버전:2021.3+
이 예시에서는 UI 툴킷의 드래그 이벤트와 UnityEditor.DragAndDrop
클래스를 사용하여 창 간에 드래그 앤 드롭 UI를 활성화하는 방법을 보여줍니다.
이 예시에서는 두 개의 커스텀 에디터 창을 생성합니다.에셋을 프로젝트(Project) 창에서 에디터 창으로 드래그할 수 있습니다.또한 동일한 에셋을 한 창에서 다른 창으로 드래그할 수 있습니다.
이 예시에서 생성한 완성된 파일은 GitHub 저장소에서 확인할 수 있습니다.
이 가이드는 Unity 에디터, UI 툴킷, C# 스크립팅에 익숙한 개발자용입니다.시작하기 전에 먼저 다음을 숙지하십시오.
빌트인 시각적 요소가 있는 UXML 파일에 각 에디터 창의 콘텐츠를 정의합니다.각 에디터 창에는 배경, 헤더, 드롭 영역, 텍스트가 있습니다.USS 파일에 시각적 요소의 스타일을 지정합니다.
임의의 템플릿을 사용하여 Unity 프로젝트를 생성합니다.
drag-and-drop-across-window
라는 이름의 폴더를 만들어 모든 파일을 저장합니다.
Create a UI Document named DragAndDrop.uxml
and replace its contents with the following:
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<ui:VisualElement class="background">
<ui:VisualElement class="header">
<ui:Label text="Drag And Drop Sample" display-tooltip-when-elided="true" class="header__label" />
</ui:VisualElement>
<ui:VisualElement class="drop-area">
<ui:Label text="Drag an asset here..." display-tooltip-when-elided="true" class="drop-area__label" />
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>
Create a style sheet named DragAndDrop.uss
and replace its content with the following:
.background {
flex-grow:1;
background-color: rgba(30, 30, 30, 255);
}
.header {
align-items: center;
margin-left:10px;
margin-right:10px;
margin-top:10px;
margin-bottom:10px;
padding-left:5px;
padding-right:5px;
padding-top:5px;
padding-bottom:5px;
background-color: rgba(112, 128, 144, 255);
border-left-color: rgba(211, 211, 211, 255);
border-right-color: rgba(211, 211, 211, 255);
border-top-color: rgba(211, 211, 211, 255);
border-bottom-color: rgba(211, 211, 211, 255);
border-left-width:2px;
border-right-width:2px;
border-top-width:2px;
border-bottom-width:2px;
}
.header__label {
font-size:18px;
color: rgba(255, 255, 255, 255);
}
.drop-area {
flex-grow:1;
align-items: center;
justify-content: center;
margin-left:10px;
margin-right:10px;
margin-top:10px;
margin-bottom:10px;
padding-left:5px;
padding-right:5px;
padding-top:5px;
padding-bottom:5px;
background-color: rgba(112, 128, 144, 255);
border-left-color: rgba(211, 211, 211, 255);
border-right-color: rgba(211, 211, 211, 255);
border-top-color: rgba(211, 211, 211, 255);
border-bottom-color: rgba(211, 211, 211, 255);
border-left-width:2px;
border-right-width:2px;
border-top-width:2px;
border-bottom-width:2px;
border-top-left-radius:20px;
border-bottom-left-radius:20px;
border-top-right-radius:20px;
border-bottom-right-radius:20px;
}
.drop-area--dropping {
opacity:0.4;
background-color: rgba(0, 100, 0, 255);
}
.drop-area__label {
-unity-font-style: italic;
color: rgba(255, 255, 255, 255);
}
DragAndDrop.xml
을 더블 클릭하여 UI 빌더에서 엽니다.
DragAndDrop.uss
를 기존 USS로 추가합니다.
A manipulator is an object that registers and unregisters event callbacks related to the input. Create a custom manipulator in a C# script to register pointer events and drag events for the Editor window.
drag-and-drop-across-window
폴더에 Editor
라는 이름의 폴더를 만듭니다.
In the Editor
folder, create a C# file named DragAndDropManipulator.cs
and replace its contents with the following:
using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
namespace Samples.Editor.General
{
// The DragAndDropManipulator class is a private class within DragAndDropWindow.
public partial class DragAndDropWindow
{
// DragAndDropManipulator is a manipulator that stores pointer-related callbacks, so it inherits from
// PointerManipulator.
class DragAndDropManipulator :PointerManipulator
{
// The Label in the window that shows the stored asset, if any.
Label dropLabel;
// The stored asset object, if any.
Object droppedObject = null;
// The path of the stored asset, or the empty string if there isn't one.
string assetPath = string.Empty;
public DragAndDropManipulator(VisualElement root)
{
// The target of the manipulator, the object to which to register all callbacks, is the drop area.
target = root.Q<VisualElement>(className:"drop-area");
dropLabel = root.Q<Label>(className:"drop-area__label");
}
protected override void RegisterCallbacksOnTarget()
{
// Register a callback when the user presses the pointer down.
target.RegisterCallback<PointerDownEvent>(OnPointerDown);
// Register callbacks for various stages in the drag process.
target.RegisterCallback<DragEnterEvent>(OnDragEnter);
target.RegisterCallback<DragLeaveEvent>(OnDragLeave);
target.RegisterCallback<DragUpdatedEvent>(OnDragUpdate);
target.RegisterCallback<DragPerformEvent>(OnDragPerform);
}
protected override void UnregisterCallbacksFromTarget()
{
// Unregister all callbacks that you registered in RegisterCallbacksOnTarget().
target.UnregisterCallback<PointerDownEvent>(OnPointerDown);
target.UnregisterCallback<DragEnterEvent>(OnDragEnter);
target.UnregisterCallback<DragLeaveEvent>(OnDragLeave);
target.UnregisterCallback<DragUpdatedEvent>(OnDragUpdate);
target.UnregisterCallback<DragPerformEvent>(OnDragPerform);
}
// This method runs when a user presses a pointer down on the drop area.
void OnPointerDown(PointerDownEvent _)
{
// Only do something if the window currently has a reference to an asset object.
if (droppedObject != null)
{
// Clear existing data in DragAndDrop class.
