Editor类的属性绘制


using UnityEngine;
using System.Collections;


public class myRange : PropertyAttribute {


    public float max;
    public float min;


    public myRange(float min,float max )
    {
        this.max = max;
        this.min = min;
    }
    
}



using UnityEngine;
using System.Collections;
using UnityEditor;


[CustomPropertyDrawer(typeof(myRange))]
public class myRangeEditor : PropertyDrawer {


     public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {


        // First get the attribute since it contains the range for the slider
        myRange range = attribute as myRange;


        // Now draw the property as a Slider or an IntSlider based on whether it's a float or integer.
        if (property.propertyType == SerializedPropertyType.Float)
            EditorGUI.Slider(position, property, range.min, range.max, "我是滑动条");
        else if (property.propertyType == SerializedPropertyType.Integer)
            EditorGUI.IntSlider(position, property, (int)range.min, (int)range.max, "我是滑动条");
        //else
        //    EditorGUI.LabelField(position, label.text, "Use Range with float or int.");
    }


}



using UnityEngine;
using System.Collections;


public class Test : MonoBehaviour {


    [myRange(0f,10f)]
    public float 英雄血量;


// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}
}


再把Test.cs挂在GameObject物品上



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