unity 属性面板的绘制

最终效果:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;


[CustomEditor(typeof(BaseAttribute))] //需要重写的类
public class MyTouchJoystick : Editor
{
    BaseAttribute baseAttribute;
    bool isShowBackSetting;
    bool isShowForwardSetting;

    void OnEnable()
    {
        //获取当前编辑自定义的Inspector的对象
        baseAttribute = (BaseAttribute)target;
    }

    //自定义检视面板
    public override void OnInspectorGUI()
    {
        //设置整个布局为垂直布局
        EditorGUILayout.BeginVertical();

        //空行
        EditorGUILayout.Space();
        EditorGUILayout.Space();
        EditorGUILayout.Space();
        //绘制摇杆的背景属性
        isShowBackSetting = EditorGUILayout.Foldout(isShowBackSetting,"BackSprite:");
        if (isShowBackSetting)
        {
            //绘制背景
            baseAttribute.BackSprite = (Sprite)EditorGUILayout.ObjectField("Texture:", baseAttribute.BackSprite, typeof(Sprite), true);
            //水平绘制大小属性面板        
            EditorGUILayout.LabelField("Size:");
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.Space();
            //绘制标签
            EditorGUILayout.LabelField("Width:", GUILayout.MaxWidth(50));
            //绘制可以输入的float类型
            baseAttribute.BackSpriteWidth = EditorGUILayout.FloatField(baseAttribute.BackSpriteWidth);
            EditorGUILayout.LabelField("Height:", GUILayout.MaxWidth(50));
            baseAttribute.BackSpriteHeight = EditorGUILayout.FloatField(baseAttribute.BackSpriteHeight);
            EditorGUILayout.EndHorizontal();
        }
        isShowForwardSetting = EditorGUILayout.Foldout(isShowForwardSetting, "ForwardSprite:");
        if(isShowForwardSetting)
        {
            //绘制前景
            baseAttribute.ForwardSprite = (Sprite)EditorGUILayout.ObjectField("Texture:", baseAttribute.ForwardSprite, typeof(Sprite), true);
            //水平绘制大小属性面板        
            EditorGUILayout.LabelField("Size:");
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("Width:", GUILayout.MaxWidth(50));
            baseAttribute.ForwardSpriteWidth = EditorGUILayout.FloatField(baseAttribute.BackSpriteWidth);
            EditorGUILayout.LabelField("Height:", GUILayout.MaxWidth(50));
            baseAttribute.ForwardSpriteHeight = EditorGUILayout.FloatField(baseAttribute.BackSpriteHeight);
            EditorGUILayout.EndHorizontal();
        
        }
    }
}

  

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

[ExecuteInEditMode] //不需要运行游戏即可控制图片切换
public class BaseAttribute : MonoBehaviour {
  
    //背景属性
    public Sprite BackSprite;
    public float BackSpriteWidth=100;
    public float BackSpriteHeight=100;


    //前景属性
    public Sprite ForwardSprite;
    public float ForwardSpriteWidth;
    public float ForwardSpriteHeight;

    void Update()
    {
        SettingBackImage();
    }

    void SettingBackImage()
    {
        this.GetComponent<Image>().sprite = BackSprite;
    }
}

1.Vertical-垂直布局 
默认的界面布局就是垂直布局,但是为了节目效果,我们还是把它写上比较好,设置元素为垂直布局需使用这对兄弟来声明:

EditorGUILayout.BeginVertical(); 
EditorGUILayout.EndVertical();

2.Horizontal-水平布局

设置元素为水平布局需使用这对兄弟来声明:

EditorGUILayout.BeginHorizontal(); 
EditorGUILayout.EndHorizontal();

3.空行 
使用 EditorGUILayout.Space() 可在两个元素之间空出一行。

4.绘制各种类型字段 
绘制字段用到以下几个方法:

EditorGUILayout.LabelField()标签字段 
EditorGUILayout.IntField() 整数字段 
EditorGUILayout.FloatField() 浮点数字段 
EditorGUILayout.TextField() 文本字段 
EditorGUILayout.Vector2Field() 二维向量字段 
EditorGUILayout.Vector3Field() 三维向量字段 
EditorGUILayout.Vector4Field() 四维向量字段 
EditorGUILayout.ColorField() 颜色字段

5.滑块、进度条 
1/ 滑块:EditorGUILayout.Slider() 
制作一个滑动条用户可以拖动来改变值,在最小和最大值之间

2/ 进度条:EditorGUI.ProgressBar() 

6.帮助框 
帮助框:EditorGUILayout.HelpBox()

来源:http://blog.csdn.net/qq_33337811/article/details/62227146

 

原文地址:https://www.cnblogs.com/lichuangblog/p/7810778.html