原文地址:http://www.cnblogs.com/caymanlu/p/5722549.html
Unity支持自行创建窗口,也支持自定义窗口布局。在Project视图中创建一个Editor文件夹,在文件夹中再创建一条脚本。
自定义窗口需要让脚本继承EditorWindow再设置MenuItem,此时在Unity导航菜单栏中GameObjec->window就可创建一个自定义窗口。
0.窗口:
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1.LabelField制作一个标签字段(通常用于显示只读信息) LabelField(string label1,string label2,GUILayoutOption[] options) //参数:label1标签字段前面的标签 label2显示在右侧的标签 options额外布局属性可选列表 --无返回值
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效果:
![](https://img.laitimes.com/img/9ZDMuAjOiMmIsIjOiQnIsIyZuBnL3AjNxQTNzYDMx0yN0cDOygDNwETMzcDM2EDMy0yMyYzN5kzLcdDM2EDMy8CXzIjN3kTOvw1ZvxmYvwVbvNmLzd2bsJmbj5SNxAjMzV2Zh1Wavw1LcpDc0RHaiojIsJye.png)
2.Toggle开关按钮 Toggle(bool value,GUILayoutOption[] options) Toggle(string label,bool value,GUILayoutOption[] options) //参数:label开关按钮前面的可选标签 value开关按钮的显示状态 options额外布局属性的可选列表 //返回:bool,开关按钮的选择状态
//如果开关控件被选择,显示一个按钮。
bool showBtn =true;
voidOnGUI()
{
showBtn =EditorGUILayout.Toggle("Show Button", showBtn);
if(showBtn)
{
if(GUILayout.Button("Close"))
this.Close();
}
}
效果:
3.TextField文本字段 TextField(string text,GUILayoutOption[] options) TextField(string label,string text,GUIStyle style,GUILayoutOption[] options) TextField(string text,GUIStyle style,GUILayoutOption[] options) TextField(GUIContent label,string text,GUILayoutOption[] options) TextField(string label,string text,GUILayoutOption[] options) TextField( GUIContent label, string text,GUIStyle style,GUILayoutOption[] options) //参数:label可选标签 text编辑的文本 style可选样式 options额外布局属性的可选列表 //返回:string,用户输入的文本
//通过字段,自动改变选择物体的名字
string objectName ="";
voidOnGUI()
{
GUILayout.Label("Select an object in the hierarchy view");
if(Selection.activeGameObject)
Selection.activeGameObject.name =EditorGUILayout.TextField("Object Name: ",Selection.activeGameObject.name);
this.Repaint();//实时刷新
}
}
效果:
4.TextArea文本区域 TextArea(string text,GUILayoutOption[] options) TextArea(string text,GUIStyle style,GUILayoutOption[] options) //参数:text可编辑的文本 style可选样式 options额外布局属性的可选列表 //返回:string,用户输入的文本
//在编辑器窗口可视化脚本,这可扩展保存脚本
string text ="Nothing Opened...";
TextAsset txtAsset;
Vector2 scroll;
voidOnGUI()
{
TextAsset newTxtAsset =EditorGUILayout.ObjectField("添加", txtAsset,typeof(TextAsset),true)asTextAsset;
if(newTxtAsset != txtAsset)
ReadTextAsset(newTxtAsset);
scroll =EditorGUILayout.BeginScrollView(scroll);
text =EditorGUILayout.TextArea(text,GUILayout.Height(position.height -30));
EditorGUILayout.EndScrollView();
}
voidReadTextAsset(TextAsset txt){
text = txt.text;
txtAsset = txt;
}
}
效果:
5.SelectableLabel 可选择标签(通常用于显示只读信息,可以被复制粘贴) SelectableLabel(string text,GUILayoutOption[] options) SelectableLabel(string text,GUIStyle style,GUILayoutOption[] options) //参数:text显示的文本 style可选样式 options额外布局属性的可选列表 无返回值
string text="123";
voidOnGUI()
{
EditorGUILayout.SelectableLabel(text); //文本:可以选择然后复制粘贴
}
6.PasswordField 密码字段 PasswordField (string password , GUILayoutOption[] options ) PasswordField (string password , GUIStyle style, GUILayoutOption[] options ) PasswordField (string label ,string password,GUILayoutOption[] options ) PasswordField (string password ,GUIStyle style,GUILayoutOption[] options ) PasswordField (GUIContent label,string password , GUILayoutOption[] options ) PasswordField (GUIContent label,string password ,GUIStyle style,GUILayoutOption[] options )
