C# 我怎样才能画一张清单和它的全部';检查器编辑器脚本中的项目?
主脚本:C# 我怎样才能画一张清单和它的全部';检查器编辑器脚本中的项目?,c#,unity3d,C#,Unity3d,主脚本: using System.Collections; using System.Collections.Generic; using UnityEngine; public class DialogueTrigger : MonoBehaviour { public List<Dialogue> dialogue = new List<Dialogue>(); [HideInInspector] public int dialogueN
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DialogueTrigger : MonoBehaviour
{
public List<Dialogue> dialogue = new List<Dialogue>();
[HideInInspector]
public int dialogueNum = 0;
private bool triggered = false;
public void TriggerDialogue()
{
if (triggered == false)
{
if (FindObjectOfType<DialogueManager>() != null)
{
FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
dialogueNum += 1;
}
triggered = true;
}
}
private void Update()
{
if (DialogueManager.dialogueEnded == true)
{
if (dialogueNum == dialogue.Count)
{
return;
}
else
{
FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
DialogueManager.dialogueEnded = false;
dialogueNum += 1;
}
}
}
}
和编辑器脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
private SerializedProperty _dialogues;
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
_dialogues = serializedObject.FindProperty("dialogue");
serializedObject.Update();
for (int i = 0; i < _dialogues.arraySize; i++)
{
var dialogue = _dialogues.GetArrayElementAtIndex(i);
EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i));
}
}
}
使用系统集合;
使用System.Collections.Generic;
使用UnityEditor;
使用UnityEngine;
[CustomEditor(typeof(DialogueTrigger))]
公共类DialogueTriggerEditor:编辑器
{
私人财产对话;
公共覆盖无效OnInspectorGUI()
{
base.OnInspectorGUI();
_对话=serializedObject.FindProperty(“对话”);
serializedObject.Update();
for(int i=0;i<\u dialogs.arraySize;i++)
{
var dialogue=\u dialogs.getArrayelementIndex(i);
PropertyField(对话,新GUI内容(“对话”+i));
}
}
}
但是现在我有了一个对话变量在检查器中,我可以设置对话的数量,每个对话的名称和句子
但在它下面,它会根据我设置的对话数量创建更多的对话
我想在Inspector中有一个主要的对话:
然后在里面我可以设置对话的数量。例如,如果我设置5,那么在对话下将有:对话1对话2对话3对话4对话5
然后在每个对话的下面,例如对话1,会有它的名字和句子。可以更改每个对话的句子大小。如果使用对话列表上的SerializeField属性,则将获得“dialogue”的根元素,其中可以指定列表中元素的数量,并且每个子元素都将是dialog类的实例,如果在编辑器脚本中序列化字段,则如果在脚本中添加到列表中,元素也将更新 编辑:你还需要更新你的编辑器脚本,如果你想从编辑器脚本中添加元素,你可以从游戏对象中抓取一个类的实例,只需将元素添加到列表中(只要列表是公共的) 范例 Script.cs
[SerializeField]
public List<Dialogue> dialogue = new List<Dialogue>();
[序列化字段]
公共列表对话=新建列表();
Editor.cs
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
Script script = GameObject.Find("GameObject").GetComponent<Script>();
script.dialogue.Add(new Dialogue());
EditorUtility.SetDirty(script);
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
Script Script=GameObject.Find(“GameObject”).GetComponent();
script.dialogue.Add(newdialogue());
SetDirty(脚本);
}
问题在于默认情况下,
EditorGUILayout.PropertyField
不支持嵌套属性
最简单的修复方法是使用正确的重载
其中包括儿童:
[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
private SerializedProperty _dialogues;
private void OnEnable()
{
// do this only once here
_dialogues = serializedObject.FindProperty("dialogue");
}
public override void OnInspectorGUI()
{
//base.OnInspectorGUI();
serializedObject.Update();
