GraphicEditor

class in UnityEditor.UI

/

다음으로부터 상속:Editor

매뉴얼로 전환

설명

Extend this class to write your own graphic editor.

See Also: Editor.

Public 함수

OnInspectorGUIImplement specific GraphicEditor inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.

보호되는 함수

AppearanceControlsGUIGUI related to the appearance of the graphic. Color and Material properties appear here.
NativeSizeButtonGUIGUI for showing a button that sets the size of the RectTransform to the native size for this Graphic.
OnDisableSee MonoBehaviour.OnDisable.
RaycastControlsGUIGUI related to the Raycasting settings for the graphic.
SetShowNativeSizeSet if the 'Set Native Size' button should be visible for this editor.

상속된 멤버

변수

serializedObjectA SerializedObject representing the object or objects being inspected.
targetThe object being inspected.
targetsAn array of all the object being inspected.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public 함수

DrawDefaultInspectorDraw the built-in inspector.
DrawHeaderCall this function to draw the header of the editor.
DrawPreviewThe first entry point for Preview Drawing.
GetInfoStringImplement this method to show asset information on top of the asset preview.
GetPreviewTitleOverride this method if you want to change the label of the Preview area.
HasPreviewGUIOverride this method in subclasses if you implement OnPreviewGUI.
OnInteractivePreviewGUIImplement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.
OnPreviewGUIImplement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.
OnPreviewSettingsOverride this method if you want to show custom controls in the preview header.
RenderStaticPreviewOverride this method if you want to render a static preview.
RepaintRepaint any inspectors that shows this editor.
RequiresConstantRepaintDoes this edit require to be repainted constantly in its current state?
UseDefaultMarginsOverride this method in subclasses to return false if you don't want default margins.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

보호되는 함수

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

정적 함수

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.
CreateEditorMake a custom editor for targetObject or targetObjects.
CreateEditorWithContextMake a custom editor for targetObject or targetObjects with a context object.
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

메시지

OnSceneGUIEnables the Editor to handle an event in the scene view.
AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnEnableThis function is called when the object is loaded.