of the "open" button in the Inspector.

Funciones Estáticas

CreateCachedEditorOn return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or destroys the previous editor and creates a new one.
CreateCachedEditorWithContextCreates a cached editor using a context object.
CreateEditorCrea un editor personalizado para targetObject o targetObjects.
CreateEditorWithContextMake a custom editor for targetObject or targetObjects with a context object.

Mensajes

OnSceneGUIEnables the Editor to handle an event in the Scene view.

Events

finishedDefaultHeaderGUIAn event raised while drawing the header of the Inspector window, after the default header items have been drawn.

Miembros heredados

Variables

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the GameObject.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateClona el objeto original y devuelve el clon.
CreateInstanceCrea una instancia de un objeto scriptable.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.

Mensajes

AwakeEsta función se llama cuando el script ScriptableObject empieza.
OnDestroyEsta función se llama cuando el objeto scriptable se destruirá.
OnDisableEsta función se llama cuando el objeto scriptable se va fuera del alcance (scope).
OnEnableEsta función se llama cuando el objeto es cargado.