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);
}
}