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Editor

class in UnityEditor

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Inherits from: ScriptableObject

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マニュアルに切り替える

Description

カスタムエディターを派生する基本クラス。これを使用して独自のインスペクターとオブジェクト用のエディターを作成します。

鎧や、ダメージ、銃の GameObject へ参照する変数のスクリプト MyPlayer があるとします。

カスタムエディターを使用して、インスペクター上のスクリプトの表示を例えば次のように変更することができます。


インスペクターのカスタムエディター

エディターをカスタムのコンポーネントにアタッチするために CustomEditor 属性を使用できます。

カスタムエディターを設計するには複数の方法があります。 エディターが複数オブジェクトの編集をサポートするためには CanEditMultipleObjects 属性を使用できます。 スクリプト変数を直接編集する代わりに、SerializedObjectSerializedProperty システムを使用するほうが マルチオブジェクト編集のハンドリングや取り消し、プレハブの上書きができるというメリットがあります。このアプローチをユーザーが使用する場合、ヒエラルキーウィンドウで複数のオブジェクトを選択し、一度にすべてのオブジェクトの値を変更することができます。

代わりに、もしマルチオブジェクト編集のハンドリングや取り消し、 プレハブの上書きを必要としない場合、スクリプト変数は SerializedObjectSerializedProperty を使用せずに 次のサンプルのようにエディター上で直接編集できます。

no example available in JavaScript
using UnityEngine;
using System.Collections;

// This is not an editor script. public class MyPlayer : MonoBehaviour { public int armor = 75; public int damage = 25; public GameObject gun;

void Update () { // Update logic here... } }
no example available in JavaScript
using UnityEditor;
using UnityEngine;
using System.Collections;

// Custom Editor using SerializedProperties. // Automatic handling of multi-object editing, undo, and prefab overrides. [CustomEditor(typeof(MyPlayer))] [CanEditMultipleObjects] public class MyPlayerEditor : Editor { SerializedProperty damageProp; SerializedProperty armorProp; SerializedProperty gunProp; void OnEnable () { // Setup the SerializedProperties. damageProp = serializedObject.FindProperty ("damage"); armorProp = serializedObject.FindProperty ("armor"); gunProp = serializedObject.FindProperty ("gun"); } public override void OnInspectorGUI() { // Update the serializedProperty - always do this in the beginning of OnInspectorGUI. serializedObject.Update (); // Show the custom GUI controls. EditorGUILayout.IntSlider (damageProp, 0, 100, new GUIContent ("Damage"));

// Only show the damage progress bar if all the objects have the same damage value: if (!damageProp.hasMultipleDifferentValues) ProgressBar (damageProp.intValue / 100.0f, "Damage"); EditorGUILayout.IntSlider (armorProp, 0, 100, new GUIContent ("Armor"));

// Only show the armor progress bar if all the objects have the same armor value: if (!armorProp.hasMultipleDifferentValues) ProgressBar (armorProp.intValue / 100.0f, "Armor"); EditorGUILayout.PropertyField (gunProp, new GUIContent ("Gun Object")); // Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties (); } // Custom GUILayout progress bar. void ProgressBar (float value, string label) { // Get a rect for the progress bar using the same margins as a textfield: Rect rect = GUILayoutUtility.GetRect (18, 18, "TextField"); EditorGUI.ProgressBar (rect, value, label); EditorGUILayout.Space (); } }
no example available in JavaScript
using UnityEditor;
using UnityEngine;
using System.Collections;

// Example script with properties. public class MyPlayer : MonoBehaviour { public int damage; public int armor; public GameObject gun;

// ...other code... }

// Custom Editor the "old" way by modifying the script variables directly. // No handling of multi-object editing, undo, and prefab overrides! [CustomEditor (typeof(MyPlayer))] public class MyPlayerEditor : Editor { public override void OnInspectorGUI () { MyPlayer mp = (MyPlayer)target;

mp.damage = EditorGUILayout.IntSlider ("Damage", mp.damage, 0, 100); ProgressBar (mp.damage / 100.0f, "Damage"); mp.armor = EditorGUILayout.IntSlider ("Armor", mp.armor, 0, 100); ProgressBar (mp.armor / 100.0f, "Armor"); bool allowSceneObjects = !EditorUtility.IsPersistent (target); mp.gun = (GameObject)EditorGUILayout.ObjectField ("Gun Object", mp.gun, typeof(GameObject), allowSceneObjects); } // Custom GUILayout progress bar. void ProgressBar (float value, string label) { // Get a rect for the progress bar using the same margins as a textfield: Rect rect = GUILayoutUtility.GetRect (18, 18, "TextField"); EditorGUI.ProgressBar (rect, value, label); EditorGUILayout.Space (); } }

Variables

serializedObjectA SerializedObject representing the object or objects being inspected.
targetThe object being inspected.
targetsAn array of all the object being inspected.

Public Functions

DrawDefaultInspectorDraw the built-in inspector.
DrawHeaderCall this function to draw the header of the editor.
DrawPreviewThe first entry point for Preview Drawing.
GetInfoStringImplement this method to show asset information on top of the asset preview.
GetPreviewTitleOverride this method if you want to change the label of the Preview area.
HasPreviewGUIOverride this method in subclasses if you implement OnPreviewGUI.
OnInspectorGUIImplement this function to make a custom inspector.
OnInteractivePreviewGUIImplement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.
OnPreviewGUIImplement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.
OnPreviewSettingsOverride this method if you want to show custom controls in the preview header.
RenderStaticPreviewOverride this method if you want to render a static preview that shows.
RepaintRepaint any inspectors that shows this editor.
RequiresConstantRepaintDoes this edit require to be repainted constantly in its current state?
UseDefaultMarginsOverride this method in subclasses to return false if you don't want default margins.

Static Functions

CreateCachedEditorOn return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one.
CreateEditorMake a custom editor for targetObject or targetObjects.

Messages

OnSceneGUIEnables the Editor to handle an event in the scene view.

Inherited members

Variables

hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateReturns a copy of the object original.
CreateInstanceCreates an instance of a scriptable object.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.