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List Drawer Settings Attribute 自定义数组或者列表绘制方式
Odin已经重写对应的数组和列表的绘制
[Title("List Basics")][InfoBox("现在可以拖动列表元素来重新排序并逐个删除它们,并且列表具有分页功能(尝试添加大量元素!)您仍然可以从项目视图一次将许多资产拖到列表中—只需将它们拖到列表本身,并将它们插入到您想要添加它们的地方.")]public List<float> FloatList;
将[Range]属性应用于此列表,代替传统的float形式
[InfoBox("将[Range]属性应用于此列表,代替传统的float形式")][Range(0, 1)]public float[] FloatRangeArray;
不同方式的只读方式
[ListDrawerSettings(IsReadOnly = true)]public int[] ReadOnlyArray1 = new int[] { 1, 2, 3 };[ReadOnly]public int[] ReadOnlyArray2 = new int[] { 1, 2, 3 };
负责数据结构的数组或列表
public SomeOtherStruct[] SomeStructList;
自定义page每页的个数
[Title("Advanced List Customization")][InfoBox("Using [ListDrawerSettings], lists can be customized in a wide variety of ways.")][ListDrawerSettings(NumberOfItemsPerPage = 5)]public int[] FiveItemsPerPage;
显示对应元素的索引和指定其元素的标签
[ListDrawerSettings(ShowIndexLabels = true, ListElementLabelName = "SomeString")]public SomeStruct[] IndexLabels;
禁止拖拽item,禁止翻页,禁止显示item个数
[ListDrawerSettings(DraggableItems = false, Expanded = false, ShowIndexLabels = true, ShowPaging = false, ShowItemCount = false, HideRemoveButton = true)]public int[] MoreListSettings = new int[] { 1, 2, 3 };
【OnBeginListElementGUI】【OnEndListElementGUI】在每个列表元素的前后调用一个函数,并传入对应元素的索引
[ListDrawerSettings(OnBeginListElementGUI = "BeginDrawListElement", OnEndListElementGUI = "EndDrawListElement")]public SomeStruct[] InjectListElementGUI;private void BeginDrawListElement(int index){SirenixEditorGUI.BeginBox(this.InjectListElementGUI[index].SomeString);}private void EndDrawListElement(int index){SirenixEditorGUI.EndBox();}
使用它将自定义GUI注入到列表的标题栏中。
[ListDrawerSettings(OnTitleBarGUI = "DrawRefreshButton")]public List<int> CustomButtons;private void DrawRefreshButton(){if (SirenixEditorGUI.ToolbarButton(EditorIcons.Refresh)){Debug.Log(this.CustomButtons.Count.ToString());}}
【CustomAddFunction 】覆盖将对象添加到列表的默认行为。如果引用的成员返回列表类型元素,则将对每个选定对象调用该元素一次。如果引用的方法返回void,那么不管选择了多少对象,它都只会被调用一次。
[ListDrawerSettings(CustomAddFunction = "CustomAddFunction")]public List<int> CustomAddBehaviour;private int CustomAddFunction(){return this.CustomAddBehaviour.Count+100;}
完整示例代码
using Sirenix.OdinInspector;
using Sirenix.Utilities.Editor;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class ListDrawerSettingsAttributeExample : MonoBehaviour
{[PropertyOrder(int.MinValue), OnInspectorGUI]private void DrawIntroInfoBox(){SirenixEditorGUI.InfoMessageBox("Odin开箱即用,无需检查,即可全面升级检查器中列表和数组的图形.");}[Title("List Basics")][InfoBox("现在可以拖动列表元素来重新排序并逐个删除它们,并且列表具有分页功能(尝试添加大量元素!)您仍然可以从项目视图一次将许多资产拖到列表中—只需将它们拖到列表本身,并将它们插入到您想要添加它们的地方.")]public List<float> FloatList;[InfoBox("将[Range]属性应用于此列表,代替传统的float形式")][Range(0, 1)]public float[] FloatRangeArray;[ListDrawerSettings(IsReadOnly = true)]public int[] ReadOnlyArray1 = new int[] { 1, 2, 3 };[ReadOnly]public int[] ReadOnlyArray2 = new int[] { 1, 2, 3 };public SomeOtherStruct[] SomeStructList;[Title("Advanced List Customization")][InfoBox("Using [ListDrawerSettings], lists can be customized in a wide variety of ways.")][ListDrawerSettings(NumberOfItemsPerPage = 5)]public int[] FiveItemsPerPage;[ListDrawerSettings(ShowIndexLabels = true, ListElementLabelName = "SomeString")]public SomeStruct[] IndexLabels;[ListDrawerSettings(DraggableItems = false, Expanded = false, ShowIndexLabels = true, ShowPaging = false, ShowItemCount = false, HideRemoveButton = true)]public int[] MoreListSettings = new int[] { 1, 2, 3 };[ListDrawerSettings(OnBeginListElementGUI = "BeginDrawListElement", OnEndListElementGUI = "EndDrawListElement")]public SomeStruct[] InjectListElementGUI;private void BeginDrawListElement(int index){SirenixEditorGUI.BeginBox(this.InjectListElementGUI[index].SomeString);}private void EndDrawListElement(int index){SirenixEditorGUI.EndBox();}[ListDrawerSettings(OnTitleBarGUI = "DrawRefreshButton")]public List<int> CustomButtons;private void DrawRefreshButton(){if (SirenixEditorGUI.ToolbarButton(EditorIcons.Refresh)){Debug.Log(this.CustomButtons.Count.ToString());}}[ListDrawerSettings(CustomAddFunction = "CustomAddFunction")]public List<int> CustomAddBehaviour;private int CustomAddFunction(){return this.CustomAddBehaviour.Count+100;}[Serializable]public struct SomeStruct{public string SomeString;public int One;public int Two;public int Three;}[Serializable]public struct SomeOtherStruct{[HorizontalGroup("Split", 55), PropertyOrder(-1)][PreviewField(50, Sirenix.OdinInspector.ObjectFieldAlignment.Left), HideLabel]public UnityEngine.MonoBehaviour SomeObject;[FoldoutGroup("Split/$Name", false)]public int A, B, C;[FoldoutGroup("Split/$Name", false)]public int Two;[FoldoutGroup("Split/$Name", false)]public int Three;private string Name { get { return this.SomeObject ? this.SomeObject.name : "Null"; } }}
}
更多教程内容详见:革命性Unity 编辑器扩展工具 --- Odin Inspector 系列教程
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