バージョン: 2021.3 以降
この例では、C#スクリプトのバインディングパスを使ってバインドする方法を紹介します。
この例ではカスタムエディターウィンドウを作成して、ゲームオブジェクトの名前を変更します。
この例で作成するすべてのファイルは、GitHub リポジトリ にあります。
このガイドは、Unity エディター、UI Toolkit、および C# スクリプトに精通している開発者を対象としています。始める前に、以下をよく理解してください。
C# で、TextField
を持つカスタムのエディターウィンドウを作成します。バインディングパスを ゲームオブジェクトの name プロパティに設定し、Bind()
メソッドを明示的に呼び出します。
Unity で任意のテンプレートでプロジェクトを作成します。
Project ウィンドウに、bind-with-binding-path
という名前のフォルダーを作成し、ファイルを保存します。
bind-with-binding-path フォルダーに、Editor
という名前のフォルダーを作成します。
Editor フォルダーに、SimpleBindingExample.cs
という名の C# スクリプトを作成し、そのコンテンツを以下に置き換えます。
using UnityEditor;
using UnityEngine;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace UIToolkitExamples
{
public class SimpleBindingExample : EditorWindow
{
TextField m_ObjectNameBinding;
[MenuItem("Window/UIToolkitExamples/Simple Binding Example")]
public static void ShowDefaultWindow()
{
var wnd = GetWindow<SimpleBindingExample>();
wnd.titleContent = new GUIContent("Simple Binding");
}
public void CreateGUI()
{
m_ObjectNameBinding = new TextField("Object Name Binding");
// Note: the "name" property of a GameObject is "m_Name" in serialization.
m_ObjectNameBinding.bindingPath = "m_Name";
rootVisualElement.Add(m_ObjectNameBinding);
OnSelectionChange();
}
public void OnSelectionChange()
{
GameObject selectedObject = Selection.activeObject as GameObject;
if (selectedObject != null)
{
// Create the SerializedObject from the current selection
SerializedObject so = new SerializedObject(selectedObject);
// Bind it to the root of the hierarchy. It will find the right object to bind to.
rootVisualElement.Bind(so);
// Alternatively you can instead bind it to the TextField itself.
// m_ObjectNameBinding.Bind(so);
}
else
{
// Unbind the object from the actual visual element that was bound.
rootVisualElement.Unbind();
// If you bound the TextField itself, you'd do this instead:
// m_ObjectNameBinding.Unbind();
// Clear the TextField after the binding is removed
m_ObjectNameBinding.value = "";
}
}
}
}
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