// Ofcourse you also want to change the list size here
_dialogues.arraySize = EditorGUILayout.IntField("Size", _dialogues.arraySize);
for (int i = 0; i < _dialogues.arraySize; i++)
{
var dialogue = _dialogues.GetArrayElementAtIndex(i);
EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i), true);
}
// Note: You also forgot to add this
serializedObject.ApplyModifiedProperties();
}
}
[CustomEditor(typeof(DialogueTrigger))]
公共类DialogueTriggerEditor:编辑器
{
私人财产对话;
私有void OnEnable()
{
//在这里只做一次
_对话=serializedObject.FindProperty(“对话”);
}
公共覆盖无效OnInspectorGUI()
{
//base.OnInspectorGUI();
serializedObject.Update();
//当然,您还需要在此处更改列表大小
_dialogs.arraySize=EditorGUILayout.IntField(“大小”,_dialogs.arraySize);
for(int i=0;i<\u dialogs.arraySize;i++)
{
var dialogue=\u dialogs.getArrayelementIndex(i);
属性字段(对话,新GUIContent(“对话”+i),true);
}
//注意:您还忘记添加此项
serializedObject.ApplyModifiedProperties();
}
}
注意,还有其他更多可定制的解决方案。另一个快速方法可能是手动获取这些嵌套特性,并定义如何绘制它们:
[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
private SerializedProperty _dialogues;
// store which dialogue is foldout
private List<bool> dialogueFoldout = new List<bool>();
private void OnEnable()
{
_dialogues = serializedObject.FindProperty("dialogue");
for (var i = 0; i < _dialogues.arraySize; i++)
{
dialogueFoldout.Add(false);
}
}
public override void OnInspectorGUI()
{
//base.OnInspectorGUI();
serializedObject.Update();
var color = GUI.color;
EditorGUI.BeginChangeCheck();
_dialogues.arraySize = EditorGUILayout.IntField("Size", _dialogues.arraySize);
if (EditorGUI.EndChangeCheck())
{
dialogueFoldout.Clear();
for (var i = 0; i < _dialogues.arraySize; i++)
{
dialogueFoldout.Add(false);
}
serializedObject.ApplyModifiedProperties();
return;
}
for (var i = 0; i < _dialogues.arraySize; i++)
{
var dialogue = _dialogues.GetArrayElementAtIndex(i);
dialogueFoldout[i] = EditorGUILayout.Foldout(dialogueFoldout[i], "Dialogue " + i);
// make the next fields look nested below the before one
EditorGUI.indentLevel++;
if (dialogueFoldout[i])
{
var name = dialogue.FindPropertyRelative("name");
var sentences = dialogue.FindPropertyRelative("sentences");
if (string.IsNullOrWhiteSpace(name.stringValue)) GUI.color = Color.yellow;
EditorGUILayout.PropertyField(name);
GUI.color = color;
// if you still want to be able to controll the size
sentences.arraySize = EditorGUILayout.IntField("Senteces size", sentences.arraySize);
// make the next fields look nested below the before one
EditorGUI.indentLevel++;
for (var s = 0; s < sentences.arraySize; s++)
{
var sentence = sentences.GetArrayElementAtIndex(s);
if (string.IsNullOrWhiteSpace(sentence.stringValue)) GUI.color = Color.yellow;
EditorGUILayout.PropertyField(sentence, new GUIContent("Sentece " + s));
GUI.color = color;
}
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}
serializedObject.ApplyModifiedProperties();
}
}
[CustomEditor(typeof(DialogueTrigger))]
公共类DialogueTriggerEditor:编辑器
{
私人财产对话;
//存储哪个对话是折叠式的
私有列表对话框UEFOLDOUT=新列表();
私有void OnEnable()
{
_对话=serializedObject.FindProperty(“对话”);
对于(变量i=0;i<\u dialogs.arraySize;i++)
