버전:2021.3+
이 예제는 C# 스크립트에서 바인딩 경로를 사용하여 바인딩하는 방법을 보여줍니다.
이 예제에서는 게임 오브젝트의 이름을 변경하는 커스텀 에디터 창을 생성합니다.
이 예제에서 생성한 완성된 파일은 GitHub 저장소에서 확인할 수 있습니다.
이 가이드는 Unity 에디터, UI 툴킷, C# 스크립팅에 익숙한 개발자용입니다.시작하기 전에 먼저 다음을 숙지하십시오.
TextField
를 사용하여 C#에서 커스텀 에디터 창을 만듭니다.바인딩 경로를 게임 오브젝트의 이름 프로퍼티로 설정하고 Bind()
메서드를 명시적으로 호출합니다.
Unity에서 임의의 템플릿을 사용하여 프로젝트를 생성합니다.
프로젝트(Project) 창에서 파일을 저장할 폴더 이름을 ‘bind-with-binding-path’ 폴더로 지정합니다.
bind-with-binding-path 폴더에 Editor
라는 이름의 폴더를 만듭니다.
Editor 폴더에서 SimpleBindingExample.cs
라는 이름의 C# 스크립트를 생성하고 해당 콘텐츠를 다음과 같이 바꿉니다.
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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