//参数:label开关按钮前面的可选标签 password编辑的密码 style可选样式 options指定额外布局属性的可选列表 //返回:string,用户输入的密码
//创建密码字段并可视化在密码字段有什么键入。
string text ="Some text here";
function OnGUI(){
text =EditorGUILayout.PasswordField("Type Something:",text);
EditorGUILayout.LabelField("Written Text:", text);
}
}
效果:
7.制作一个文本字段用于输入小数/整数。 FloatField 浮点数字段:返回小数,由用户输入的值
IntField 整数字段:返回整数,由用户输入的值
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8.Slider 滑动条 --IntSlider 整数滑动条
MinMaxSlider 最小最大滑动条
Slider(float leftValue,float rightValue,GUILayoutOption[] options) Slider(string label,float leftValue,float rightValue,GUILayoutOption[] options) Slider(GUIContent label,float value,float leftValue,float rightValue,GUILayoutOption[] options) //参数:label开关按钮前的可选标签 value编辑的值 leftValue滑动条最左边的值 rightValue滑动条最右边的值 options。。。 //返回:float,由用户设置的值
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//随机放置选择的物体在最小最大滑动条之间
float minVal =-10.0f;
float minLimit =-20.0f;
float maxVal =10.0f;
float maxLimit =20.0f;
voidOnGUI()
{
EditorGUILayout.LabelField("Min Val:", minVal.ToString());
EditorGUILayout.LabelField("Max Val:", maxVal.ToString());
EditorGUILayout.MinMaxSlider(ref minVal,ref maxVal, minLimit, maxLimit);
if(GUILayout.Button("Move!"))
PlaceRandomly();
}
voidPlaceRandomly()
{
if(Selection.activeTransform)
Selection.activeTransform.position =
newVector3(Random.Range(minVal, maxVal),
Random.Range(minVal, maxVal),
Random.Range(minVal, maxVal));
else
Debug.LogError("Select a GameObject to randomize its position.");
}
效果:
9.Popup弹出选择菜单 Popup(int selectedIndex,string[] displayOptions,GUILayoutOption[] paroptions) Popup(int selectedIndex,string[] displayOptions,GUIStyle style,GUILayoutOption[] paroptions) Popup(string label,int selectedIndex,string[] displayOptions,GUILayoutOption[] paroptions) Popup(GUIContent label,int selectedIndex,string[] displayOptions,GUILayoutOption[] paroptions)。。。。 //参数:label字段前面可选标签 selectedIndex字段选项的索引 displayedOptions弹出菜单选项的数组 style可选样式 options。。 //返回:int,用户选择的选项索引
string[] options ={"Cube","Sphere","Plane"};
int index =0;
voidOnGUI()
{
index =EditorGUILayout.Popup(index, options);
if(GUILayout.Button("Create"))
InstantiatePrimitive();
}
voidInstantiatePrimitive(){
switch(index){
case0:
GameObject cube=GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.position =Vector3.zero;
break;
case1:
GameObject sphere=GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.position =Vector3.zero;
break;
case2:
GameObject plane=GameObject.CreatePrimitive(PrimitiveType.Plane);
plane.transform.position =Vector3.zero;
break;
default:
Debug.LogError("Unrecognized Option");
break;
}
}
}
效果:
10.EnumPopup 枚举弹出选择菜单(效果同上) //返回System.Enum,用户选择的枚举选项。
enum OPTIONS
{
CUBE =0,
SPHERE =1,
PLANE =2
}
publicclass myEditor3 :EditorWindow{
OPTIONS op=OPTIONS.CUBE;
[MenuItem("cayman/tempShow")]
staticvoid newWelcome()
{
myEditor3 window3 =(myEditor3)EditorWindow.GetWindow(typeof(myEditor3),true,"Eam");
