Unity编纂器不影响原有布局拓展Inspector(转载)
今天无意间发现了一篇好文章,也让我解决了一个很久都没解决的难题。问题是这样的,假如我想去拓展Unity自带的inspector但是并不想影响原有布局。 比如下面这段代码:public class MyTest : Editor
{
public override void OnInspectorGUI ()
{
base.OnInspectorGUI ();
if(GUILayout.Button(”Adding this button”))
{
Debug.Log(”Adding this button”);
}
}
}我的本意是想在Rect Transform面板的下面去添加一个按钮,可是我一旦调用base.OnInspectorGUI()方式以后,原有的布局都就变了
为什么会影响到原有布局呢?原因是这样的上面的代码是担任Editor的,那么base.OnInspectorGUI()实际上去掉用了Editor类里的OnInspectorGUI()方式,可是RectTransfm的OnInspectorGUI()方式是在RectTransformEditor这个类写的。
但是问题就来了,RectTransformEditor这个类不是一个对外公开的类。所以不能担任它,那也就无法调用它的OnInspectorGUI()方式了,所以就有了上述问题。
这里有一个巧妙的反射方式,完美的解决这个问题。Extend Unity's built-in inspectors (GitHub: Where the world builds software)
理论上unity提供的每一个脚本都有一个 XXXEditor 类 , 用来绘制它的面板。(本文用到的就是 RectTransformEditor)如果你不确定可以去我反编译的代码里面去找。xuanyusong / unity-decompiled — Bitbucket
如下图所示,此刻既保留了原有的布局,也可以便利的拓展了。。
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
/// <summary>
/// A base class for creating editors that decorate Unity's built-in editor types.
/// </summary>
public abstract class DecoratorEditor : Editor
{
// empty array for invoking methods using reflection
private static readonly object[] EMPTY_ARRAY = new object;
#region Editor Fields
/// <summary>
/// Type object for the internally used (decorated) editor.
/// </summary>
private System.Type decoratedEditorType;
/// <summary>
/// Type object for the object that is edited by this editor.
/// </summary>
private System.Type editedObjectType;
private Editor editorInstance;
#endregion
private static Dictionary<string, MethodInfo> decoratedMethods = new Dictionary<string, MethodInfo>();
private static Assembly editorAssembly = Assembly.GetAssembly(typeof(Editor));
protected Editor EditorInstance
{
get
{
if (editorInstance == null && targets != null && targets.Length > 0)
{
editorInstance = Editor.CreateEditor(targets, decoratedEditorType);
}
if (editorInstance == null)
{
Debug.LogError(”Could not create editor !”);
}
return editorInstance;
}
}
public DecoratorEditor (string editorTypeName)
{
this.decoratedEditorType = editorAssembly.GetTypes().Where(t => t.Name == editorTypeName).FirstOrDefault();
Init ();
// Check CustomEditor types.
var originalEditedType = GetCustomEditorType(decoratedEditorType);
if (originalEditedType != editedObjectType)
{
throw new System.ArgumentException(
string.Format(”Type {0} does not match the editor {1} type {2}”,
editedObjectType, editorTypeName, originalEditedType));
}
}
private System.Type GetCustomEditorType(System.Type type)
{
var flags = BindingFlags.NonPublic| BindingFlags.Instance;
var attributes = type.GetCustomAttributes(typeof(CustomEditor), true) as CustomEditor[];
var field = attributes.Select(editor => editor.GetType().GetField(”m_InspectedType”, flags)).First();
return field.GetValue(attributes) as System.Type;
}
private void Init()
{
var flags = BindingFlags.NonPublic| BindingFlags.Instance;
var attributes = this.GetType().GetCustomAttributes(typeof(CustomEditor), true) as CustomEditor[];
var field = attributes.Select(editor => editor.GetType().GetField(”m_InspectedType”, flags)).First();
editedObjectType = field.GetValue(attributes) as System.Type;
}
void OnDisable()
{
if (editorInstance != null)
{
DestroyImmediate(editorInstance);
}
}
/// <summary>
/// Delegates a method call with the given name to the decorated editor instance.
/// </summary>
protected void CallInspectorMethod(string methodName)
{
MethodInfo method = null;
// Add MethodInfo to cache
if (!decoratedMethods.ContainsKey(methodName))
{
var flags = BindingFlags.Instance | BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public;
method = decoratedEditorType.GetMethod(methodName, flags);
if (method != null)
{
decoratedMethods = method;
}
else
{
Debug.LogError(string.Format(”Could not find method {0}”, method));
}
}
else
{
method = decoratedMethods;
}
if (method != null)
{
method.Invoke(EditorInstance, EMPTY_ARRAY);
}
}
public void OnSceneGUI()
{
CallInspectorMethod(”OnSceneGUI”);
}
protected override void OnHeaderGUI ()
{
CallInspectorMethod(”OnHeaderGUI”);
}
public override void OnInspectorGUI ()
{
EditorInstance.OnInspectorGUI();
}
public override void DrawPreview (Rect previewArea)
{
EditorInstance.DrawPreview (previewArea);
}
public override string GetInfoString ()
{
return EditorInstance.GetInfoString ();
}
public override GUIContent GetPreviewTitle ()
{
return EditorInstance.GetPreviewTitle();
}
public override bool HasPreviewGUI ()
{
return EditorInstance.HasPreviewGUI ();
}
public override void OnInteractivePreviewGUI (Rect r, GUIStyle background)
{
EditorInstance.OnInteractivePreviewGUI (r, background);
}
public override void OnPreviewGUI (Rect r, GUIStyle background)
{
EditorInstance.OnPreviewGUI (r, background);
}
public override void OnPreviewSettings ()
{
EditorInstance.OnPreviewSettings ();
}
public override void ReloadPreviewInstances ()
{
EditorInstance.ReloadPreviewInstances ();
}
public override Texture2D RenderStaticPreview (string assetPath, Object[] subAssets, int width, int height)
{
return EditorInstance.RenderStaticPreview (assetPath, subAssets, width, height);
}
public override bool RequiresConstantRepaint ()
{
return EditorInstance.RequiresConstantRepaint ();
}
public override bool UseDefaultMargins ()
{
return EditorInstance.UseDefaultMargins ();
}
}版本: Unity5.3.3
转载链接:Unity3D研究院编纂器之不影响原有布局拓展Inspector(二十四) | 雨松MOMO法式研究院 (xuanyusong.com)
注:此方式有个短处,不撑持多选操作,多选时候写的面板会消掉。
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