Version: 2023.1
言語: 日本語
public static bool PropertyField (SerializedProperty property, params GUILayoutOption[] options);
public static bool PropertyField (SerializedProperty property, GUIContent label, params GUILayoutOption[] options);
public static bool PropertyField (SerializedProperty property, bool includeChildren, params GUILayoutOption[] options);
public static bool PropertyField (SerializedProperty property, GUIContent label, bool includeChildren, params GUILayoutOption[] options);

パラメーター

property フィールドをつくるための SerializedProperty
label 使用するオプションのラベル。プロパティーのラベルを指定しない場合、それ自身が使用されます。ラベルを表示しないように GUIContent.none を使用します。
includeChildren True の場合、子を含むプロパティーが描画されます。それ以外の場合、それ自身を制御するだけです (下に何もない折り込みのように) 。
options 指定してレイアウトオプションを渡すときのレイアウトオプションのリスト。ここで設定したものは style によって設定された値を上書きします。
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

戻り値

bool True if the property has children, is expanded, and includeChildren is set to false; otherwise false. You can use it to determine the isExpanded state of the property and customize the rendering of children if necessary.

説明

SerializedProperty のフィールドを作成します。

Use this when you want to customise the look of the options for a GameObject in the Inspector. Use this to create fields for Serialized Properties. More information on changing the Editor is available in the Editor section.

関連項目: SerializedProperty, SerializedObject.

//The scripts below show how to use a propertyField to change your editor.
//Attach this first script to the GameObject that you would like to control. Add code in this script for any of the actions you require.

using UnityEngine;

public class MyGameObjectScript : MonoBehaviour { public int m_MyInt = 75; public Vector3 m_MyVector = new Vector3(20, 1, 0); public GameObject m_MyGameObject; }
//This next script shows how to call upon variables from the "MyGameObject" Script (the first script) to make custom fields in the Inspector for these variables.

using UnityEngine; using UnityEditor;

// Custom Editor using SerializedProperties. // Automatic handling of multi-object editing, undo, and Prefab overrides. [CustomEditor(typeof(MyGameObjectScript))] [CanEditMultipleObjects] public class EditorGUILayoutPropertyField : Editor { SerializedProperty m_IntProp; SerializedProperty m_VectorProp; SerializedProperty m_GameObjectProp;

void OnEnable() { // Fetch the objects from the GameObject script to display in the inspector m_IntProp = serializedObject.FindProperty("m_MyInt"); m_VectorProp = serializedObject.FindProperty("m_MyVector"); m_GameObjectProp = serializedObject.FindProperty("m_MyGameObject"); }

public override void OnInspectorGUI() { //The variables and GameObject from the MyGameObject script are displayed in the Inspector with appropriate labels EditorGUILayout.PropertyField(m_IntProp, new GUIContent("Int Field"), GUILayout.Height(20)); EditorGUILayout.PropertyField(m_VectorProp, new GUIContent("Vector Object")); EditorGUILayout.PropertyField(m_GameObjectProp, new GUIContent("Game Object"));

// Apply changes to the serializedProperty - always do this at the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties(); } }