Description
Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects.
Consider a script MyPlayer with variables for armor, damage, and a reference to a gun GameObject:
// MyPlayer.js
// This is not an editor script.var armor : int = 75;
var damage : int = 25;
var gun : GameObject;function Update () {
// Update logic here...
}
Using a custom Editor, the apperance of the script in the Inspector can be changed, for example to look like this:
Custom editor in the Inspector.You can attach the Editor to a custom component by using the
CustomEditor attribute.
There are multiple ways to design custom Editors.
If you want the Editor to support multi-object editing, you can use the
CanEditMultipleObjects attribute.
Instead of modifying script variables directly, it's advantageous to use the
SerializedObject and
SerializedProperty
system to edit them, since this automatically handles multi-object editing, undo, and prefab overrides.
// Custom Editor using SerializedProperties.
// Automatic handling of multi-object editing, undo, and prefab overrides.
#pragma strict
@CustomEditor(MyPlayer)
@CanEditMultipleObjects
class MyPlayerEditor extends Editor {
var damageProp : SerializedProperty;
var armorProp : SerializedProperty;
var gunProp : SerializedProperty; function OnEnable () {
// Setup the SerializedProperties
damageProp = serializedObject.FindProperty ("damage");
armorProp = serializedObject.FindProperty ("armor");
gunProp = serializedObject.FindProperty ("gun");
} function OnInspectorGUI() {
// Update the serializedProperty - always do this in the beginning of OnInspectorGUI.
serializedObject.Update (); // Show the custom GUI controls EditorGUILayout.IntSlider (damageProp, 0, 100, new GUIContent ("Damage"));
// Only show the damage progress bar if all the objects have the same damage value:
if (!damageProp.hasMultipleDifferentValues)
ProgressBar (damageProp.intValue / 100.0, "Damage"); EditorGUILayout.IntSlider (armorProp, 0, 100, new GUIContent ("Armor"));
// Only show the armor progress bar if all the objects have the same armor value:
if (!armorProp.hasMultipleDifferentValues)
ProgressBar (armorProp.intValue / 100.0, "Armor"); EditorGUILayout.PropertyField (gunProp, new GUIContent ("Gun Object")); // Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI.
serializedObject.ApplyModifiedProperties ();
} // Custom GUILayout progress bar.
function ProgressBar (value : float, label : String) {
// Get a rect for the progress bar using the same margins as a textfield:
var rect : Rect = GUILayoutUtility.GetRect (18, 18, "TextField");
EditorGUI.ProgressBar (rect, value, label);
EditorGUILayout.Space ();
}
}
Alternatively, if automatic handling of multi-object editing, undo,
and prefab overrides is not needed, the script variables can be
modified directly by the editor without using the
SerializedObject
and
SerializedProperty system, as in the example below.
// Custom Editor the "old" way by modifying the script variables directly.
// No handling of multi-object editing, undo, and prefab overrides!
@CustomEditor (MyPlayer)
class MyPlayerEditor extends Editor { function OnInspectorGUI () {
target.damage = EditorGUILayout.IntSlider ("Damage", target.damage, 0, 100);
ProgressBar (target.damage / 100.0, "Damage"); target.armor = EditorGUILayout.IntSlider ("Armor", target.armor, 0, 100);
ProgressBar (target.armor / 100.0, "Armor"); var allowSceneObjects : boolean = !EditorUtility.IsPersistent (target);
target.gun = EditorGUILayout.ObjectField ("Gun Object", target.gun, GameObject, allowSceneObjects);
} // Custom GUILayout progress bar.
function ProgressBar (value : float, label : String) {
// Get a rect for the progress bar using the same margins as a textfield:
var rect : Rect = GUILayoutUtility.GetRect (18, 18, "TextField");
EditorGUI.ProgressBar (rect, value, label);
EditorGUILayout.Space ();
}
}
DrawDefaultInspector |
Draw the built-in inspector. |
DrawHeader |
Call this function to draw the header of the editor. |
GetInfoString |
Implement this method to show asset information on top of the asset preview. |
GetPreviewTitle |
Override this method if you want to change the label of the Preview area. |
HasPreviewGUI |
Override this method in subclasses if you implement OnPreviewGUI. |
OnInspectorGUI |
Implement this function to make a custom inspector. |
OnInteractivePreviewGUI |
Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. |
OnPreviewGUI |
Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. |
OnPreviewSettings |
Override this method if you want to show custom controls in the preview header. |
RenderStaticPreview |
Override this method if you want to render a static preview that shows. |
Repaint |
Repaint any inspectors that shows this editor. |
RequiresConstantRepaint |
|
UseDefaultMargins |
Override this method in subclasses to return false if you don't want default margins. |