objects | 所有对象的类型必须相同。 |
为 targetObject
或 targetObjects
创建自定义编辑器。
By default, an appropriate editor with a matching CustomEditor attribute is created.
If an editorType is specified, an editor of that type is created instead.
Use this if you have created multiple custom editors, and each editor shows different properties of the object.
Returns NULL if objects
are of different types or if no approprate editor was found. Editors created using this function have to be destroyed explicitly, using either Object.Destroy or Object.DestroyImmediate.
Consider a script WaypointPathEditor for editing the Transforms of a wayPoint array.
using UnityEditor; using UnityEngine; using System.Collections;
[CustomEditor(typeof(WaypointPath))] public class WaypointPathEditor : Editor { Editor currentTransformEditor; 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++) { Transform wayPoint = myWayPath.wayPointArray[i];
if (wayPoint != null) optionsList[i] = wayPoint.name; else optionsList[i] = $"Empty waypoint {(i + 1)}"; } } }
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 (); } } }
附加到路标 GameObject 的脚本:
using UnityEngine; using System.Collections;
// Note: this is not an editor script. public class WaypointPath : MonoBehaviour { public Transform[] wayPointArray; }