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Asset List Attribute特性:用于列表和数组以及Unity type的单个元素,并将默认列表Drop替换为具有指定过滤器的所有可能资产的列表。使用此选项可以过滤并在列表或数组中包含或排除资产,而无需导航项目窗口。
AssetList:创建一个指定类型的列表
[AssetList][PreviewField(70, ObjectFieldAlignment.Center)]public Texture2D SingleObject;
【Path】根据指定筛选资源的路径
[AssetList(Path = "Plugins/Sirenix/")]public UnityEngine.Object Object;
如果是List,将以列表的形式表示出来,但是只有在选中时,才会被添加到List中
[AssetList(Path = "/Plugins/Sirenix/")]public List<ScriptableObject> AssetList;
【AutoPopulate】符合规则的自动添加到List中
[AssetList(AutoPopulate = true)]//设置为true则自动填充符合规则的资源,false为只显示不填充public List<MeshRenderer> AutoPopulatedWhenInspected;
【LayerNames】也可以指定layer层过滤
[AssetList(LayerNames = "MyLayerName")]//public GameObject[] AllPrefabsWithLayerName;
【AssetNamePrefix】以资源名称的前缀作为筛选条件
[AssetList(AssetNamePrefix = "前缀")][FoldoutGroup("过滤后的AssetLists")]public List<GameObject> PrefabsStartingWithPrefix;
【Tags】以资源的tag作为筛选条件,可用,符号分隔多个Tag
[AssetList(Tags = "TagA,TagB",Path = "/TutorialAsset")]public List<GameObject> GameObjectsWithTag;
【CustomFilterMethod】自定义过滤函数
[AssetList(CustomFilterMethod = "HasRigidbodyComponent")]public List<GameObject> MyRigidbodyPrefabs;private bool HasRigidbodyComponent(GameObject obj){return obj.GetComponent<Rigidbody>() != null;}
完整示例代码
using Sirenix.OdinInspector;
using System.Collections.Generic;
using UnityEngine;public class AssetListAttributeExample : MonoBehaviour
{[AssetList][PreviewField(70, ObjectFieldAlignment.Center)]public Texture2D SingleObject;[AssetList(Path = "Plugins/Sirenix/")]public UnityEngine.Object Object;[AssetList(Path = "/Plugins/Sirenix/")]public List<ScriptableObject> AssetList;[AssetList(AutoPopulate = true)]//设置为true则自动填充符合规则的资源,false为只显示不填充public List<MeshRenderer> AutoPopulatedWhenInspected;[AssetList(LayerNames = "MyLayerName")]//public GameObject[] AllPrefabsWithLayerName;[AssetList(AssetNamePrefix = "前缀")][FoldoutGroup("过滤后的AssetLists")]public List<GameObject> PrefabsStartingWithPrefix;[AssetList(Tags = "TagA,TagB",Path = "/TutorialAsset")]public List<GameObject> GameObjectsWithTag;[AssetList(CustomFilterMethod = "HasRigidbodyComponent")]public List<GameObject> MyRigidbodyPrefabs;private bool HasRigidbodyComponent(GameObject obj){return obj.GetComponent<Rigidbody>() != 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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