path | Settings 窗口中的设置路径。使用“/”作为分隔符。如果未提供,则最后一个标记将成为设置标签。 |
scope | 设置范围。该范围确定设置显示的位置:在 Preferences 窗口中,还是在 Settings 窗口中。 |
keywords | 要与用户搜索内容进行比较的关键字列表。当用户在 Settings 窗口的搜索框中输入值时,SettingsProvider.HasSearchInterest 会尝试将这些关键字与此列表进行匹配。 |
创建新的 SettingsProvider。
using System.Collections.Generic; using System.IO; using System.Linq; using UnityEditor; using UnityEngine; using UnityEngine.UIElements; using UnityEditor.UIElements;
// Create a new type of Settings asset. class MyCustomSettings : ScriptableObject { public const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset";
[SerializeField] private int m_Number;
[SerializeField] private string m_SomeString;
internal static MyCustomSettings GetOrCreateSettings() { var settings = AssetDatabase.LoadAssetAtPath<MyCustomSettings>(k_MyCustomSettingsPath); if (settings == null) { settings = ScriptableObject.CreateInstance<MyCustomSettings>(); settings.m_Number = 42; settings.m_SomeString = "The answer to the universe"; AssetDatabase.CreateAsset(settings, k_MyCustomSettingsPath); AssetDatabase.SaveAssets(); } return settings; }
internal static SerializedObject GetSerializedSettings() { return new SerializedObject(GetOrCreateSettings()); } }
// Register a SettingsProvider using IMGUI for the drawing framework: static class MyCustomSettingsIMGUIRegister { [SettingsProvider] public static SettingsProvider CreateMyCustomSettingsProvider() { // First parameter is the path in the Settings window. // Second parameter is the scope of this setting: it only appears in the Project Settings window. var provider = new SettingsProvider("Project/MyCustomIMGUISettings", SettingsScope.Project) { // By default the last token of the path is used as display name if no label is provided. label = "Custom IMGUI", // Create the SettingsProvider and initialize its drawing (IMGUI) function in place: guiHandler = (searchContext) => { var settings = MyCustomSettings.GetSerializedSettings(); EditorGUILayout.PropertyField(settings.FindProperty("m_Number"), new GUIContent("My Number")); EditorGUILayout.PropertyField(settings.FindProperty("m_SomeString"), new GUIContent("My String")); settings.ApplyModifiedPropertiesWithoutUndo(); },
// Populate the search keywords to enable smart search filtering and label highlighting: keywords = new HashSet<string>(new[] { "Number", "Some String" }) };
return provider; } }
// Register a SettingsProvider using UIElements for the drawing framework: static class MyCustomSettingsUIElementsRegister { [SettingsProvider] public static SettingsProvider CreateMyCustomSettingsProvider() { // First parameter is the path in the Settings window. // Second parameter is the scope of this setting: it only appears in the Settings window for the Project scope. var provider = new SettingsProvider("Project/MyCustomUIElementsSettings", SettingsScope.Project) { label = "Custom UI Elements", // activateHandler is called when the user clicks on the Settings item in the Settings window. activateHandler = (searchContext, rootElement) => { var settings = MyCustomSettings.GetSerializedSettings();
// rootElement is a VisualElement. If you add any children to it, the OnGUI function // isn't called because the SettingsProvider uses the UIElements drawing framework. var styleSheet = AssetDatabase.LoadAssetAtPath<StyleSheet>("Assets/Editor/settings_ui.uss"); rootElement.styleSheets.Add(styleSheet); var title = new Label() { text = "Custom UI Elements" }; title.AddToClassList("title"); rootElement.Add(title);
var properties = new VisualElement() { style = { flexDirection = FlexDirection.Column } }; properties.AddToClassList("property-list"); rootElement.Add(properties);
properties.Add(new PropertyField(settings.FindProperty("m_SomeString"))); properties.Add(new PropertyField(settings.FindProperty("m_Number")));
rootElement.Bind(settings); },
// Populate the search keywords to enable smart search filtering and label highlighting: keywords = new HashSet<string>(new[] { "Number", "Some String" }) };
return provider; } }
// Create MyCustomSettingsProvider by deriving from SettingsProvider: class MyCustomSettingsProvider : SettingsProvider { private SerializedObject m_CustomSettings;
class Styles { public static GUIContent number = new GUIContent("My Number"); public static GUIContent someString = new GUIContent("Some string"); }
const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset"; public MyCustomSettingsProvider(string path, SettingsScope scope = SettingsScope.User) : base(path, scope) {}
public static bool IsSettingsAvailable() { return File.Exists(k_MyCustomSettingsPath); }
public override void OnActivate(string searchContext, VisualElement rootElement) { // This function is called when the user clicks on the MyCustom element in the Settings window. m_CustomSettings = MyCustomSettings.GetSerializedSettings(); }
public override void OnGUI(string searchContext) { // Use IMGUI to display UI: EditorGUILayout.PropertyField(m_CustomSettings.FindProperty("m_Number"), Styles.number); EditorGUILayout.PropertyField(m_CustomSettings.FindProperty("m_SomeString"), Styles.someString); m_CustomSettings.ApplyModifiedPropertiesWithoutUndo(); }
// Register the SettingsProvider [SettingsProvider] public static SettingsProvider CreateMyCustomSettingsProvider() { if (IsSettingsAvailable()) { var provider = new MyCustomSettingsProvider("Project/MyCustomSettingsProvider", SettingsScope.Project);
// Automatically extract all keywords from the Styles. provider.keywords = GetSearchKeywordsFromGUIContentProperties<Styles>(); return provider; }
// Settings Asset doesn't exist yet; no need to display anything in the Settings window. return null; } }