{
对话框foldout.Add(false);
}
}
公共覆盖无效OnInspectorGUI()
{
//base.OnInspectorGUI();
serializedObject.Update();
var color=GUI.color;
EditorGUI.BeginChangeCheck();
_dialogs.arraySize=EditorGUILayout.IntField(“大小”,_dialogs.arraySize);
if(EditorGUI.EndChangeCheck())
{
dialogueFoldout.Clear();
对于(变量i=0;i<\u dialogs.arraySize;i++)
{
对话框foldout.Add(false);
}
serializedObject.ApplyModifiedProperties();
返回;
}
对于(变量i=0;i<\u dialogs.arraySize;i++)
{
var dialogue=\u dialogs.getArrayelementIndex(i);
dialogueFoldout[i]=EditorGUILayout.Foldout(dialogueFoldout[i],“Dialogue”+i);
//使下一个字段看起来嵌套在前一个字段的下面
EditorGUI.indentLevel++;
if(对话框foldout[i])
{
变量名称=对话。FindPropertyRelative(“名称”);
var句子=对话。FindPropertyRelative(“句子”);
if(string.IsNullOrWhiteSpace(name.stringValue))GUI.color=color.yellow;
EditorGUILayout.PropertyField(名称);
GUI.color=颜色;
//如果你还想控制尺寸的话
句子.arraySize=EditorGUILayout.IntField(“句子大小”,句子.arraySize);
//使下一个字段看起来嵌套在前一个字段的下面
EditorGUI.indentLevel++;
for(var s=0;s<句子.arraySize;s++)
{
var句子=句子。GetArrayElementIndex(s);
if(string.IsNullOrWhiteSpace(句子.stringValue))GUI.color=color.yellow;
EditorGUILayout.PropertyField(句子,新内容
[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
private SerializedProperty _dialogues;
// store which dialogue is foldout
private List<bool> dialogueFoldout = new List<bool>();
private void OnEnable()
{
_dialogues = serializedObject.FindProperty("dialogue");
for (var i = 0; i < _dialogues.arraySize; i++)
{
dialogueFoldout.Add(false);
}
}
public override void OnInspectorGUI()
{
//base.OnInspectorGUI();
serializedObject.Update();
var color = GUI.color;
EditorGUI.BeginChangeCheck();
_dialogues.arraySize = EditorGUILayout.IntField("Size", _dialogues.arraySize);
if (EditorGUI.EndChangeCheck())
{
dialogueFoldout.Clear();
for (var i = 0; i < _dialogues.arraySize; i++)
{
dialogueFoldout.Add(false);
}
serializedObject.ApplyModifiedProperties();
return;
}
for (var i = 0; i < _dialogues.arraySize; i++)
{
var dialogue = _dialogues.GetArrayElementAtIndex(i);
dialogueFoldout[i] = EditorGUILayout.Foldout(dialogueFoldout[i], "Dialogue " + i);
// make the next fields look nested below the before one
EditorGUI.indentLevel++;
if (dialogueFoldout[i])
{
var name = dialogue.FindPropertyRelative("name");
var sentences = dialogue.FindPropertyRelative("sentences");
if (string.IsNullOrWhiteSpace(name.stringValue)) GUI.color = Color.yellow;
EditorGUILayout.PropertyField(name);
GUI.color = color;
// if you still want to be able to controll the size
sentences.arraySize = EditorGUILayout.IntField("Senteces size", sentences.arraySize);
// make the next fields look nested below the before one
EditorGUI.indentLevel++;
for (var s = 0; s < sentences.arraySize; s++)
{
var sentence = sentences.GetArrayElementAtIndex(s);
if (string.IsNullOrWhiteSpace(sentence.stringValue)) GUI.color = Color.yellow;
EditorGUILayout.PropertyField(sentence, new GUIContent("Sentece " + s));
GUI.color = color;
}
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}
serializedObject.ApplyModifiedProperties();
}
}