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EditorWindow

class in UnityEditor

/

Hereda de:ScriptableObject

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Descripción

Derive from this class to create an editor window.

Create your own custom editor window that can float free or be docked as a tab, just like the native windows in the Unity interface.

Editor windows are typically opened using a menu item.

class MyWindow extends EditorWindow {
	var myString = "Hello World";
	var groupEnabled = false;
	var myBool = true;
	var myFloat = 1.23;
	
	// Add menu named "My Window" to the Window menu
	@MenuItem ("Window/My Window")
	static function Init () {
		// Get existing open window or if none, make a new one:		
		var window = ScriptableObject.CreateInstance.<MyWindow>();
		window.Show();
	}
	
	function OnGUI () {
		GUILayout.Label ("Base Settings", EditorStyles.boldLabel);
			myString = EditorGUILayout.TextField ("Text Field", myString);
		
		groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled);
			myBool = EditorGUILayout.Toggle ("Toggle", myBool);
			myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3);
		EditorGUILayout.EndToggleGroup ();
	}
}
using UnityEngine;
using UnityEditor;
public class MyWindow : EditorWindow {
	string myString = "Hello World";
	bool groupEnabled;
	bool myBool = true;
	float myFloat = 1.23f;
	
	// Add menu named "My Window" to the Window menu
	[MenuItem ("Window/My Window")]
	static void Init () {
		// Get existing open window or if none, make a new one:
		MyWindow window = (MyWindow)EditorWindow.GetWindow (typeof (MyWindow));
		window.Show();
	}
	
	void OnGUI () {
		GUILayout.Label ("Base Settings", EditorStyles.boldLabel);
			myString = EditorGUILayout.TextField ("Text Field", myString);
		
		groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled);
			myBool = EditorGUILayout.Toggle ("Toggle", myBool);
			myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3);
		EditorGUILayout.EndToggleGroup ();
	}
}

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?
maximizedIs this window maximized.
maxSizeThe maximum size of this window.
minSizeThe minimum size of this window.
positionThe position of the window in screen space.
titleContentThe GUIContent used for drawing the title of EditorWindows.
wantsMouseMoveDoes the GUI in this editor window want MouseMove events?

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 this EditorWindow.
RemoveNotificationStop showing notification message.
RepaintMake the window repaint.
SendEventSends an Event to a window.
ShowShow the EditorWindow.
ShowAsDropDownShows a window with dropdown behaviour and styling.
ShowAuxWindowShow the editor window in the auxiliary window.
ShowNotificationShow a notification message.
ShowPopupShows an Editor window using popup-style framing.
ShowUtilityShow the EditorWindow as a floating utility window.

Funciones Estáticas

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.

Mensajes

OnDestroyOnDestroy is called when the EditorWindow is closed.
OnFocusCalled when the window gets keyboard focus.
OnGUIImplement your own editor GUI here.
OnHierarchyChangeCalled whenever the scene hierarchy has changed.
OnInspectorUpdateOnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update.
OnLostFocusCalled when the window loses keyboard focus.
OnProjectChangeCalled whenever the project has changed.
OnSelectionChangeCalled whenever the selection has changed.
UpdateCalled multiple times per second on all visible windows.

Miembros heredados

Variables

hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

GetInstanceIDReturns the instance id of the object.
ToStringDevuelve el nombre del objeto.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateDevuelve el nombre del objeto.
CreateInstanceCreates an instance of a scriptable object.

Operadores

bool¿Existe el objeto?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Mensajes

OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.