position | 屏幕上用于字段的矩形。 |
label | (可选)字段前的标签。 |
obj | 字段显示的对象。 |
objType | 可以分配的对象类型。 |
allowSceneObjects | 允许分配场景对象。有关更多信息,请参阅“说明”。 |
Object 用户已设置的对象。
创建一个对象字段。您可以通过拖放对象或使用对象选择器选择对象来分配对象。
当对象引用作为资源的一部分进行存储时,请确保 **allowSceneObjects** 参数为 false,因为资源无法存储对场景中对象的引用。
如果 ObjectField 是脚本组件的自定义编辑器的一部分,请使用 EditorUtility.IsPersistent() 检查该组件是位于资源还是场景对象中。
请参阅 Editor 类中的示例。
编辑器窗口中的 Object 字段。
using UnityEditor; using UnityEngine; using System.Collections;
//Select the dependencies of the found GameObject public class EditorGUIObjectField : EditorWindow { public GameObject obj = null; [MenuItem("Examples/Select Dependencies")] static void Init() { UnityEditor.EditorWindow window = GetWindow(typeof(EditorGUIObjectField)); window.position = new Rect(0, 0, 250, 80); window.Show(); }
void OnInspectorUpdate() { Repaint(); }
void OnGUI() { obj = (GameObject)EditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), "Find Dependency", obj, typeof(GameObject)); if (obj) { if (GUI.Button(new Rect(3, 25, position.width - 6, 20), "Check Dependencies")) { Selection.objects = EditorUtility.CollectDependencies(new GameObject[] {obj}); }
else { EditorGUI.LabelField(new Rect(3, 25, position.width - 6, 20), "Missing:", "Select an object first"); } } } }
position | 屏幕上用于字段的矩形。 |
property | 字段显示的对象引用属性。 |
objType | 可以分配的对象类型。 |
label | (可选)显示在字段前的标签。传递 GUIContent.none 可隐藏标签。 |
创建一个对象字段。您可以通过拖放对象或使用对象选择器选择对象来分配对象。
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