从2017开始,在editor脚本中查找属性是这样写的 var m_Script = serializedObject.FindProperty("m_Script");
SerializedProperty
以UGUI的源码为例
using UnityEngine; using UnityEngine.UI; using UnityEditor.AnimatedValues; namespace UnityEditor.UI { [CustomEditor(typeof(Selectable), true)] /// <summary> /// Custom Editor for the Selectable Component. /// Extend this class to write a custom editor for an Selectable-derived component. /// </summary> public class SelectableEditor : Editor { protected virtual void OnEnable() { SerializedProperty m_Script = serializedObject.FindProperty("m_Script"); SerializedProperty m_InteractableProperty = serializedObject.FindProperty("m_Interactable"); } } }
直接修改
而我在unity4.x时,查找某个属性是这样写的,我在Unity2019和Unity2020中测试目前这种写法还是生效的
using UnityEditor; using UnityEngine; [CustomEditor(typeof(MyActor))] public class MyActorInspector : Editor { public int ATKProp; void OnEnable() { MyActor myActor = target as MyActor; //类型转换为MyActor ATKProp = myActor.ATK;//缓存对象的某个字段和属性 } public override void OnInspectorGUI() { ATKProp = EditorGUILayout.IntSlider("ATK", ATKProp, 0, 100); } }
这两种写法有什么区别呢?
serializedObject.FindProperty可以修改private的值,而直接修改只能访问public的值
SerializedProperty被编辑的对象需要加上[Serializable]标签,且要找的属性如果是private需要加上[SerializeField]标签,否则序列化会报错
SerializedProperty写法的值在编辑过程中可以撤消(Undo)、Prefab overrides,而直接修改无法撤消,就是按Ctrl+Z无效,所以建议平时还是使用FindProperty开发。
SerializedProperty中指向当前对象叫 serializedObject ,在直接写叫 target
SerializedProperty文档:https://docs.unity.cn/cn/current/ScriptReference/SerializedObject.html
在官网文档中也有提到这两种写法的区别:https://docs.unity.cn/cn/current/ScriptReference/Editor.html
SerializedProperty文档
// 更新序列化属性,写在OnInspectorGUI的开头 serializedObject.Update (); //对序列化属性修改后,需要应用修改才能保存序列化数据,要写在OnInspectorGUI方法的结尾 serializedObject.ApplyModifiedProperties ();
遇到问题
serializedObject复选框无法勾选
比如下面这段代码就会让复选框无法操作
protected override void OnEnable() { base.OnEnable(); UseLangId = serializedObject.FindProperty("useLangId"); } public override void OnInspectorGUI() { EditorGUILayout.PropertyField(UseLangId,"使用语言包"); //这样会导致Inspector的复选框,无法勾选和取消 serializedObject.Update();//NOTE 这句要放在最前面,否则无法操作复选框 serializedObject.ApplyModifiedProperties(); base.OnInspectorGUI(); }
EditorGUI.indentLevel是什么意思?
增加缩进深度,就是在这个属性的开头会有空格,需要配套出现,示例如下:
++EditorGUI.indentLevel; for (int i = 0; i < paramArr.arraySize; i++) { paramArr.GetArrayElementAtIndex(i).stringValue = EditorGUILayout.TextField(paramArr.GetArrayElementAtIndex(i).stringValue); args[i] = paramArr.GetArrayElementAtIndex(i).stringValue; } --EditorGUI.indentLevel;