에디터 스크립트에서 ObjectFactory 클래스를 사용하여 새 게임 오브젝트, 컴포넌트와 에셋을 생성하십시오. 이러한 항목을 생성할 때 ObjectFactory
클래스는 자동으로 기본 프리셋을 사용합니다. ObjectFactory
가 이 작업을 처리하므로 스크립트는 기본 프리셋을 검색하여 적용할 필요가 없습니다.
기본적으로 프리셋을 지원하고 활성화하려면 클래스가 다음 중 하나에서 상속받아야 합니다.
프리셋 인스펙터는 사용자가 값을 수정할 수 있도록 클래스의 임시 인스턴스를 만듭니다. 따라서 클래스가 정적 값, 프로젝트 에셋 또는 씬 인스턴스 등 다른 오브젝트에 영향을 주거나 기반하지 않는지 확인하십시오.
팁: CustomEditor 속성 사용은 선택 사항입니다.
프리셋을 사용할 수 있는 설정으로 커스텀 EditorWindow 클래스를 설정하는 경우 다음을 수행하십시오.
ScriptableObject를 사용하여 설정의 복사본을 저장합니다. CustomEditor 속성도 가질 수 있습니다. 프리셋 시스템이 이 오브젝트를 처리합니다.
항상 임시 ScriptableObject
인스펙터를 사용하여 프리셋 설정을 UI에 표시합니다. 이렇게 하면 EditorWindow
에서 그리고 저장된 프리셋을 편집할 때 사용자에게 동일한 UI가 표시됩니다.
Preset 버튼을 노출하고 자체 PresetSelectorReceiver 구현을 사용하여 프리셋이 Select Preset 창에서 선택된 경우 EditorWindow
설정을 최신 상태로 유지합니다.
다음 예제 스크립트는 프리셋 설정을 간단한 EditorWindow
에 추가하는 방법을 보여줍니다.
이 예제 스크립트는 커스텀 창에 설정을 유지하고 표시하는 ScriptableObject를 보여줍니다(Editor/MyWindowSettings.cs 파일에 저장됨).
using UnityEngine;
// Temporary ScriptableObject used by the Preset system
public class MyWindowSettings : ScriptableObject
{
[SerializeField]
string m_SomeSettings;
public void Init(MyEditorWindow window)
{
m_SomeSettings = window.someSettings;
}
public void ApplySettings(MyEditorWindow window)
{
window.someSettings = m_SomeSettings;
window.Repaint();
}
}
커스텀 창에 사용되는 ScriptableObject
를 업데이트하는 PresetSelectorReceiver
의 예제 스크립트입니다(Editor/MySettingsReceiver.cs라고 불리는 파일에 저장됨).
using UnityEditor.Presets;
// PresetSelector receiver to update the EditorWindow with the selected values.
public class MySettingsReceiver : PresetSelectorReceiver
{
Preset initialValues;
MyWindowSettings currentSettings;
MyEditorWindow currentWindow;
public void Init(MyWindowSettings settings, MyEditorWindow window)
{
currentWindow = window;
currentSettings = settings;
initialValues = new Preset(currentSettings);
}
public override void OnSelectionChanged(Preset selection)
{
if (selection != null)
{
// Apply the selection to the temporary settings
selection.ApplyTo(currentSettings);
}
else
{
// None have been selected. Apply the Initial values back to the temporary selection.
initialValues.ApplyTo(currentSettings);
}
// Apply the new temporary settings to our manager instance
currentSettings.ApplySettings(currentWindow);
}
public override void OnSelectionClosed(Preset selection)
{
// Call selection change one last time to make sure you have the last selection values.
OnSelectionChanged(selection);
// Destroy the receiver here, so you don't need to keep a reference to it.
DestroyImmediate(this);
}
}
임시 ScriptableObject 인스펙터와 해당 프리셋 버튼을 사용하여 커스텀 설정을 보여주는 EditorWindow의 예제 스크립트입니다(Editor/MyEditorWindow.cs 파일에 저장됨).
using UnityEngine;
using UnityEditor;
using UnityEditor.Presets;
public class MyEditorWindow : EditorWindow
{
// get the Preset icon and a style to display it
private static class Styles
{
public static GUIContent presetIcon = EditorGUIUtility.IconContent("Preset.Context");
public static GUIStyle iconButton = new GUIStyle("IconButton");
}
Editor m_SettingsEditor;
MyWindowSettings m_SerializedSettings;
public string someSettings
{
get { return EditorPrefs.GetString("MyEditorWindow_SomeSettings"); }
set { EditorPrefs.SetString("MyEditorWindow_SomeSettings", value); }
}
// Method to open the window
[MenuItem("Window/MyEditorWindow")]
static void OpenWindow()
{
GetWindow<MyEditorWindow>();
}
void OnEnable()
{
// Create your settings now and its associated Inspector
// that allows to create only one custom Inspector for the settings in the window and the Preset.
m_SerializedSettings = ScriptableObject.CreateInstance<MyWindowSettings>();
m_SerializedSettings.Init(this);
m_SettingsEditor = Editor.CreateEditor(m_SerializedSettings);
}
void OnDisable()
{
Object.DestroyImmediate(m_SerializedSettings);
Object.DestroyImmediate(m_SettingsEditor);
}
void OnGUI()
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("My custom settings", EditorStyles.boldLabel);
GUILayout.FlexibleSpace();
// create the Preset button at the end of the "MyManager Settings" line.
var buttonPosition = EditorGUILayout.GetControlRect(false, EditorGUIUtility.singleLineHeight, Styles.iconButton);
if (EditorGUI.DropdownButton(buttonPosition, Styles.presetIcon, FocusType.Passive, Styles.iconButton))
{
// Create a receiver instance. This destroys itself when the window appears, so you don't need to keep a reference to it.
var presetReceiver = ScriptableObject.CreateInstance<MySettingsReceiver>();
presetReceiver.Init(m_SerializedSettings, this);
// Show the PresetSelector modal window. The presetReceiver updates your data.
PresetSelector.ShowSelector(m_SerializedSettings, null, true, presetReceiver);
}
EditorGUILayout.EndHorizontal();
// Draw the settings default Inspector and catch any change made to it.
EditorGUI.BeginChangeCheck();
m_SettingsEditor.OnInspectorGUI();
if (EditorGUI.EndChangeCheck())
{
// Apply changes made in the settings editor to our instance.
m_SerializedSettings.ApplySettings(this);
}
}
}
2017–03–27 페이지 게시됨 2018.1의 새 기능 NewIn20181
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