position | 表示位置 |
label | フィールドのラベル |
obj | フィールドを表示するオブジェクト |
objType | 割り当てることができるオブジェクトの型 |
allowSceneObjects | シーンのオブジェクトを割り当てることを許可します。詳しくは Description を参照してください。 |
Object ユーザーによって設定された値
Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.
Ensure that the allowSceneObjects parameter is false if the object reference is stored as part of an asset, since assets can't store references to objects in a scene.
If the ObjectField is part of a custom Editor for a script component, use EditorUtility.IsPersistent() to check if the component is on an asset or a scene object.
See example in Editor class.
Object field in an Editor Window.
using UnityEditor; using UnityEngine; using System.Collections;
//Select the dependencies of the found GameObject public class EditorGUIObjectField : EditorWindow { public GameObject obj = null; [MenuItem("Examples/Select Dependencies")] static void Init() { UnityEditor.EditorWindow window = GetWindow(typeof(EditorGUIObjectField)); window.position = new Rect(0, 0, 250, 80); window.Show(); }
void OnInspectorUpdate() { Repaint(); }
void OnGUI() { obj = (GameObject)EditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), "Find Dependency", obj, typeof(GameObject)); if (obj) if (GUI.Button(new Rect(3, 25, position.width - 6, 20), "Check Dependencies")) Selection.objects = EditorUtility.CollectDependencies(new GameObject[] {obj});
else EditorGUI.LabelField(new Rect(3, 25, position.width - 6, 20), "Missing:", "Select an object first"); } }
position | 表示位置 |
property | The object reference property the field shows. |
objType | 割り当てることができるオブジェクトの型 |
label | Optional label to display in front of the field. Pass GUIContent.none to hide the label. |
Makes an object field. You can assign objects either by drag and drop objects or by selecting an object using the Object Picker.