ScriptableWizard

class in UnityEditor

/

Hereda de:EditorWindow

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Descripción

Derive from this class to create an editor wizard.

Editor wizards are typically opened using a menu item.

// Creates a simple wizard that lets you create a Light GameObject
// or if the user clicks in "Apply", it will set the color of the currently
// object selected to red

using UnityEditor; using UnityEngine;

public class WizardCreateLight : ScriptableWizard { public float range = 500; public Color color = Color.red;

[MenuItem("GameObject/Create Light Wizard")] static void CreateWizard() { ScriptableWizard.DisplayWizard<WizardCreateLight>("Create Light", "Create", "Apply"); //If you don't want to use the secondary button simply leave it out: //ScriptableWizard.DisplayWizard<WizardCreateLight>("Create Light", "Create"); }

void OnWizardCreate() { GameObject go = new GameObject("New Light"); Light lt = go.AddComponent<Light>(); lt.range = range; lt.color = color; }

void OnWizardUpdate() { helpString = "Please set the color of the light!"; }

// When the user presses the "Apply" button OnWizardOtherButton is called. void OnWizardOtherButton() { if (Selection.activeTransform != null) { Light lt = Selection.activeTransform.GetComponent<Light>();

if (lt != null) { lt.color = Color.red; } } } }

Variables

createButtonNameAllows you to set the text shown on the create button of the wizard.
errorStringAllows you to set the error text of the wizard.
helpStringAllows you to set the help text of the wizard.
isValidAllows you to enable and disable the wizard create button, so that the user can not click it.
otherButtonNameAllows you to set the text shown on the optional other button of the wizard. Leave this parameter out to leave the button out.

Funciones Protegidas

DrawWizardGUIWill be called for drawing contents when the ScriptableWizard needs to update its GUI.

Funciones Estáticas

DisplayWizardCreates a wizard.

Mensajes

OnWizardCreateThis is called when the user clicks on the Create button.
OnWizardOtherButtonAllows you to provide an action when the user clicks on the other button.
OnWizardUpdateThis is called when the wizard is opened or whenever the user changes something in the wizard.

Miembros heredados

Variables Estáticas

focusedWindowThe EditorWindow which currently has keyboard focus. (Read Only)
mouseOverWindowThe EditorWindow currently under the mouse cursor. (Read Only)

Variables

autoRepaintOnSceneChangeDoes the window automatically repaint whenever the Scene has changed?
dockedReturns true if EditorWindow is docked.
hasFocusReturns true if EditorWindow is focused.
maximizedIs this window maximized?
maxSizeThe maximum size of this window.
minSizeThe minimum size of this window.
positionThe desired position of the window in screen space.
rootVisualElementRetrieves the root visual element of this window hierarchy.
titleContentThe GUIContent used for drawing the title of EditorWindows.
wantsLessLayoutEventsSpecifies whether a layout pass is performed before all user events (for example, EventType.MouseDown or [[EventType, KeyDown]]), or is only performed before repaint events.
wantsMouseEnterLeaveWindowChecks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window.
wantsMouseMoveChecks whether MouseMove events are received in the GUI in this Editor window.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

BeginWindowsMark the beginning area of all popup windows.
CloseCerrar la ventana del editor.
EndWindowsClose a window group started with EditorWindow.BeginWindows.
FocusMoves keyboard focus to another EditorWindow.
GetExtraPaneTypesGets the extra panes associated with the window.
RemoveNotificationStop showing notification message.
RepaintMake the window repaint.
SendEventSends an Event to a window.
ShowShow the EditorWindow window.
ShowAsDropDownShows a window with dropdown behaviour and styling.
ShowAuxWindowShow the editor window in the auxiliary window.
ShowModalShow modal editor window.
ShowModalUtilityShow the EditorWindow as a floating modal window.
ShowNotificationShow a notification message.
ShowPopupShows an Editor window using popup-style framing.
ShowUtilityShow the EditorWindow as a floating utility window.
GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the object.

Funciones Estáticas

CreateWindowCreates an EditorWindow of type T.
FocusWindowIfItsOpenFocuses the first found EditorWindow of specified type if it is open.
GetWindowReturns the first EditorWindow of type t which is currently on the screen.
GetWindowWithRectReturns the first EditorWindow of type t which is currently on the screen.
HasOpenInstancesChecks if an editor window is open.
DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClona el objeto original y devuelve el clon.
CreateInstanceCrea una instancia de un objeto scriptable.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.

Mensajes

AwakeCalled as the new window is opened.
OnDestroyOnDestroy is called to close the EditorWindow window.
OnFocusCalled when the window gets keyboard focus.
OnGUIImplement your own editor GUI here.
OnHierarchyChangeHandler for message that is sent when an object or group of objects in the hierarchy changes.
OnInspectorUpdateOnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update.
OnLostFocusCalled when the window loses keyboard focus.
OnProjectChangeHandler for message that is sent whenever the state of the project changes.
OnSelectionChangeCalled whenever the selection has changed.
UpdateCalled multiple times per second on all visible windows.
AwakeEsta función se llama cuando el script ScriptableObject empieza.
OnDestroyEsta función se llama cuando el objeto scriptable se destruirá.
OnDisableEsta función se llama cuando el objeto scriptable se va fuera del alcance (scope).
OnEnableEsta función se llama cuando el objeto es cargado.
OnValidateThis function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only).
ResetSe re-inicia a los valores predeterminados.