Unity Editor 扩展PropertyDrawer (属性的 Inspector )

using UnityEngine;

[System.Serializable]
public struct RangeFloat {

    public float min;
    public float max;

    public RangeFloat (float minValue, float maxValue) {
        min = minValue;
        max = maxValue;
    }

    public float Lerp (float t) {
        return Mathf.Lerp(min, max, t);
    }
}

以下代码放置在名为 Editor 的文件夹下

#pragma warning disable 0649

using UnityEditor;
using UnityEngine;

[CustomPropertyDrawer(typeof(RangeFloat))]
public class RangeFloatDrawer : PropertyDrawer {

    public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
        // 只能在 position 指定的范围内绘制
        EditorGUI.BeginProperty(position, label, property);
        {
            float x, w;
            int elementCount = 3;
            for (int i = 0; i < elementCount; i++) {
                w = position.width / elementCount;
                x = position.x + w * i;
                switch (i) {
                    case 0:
                        EditorGUIUtility.labelWidth = 25;
                        EditorGUI.LabelField(new Rect(x, position.y, w, position.height), property.displayName);
                        break;
                    case 1:
                        EditorGUIUtility.labelWidth = 25;
                        EditorGUI.PropertyField(new Rect(x, position.y, w, position.height), property.FindPropertyRelative("min"));
                        break;
                    case 2:
                        EditorGUIUtility.labelWidth = 25;
                        EditorGUI.PropertyField(new Rect(x, position.y, w, position.height), property.FindPropertyRelative("max"));
                        break;
                }
            }
        }
        EditorGUI.EndProperty();
        EditorGUIUtility.labelWidth = 0; // 将其设置为 0 会重置为默认值
    }

}
原文地址:https://www.cnblogs.com/kingBook/p/15331723.html