objects | All objects must be of same exact type. |
Создает пользовательский редактор для obj
или objects
.
По умолчанию выбирается подходящий редактор, который имеет соответствующий атрибут CustomEditor.
Если задан параметр editorType, вместо этого создается редактор указанного типа.
Use this if you have created multiple custom editors where each editor shows different properties of the object.
Returns NULL if objects
are of different types or if no approprate editor was found.
Рассмотрим скрипт WaypointPathEditor для редактирования массива компонентов Transform путевых точек.
using UnityEditor; using UnityEngine; using System.Collections;
[CustomEditor(typeof(WaypointPath))] public class WaypointPathEditor : Editor { Editor currentTransformEditor; Transform[] waypoints; Transform selectedTransform; string[] optionsList; int index = 0; WaypointPath myWayPath; void GetWaypoints() { myWayPath = target as WaypointPath;
if (myWayPath.wayPointArray != null) { optionsList = new string[myWayPath.wayPointArray.Length];
for (int i = 0; i < optionsList.Length; i++) { optionsList[i] = myWayPath.wayPointArray[i].name; } } } public override void OnInspectorGUI () { GetWaypoints (); DrawDefaultInspector (); EditorGUILayout.Space (); EditorGUI.BeginChangeCheck (); if (optionsList != null) index = EditorGUILayout.Popup ("Select Waypoint", index, optionsList); if (EditorGUI.EndChangeCheck ()) { Editor tmpEditor = null;
if (index < myWayPath.wayPointArray.Length) { selectedTransform = myWayPath.wayPointArray[index]; //Creates an Editor for selected Component from a Popup tmpEditor = Editor.CreateEditor(selectedTransform); } else { selectedTransform = null; } // If there isn't a Transform currently selected then destroy the existing editor if (currentTransformEditor != null) { DestroyImmediate (currentTransformEditor); } currentTransformEditor = tmpEditor; } //Shows the created Editor beneath CustomEditor if (currentTransformEditor != null && selectedTransform != null) { currentTransformEditor.OnInspectorGUI (); } } }
И скрипт, присоединенный к игровому объекту пути:
using UnityEngine; using System.Collections;
// Note: this is not an editor script. public class WaypointPath : MonoBehaviour { public Transform[] wayPointArray; }