バージョン: 2021.3 以降
バインディングパスを使う代わりに BindProperty()
を呼び出して、要素を SerializedProperty
オブジェクトに直接バインドすることができます。この例は BindProperty()
を使ってバインドする方法を紹介します。
この例ではカスタムエディターウィンドウを作成して、ゲームオブジェクトの名前を変更します。
この例で作成するすべてのファイルは、GitHub リポジトリ にあります。
このガイドは、Unity エディター、UI Toolkit、および C# スクリプトに精通している開発者を対象としています。始める前に、以下をよく理解してください。
BindProperty()
を使ってバインドするC# で、TextField を持つカスタムのエディターウィンドウを作成します。ゲームオブジェクトの name プロパティを検索し、BindProperty()
メソッドを使用してプロパティに直接バインドします。
Project ウィンドウに、bind-without-binding-path
という名前のフォルダーを作成し、ファイルを保存してください。
bind-without-binding-path フォルダー内に、Editor
という名前のフォルダーを作成します。
Editor フォルダーに、SimpleBindingPropertyExample.cs
という名の C# スクリプトを作成し、そのコンテンツを以下と置き換えます。
using UnityEditor;
using UnityEngine;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace UIToolkitExamples
{
public class SimpleBindingPropertyExample : EditorWindow
{
TextField m_ObjectNameBinding;
[MenuItem("Window/UIToolkitExamples/Simple Binding Property Example")]
public static void ShowDefaultWindow()
{
var wnd = GetWindow<SimpleBindingPropertyExample>();
wnd.titleContent = new GUIContent("Simple Binding Property");
}
public void CreateGUI()
{
m_ObjectNameBinding = new TextField("Object Name Binding");
rootVisualElement.Add(m_ObjectNameBinding);
OnSelectionChange();
}
public void OnSelectionChange()
{
GameObject selectedObject = Selection.activeObject as GameObject;
if (selectedObject != null)
{
// Create the SerializedObject from the current selection
SerializedObject so = new SerializedObject(selectedObject);
// Note: the "name" property of a GameObject is actually named "m_Name" in serialization.
SerializedProperty property = so.FindProperty("m_Name");
// Bind the property to the field directly
m_ObjectNameBinding.BindProperty(property);
}
else
{
// Unbind any binding from the field
m_ObjectNameBinding.Unbind();
}
}
}
}
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