Unity3d编辑器拓展二:序列化与编辑器

分类: Unity3d之脚本编程 |
原创文章如需转载请注明:转载自风宇冲Unity3D教程学院
本文需要对C#的特性概念有一定了解。有关特性见另外一篇博客:Attribute特性。
[一]概念
Serialize:序列化,使绑定于游戏对象上的脚本中的可序列化数据可以保存,以及在编辑器中编辑。
Serializable data:可序列化数据,所有如整形字符串枚举等基本数据都是可序列化数据。类和struct需要使用Serializable声明序列化。
[二]相关特性
Serializable:
声明class或者struct为序列化数据。它在JS里是隐式实现的,但是在C#需要自己实现。
例如
[System.Serializable]
public class Item
{
public string name;
public int num;
}
SerializeField:
所有public的可序列化数据都是自动序列化的。而Private的则需要在变量前附加SerializeField特性来序列化。例如。
[SerializeField]
private float myScale;
CustomEditor:
某类的自定义Inspector显示文件。例如
[CustomEditor(typeof(类名))]
public class 任意名: Editor {
void OnInspectorGUI()
{
}
}
CanEditMultipleObjects:
可编辑多个物体,附着在类前。一般和CustomEditor一同使用。
[三]序列化与编辑器拓展
在Unity中序列化的变量类等都可以通过下述方法,快速实现在编辑器中的显示与编辑。
void OnInspectorGUI()
{
//得到其中的序列化类person
SerializedProperty s_person = serializedObject.FindProperty("person");
//通过PropertyField在编辑器中显示
EditorGUILayout.PropertyField(s_person);
//保存变化后的值
serializedObject.ApplyModifiedProperties();
}
[四]实例
实例1:
- using UnityEngine;
- using System.Collections;
-
- [System.Serializable]
- public class Person
- {
- public string name;
- public int age;
- }
-
- public class MyClass : MonoBehaviour {
- public Person[] person;
- [SerializeField]
- private float myScale;
- }
MyClassInspector.cs
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
-
- [CustomEditor(typeof(MyClass))]
- public class MyClassInspector : Editor {
- void OnInspectorGUI()
- {
- SerializedProperty s_person = serializedObject.FindProperty("person");
- EditorGUILayout.PropertyField(s_person);
-
- SerializedProperty s_myScale = serializedObject.FindProperty("myScale");
- EditorGUILayout.PropertyField(s_myScale);
-
- serializedObject.ApplyModifiedProperties();
- }
- }
可以试试看,
把
MyClass.cs中的第4行去掉,那么Person将不能在Inspector中编辑。
把
MyClass.cs中的第13行去掉,那么
myScale
将不能在Inspector中编辑。
实例2: 位移旋转缩放的重置功能
TransformInspector.cs
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
-
- [CanEditMultipleObjects]
- [CustomEditor(typeof(Transform))]
- public class TransformInspector : Editor {
- SerializedProperty mPos;
- SerializedProperty mScale;
- public override void OnInspectorGUI()
- {
- EditorGUIUtility.labelWidth = 15f;
- mPos = serializedObject.FindProperty("m_LocalPosition");
- mScale = serializedObject.FindProperty("m_LocalScale");
-
- DrawPosition();
- DrawRotation();
- DrawScale();
-
- serializedObject.ApplyModifiedProperties();
- }
-
- void DrawPosition ()
- {
- GUILayout.BeginHorizontal();
- {
- bool reset = GUILayout.Button("P", GUILayout.Width(20f));
- EditorGUILayout.LabelField("Position",GUILayout.Width(50f));
- EditorGUILayout.PropertyField(mPos.FindPropertyRelative("x"));
- EditorGUILayout.PropertyField(mPos.FindPropertyRelative("y"));
- EditorGUILayout.PropertyField(mPos.FindPropertyRelative("z"));
- if (reset) mPos.vector3Value = Vector3.zero;
- }
- GUILayout.EndHorizontal();
- }
-
- void DrawScale ()
- {
- GUILayout.BeginHorizontal();
- {
- bool reset = GUILayout.Button("P", GUILayout.Width(20f));
- EditorGUILayout.LabelField("Scale",GUILayout.Width(50f));
- EditorGUILayout.PropertyField(mScale.FindPropertyRelative("x"));
- EditorGUILayout.PropertyField(mScale.FindPropertyRelative("y"));
- EditorGUILayout.PropertyField(mScale.FindPropertyRelative("z"));
- if (reset) mScale.vector3Value = Vector3.one;
- }
- GUILayout.EndHorizontal();
- }
-
- void DrawRotation ()
- {
- GUILayout.BeginHorizontal();
- {
- bool reset = GUILayout.Button("P", GUILayout.Width(20f));
- EditorGUILayout.LabelField("Rotation",GUILayout.Width(50f));
- Vector3 ls = (serializedObject.targetObject as Transform).localEulerAngles;
- FloatField("X",ref ls.x);
- FloatField("Y",ref ls.y);
- FloatField("Z",ref ls.z);
- if (reset)
- (serializedObject.targetObject as Transform).localEulerAngles = Vector3.zero;
- else
- (serializedObject.targetObject as Transform).localEulerAngles = ls;
- }
- GUILayout.EndHorizontal();
- }
-
- void FloatField(string name,ref float f)
- {
- f = EditorGUILayout.FloatField(name,f);
- }
- }