DragAndDrop.PrepareStartDrag();
// Store reference to object and path to object in DragAndDrop static fields.
DragAndDrop.objectReferences = new[] { droppedObject };
if (assetPath != string.Empty)
{
DragAndDrop.paths = new[] { assetPath };
}
else
{
DragAndDrop.paths = new string[] { };
}
// Start a drag.
DragAndDrop.StartDrag(string.Empty);
}
}
// This method runs if a user brings the pointer over the target while a drag is in progress.
void OnDragEnter(DragEnterEvent _)
{
// Get the name of the object the user is dragging.
var draggedName = string.Empty;
if (DragAndDrop.paths.Length > 0)
{
assetPath = DragAndDrop.paths[0];
var splitPath = assetPath.Split('/');
draggedName = splitPath[splitPath.Length - 1];
}
else if (DragAndDrop.objectReferences.Length > 0)
{
draggedName = DragAndDrop.objectReferences[0].name;
}
// Change the appearance of the drop area if the user drags something over the drop area and holds it
// there.
dropLabel.text = $"Dropping '{draggedName}'...";
target.AddToClassList("drop-area--dropping");
}
// This method runs if a user makes the pointer leave the bounds of the target while a drag is in progress.
void OnDragLeave(DragLeaveEvent _)
{
assetPath = string.Empty;
droppedObject = null;
dropLabel.text = "Drag an asset here...";
target.RemoveFromClassList("drop-area--dropping");
}
// This method runs every frame while a drag is in progress.
void OnDragUpdate(DragUpdatedEvent _)
{
DragAndDrop.visualMode = DragAndDropVisualMode.Generic;
}
// This method runs when a user drops a dragged object onto the target.
void OnDragPerform(DragPerformEvent _)
{
// Set droppedObject and draggedName fields to refer to dragged object.
droppedObject = DragAndDrop.objectReferences[0];
string draggedName;
if (assetPath != string.Empty)
{
var splitPath = assetPath.Split('/');
draggedName = splitPath[splitPath.Length - 1];
}
else
{
draggedName = droppedObject.name;
}
// Visually update target to indicate that it now stores an asset.
dropLabel.text = $"Containing '{draggedName}'...\n\n" *
$"(You can also drag from here)";
target.RemoveFromClassList("drop-area--dropping");
}
}
}
}
C# 스크립트에서 두 개의 커스텀 에디터 창을 생성하고 각 에디터 창에 매니퓰레이터를 인스턴스화합니다.
Create a C# file named DragAndDropWindow.cs
and replace its contents with the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace Samples.Editor.General
{
public partial class DragAndDropWindow :EditorWindow
{
// This is the visual tree that contains the UI structure of the window.
[SerializeField]
VisualTreeAsset uxmlAsset;
// This manipulator contains all of the event logic for this window.
DragAndDropManipulator manipulator;
// This is the minimum size of both windows.
readonly static Vector2 windowMinSize = new(300, 180);
// These are the starting positions of the windows.
readonly static Vector2 windowAPosition = new(50, 50);
readonly static Vector2 windowBPosition = new(450, 100);
// These are the titles of the windows.
const string windowATitle = "Drag and Drop A";
const string windowBTitle = "Drag and Drop B";
// This method opens two DragAndDropWindows when a user selects the specified menu item.
[MenuItem("Window/UI Toolkit/Drag And Drop (Editor)")]
public static void OpenDragAndDropWindows()
{
// Create the windows.
var windowA = CreateInstance<DragAndDropWindow>();
var windowB = CreateInstance<DragAndDropWindow>();
// Define the attributes of the windows and display them.
windowA.minSize = windowMinSize;
windowB.minSize = windowMinSize;
windowA.Show();
windowB.Show();
windowA.titleContent = new(windowATitle);
windowB.titleContent = new(windowBTitle);
windowA.position = new(windowAPosition, windowMinSize);
windowB.position = new(windowBPosition, windowMinSize);
}
void OnEnable()
{
if (uxmlAsset != null)
{
uxmlAsset.CloneTree(rootVisualElement);
}
// Instantiate manipulator.
manipulator = new(rootVisualElement);
}
void OnDisable()
{
// The RemoveManipulator() method calls the Manipulator's UnregisterCallbacksFromTarget() method.
manipulator.target.RemoveManipulator(manipulator);
}
}
}
프로젝트 창에서 DragAndDropWindow.cs
를 선택하고 DragAndDrop.xml`을 인스펙터의 Uxml 에셋으로 드래그합니다.
메뉴에서 Window > UI Toolkit > Drag and Drop(Editor)을 선택합니다.두 개의 Drag and Drop 창이 열립니다.에셋을 프로젝트 창에서 이러한 창의 드롭 영역으로 드래그할 수 있습니다.또한 동일한 에셋을 한 창에서 다른 창으로 드래그할 수 있습니다.