Version: 2020.1
言語: 日本語

PropertyScope

class in UnityEditor

マニュアルに切り替える

説明

SerializedPropertyを GUI で管理しやすくするようにするためのプロパティーのラッパーである GUI グループを作成します

Most EditorGUI and EditorGUILayout GUI controls already have overloads that work with SerializedProperty. However, for GUI controls that don't handle SerializedProperty you can wrap them inside BeginProperty and EndProperty as shown in the example below. You can use this for your own custom GUI controls too.

BeginProperty and EndProperty automatically handle default labels, bold font for Prefab overrides, revert to Prefab right click menu, and setting showMixedValue to true if the values of the property are different when multi-object editing.

using UnityEngine;
using UnityEditor;

public class ExampleClass : MonoBehaviour { // A slider function that takes a SerializedProperty void Slider(Rect position, SerializedProperty prop, float leftValue, float rightValue, GUIContent label) { using (var scope = new EditorGUI.PropertyScope(position, label, prop)) { label = scope.content; EditorGUI.BeginChangeCheck(); var newValue = EditorGUI.Slider(position, label, prop.floatValue, leftValue, rightValue); // Only assign the value back if it was actually changed by the user. // Otherwise a single value will be assigned to all objects when multi-object editing, // even when the user didn't touch the control. if (EditorGUI.EndChangeCheck()) prop.floatValue = newValue; } } }

関連項目: BeginProperty.

変数

content制御に使用する実際のラベル

コンストラクタ

EditorGUI.PropertyScope新しい PropertyScope を作成し、対応するプロパティーを開始します。