window3.Show();
}
voidOnGUI()
{
op =(OPTIONS)EditorGUILayout.EnumPopup("Primitive to create:", op);
}
}
11.IntPopup 整数弹出选择菜单 IntPopup(string label,int selectedValue,string[] displayOptions,int[] optionValues,GUIStyle style,GUILayoutOption[] paramsOptions)..... //参数:label字段前面的可选标签 selectedValue字段选项的索引 displayOptions弹出菜单項数组 optionValues每个选项带有值的数组。。 //返回:int,用户选择的选项的值
int selectedSize =1;
string[] names ={"Normal","Double","Quadruple"};
int[] sizes ={1,2,4};
voidOnGUI()
{
selectedSize =EditorGUILayout.IntPopup("Resize Scale: ", selectedSize, names, sizes);
if(GUILayout.Button("Scale"))
ReScale();
}
voidReScale()
{
if(Selection.activeTransform)
Selection.activeTransform.localScale =newVector3(selectedSize, selectedSize, selectedSize);
elseDebug.LogError("No Object selected, please select an object to scale.");
}
效果:
12.TagField 标签字段 LayerField层字段 1/ TagField(string label,string tag,GUIStyle style,GUILayoutOption[] paramsOptions)... //参数:label字段前面的可选标签 tag显示字段的标签 。。 //返回:string,用户选择的标签 2/ LayerField(string label,int layer,GUIStyle style,GUILayoutOption[] paramsOptions)...
参数:label字段前面的可选标签 layer显示在该字段的层。。 //返回:int,用户选择的层
string tagStr ="";
int selectedLayer=0;
voidOnGUI()
{ //为游戏物体设置
tagStr =EditorGUILayout.TagField("Tag for Objects:", tagStr);
if(GUILayout.Button("Set Tag!"))
SetTags();
if(GUILayout.Button("Set Layer!"))
SetLayer();
}
voidSetTags(){
foreach(GameObject go inSelection.gameObjects)
go.tag = tagStr;
}
voidSetLayer(){
foreach(GameObject go inSelection.gameObjects)
go.laye= tagStr;
}
效果:
13.ObjectField 物体字段(拖拽物体或拾取器选择物体) ObjectField(string label,Object obj,Type objType,bool allowSceneObjects,GUILayoutOption[] paramsOptions) //label字段前面的可选标签 obj字段显示的物体 objType物体的类型 allowSceneObjects允许指定场景物体.. //返回:Object,用户设置的物体
Object source;
Texture myme;
voidOnGUI()
{
EditorGUILayout.BeginHorizontal();
source =EditorGUILayout.ObjectField("hiahia",source,typeof(Object));
myme= (Texture)EditorGUILayout.ObjectField("hehe",myme,typeof(Texture));//注意类型转换
EditorGUILayout.EndHorizontal();
}
效果:
14.Vector2Field 二维向量字段 Vector3Field 三维向量字段(略,同2维) Vector2Field (string label,Vector2 value,GUILayoutOption[] options) //参数:label字段前面的可选标签 value编辑的值 options... //返回:Vector2,由用户输入的值
float distance =0;
Vector2 p1, p2;
voidOnGUI()
{
p1 =EditorGUILayout.Vector2Field("Point 1:", p1);
p2 =EditorGUILayout.Vector2Field("Point 2:", p2);
EditorGUILayout.LabelField("Distance:", distance.ToString());
}
voidOnInspectorUpdate()//面板刷新
{
distance =Vector2.Distance(p1, p2);
this.Repaint();
}
效果:
15.ColorField 颜色字段 ColorField (string label,Color value,...)
//参数:label字段前面的可选标签 value编辑的值 //返回:Color,由用户输入的值
Color matColor =Color.white;
voidOnGUI()
{
matColor =EditorGUILayout.ColorField("New Color", matColor);
if(GUILayout.Button("Change!"))
ChangeColors();
}
voidChangeColors(){
if(Selection.activeGameObject)
foreach(var t inSelection.gameObjects)
if(t.GetComponent<Renderer>())
t.GetComponent<Renderer>().sharedMaterial.color = matColor;
}
效果:
16. EditorWindow.GetWindowWithRect() 和 EditorWindow.GetWindow()都可以创建一个窗口。前者可以规定窗口的区域,后者可通过鼠标动态的延伸窗口。参数1表示窗口的对象,参数2表示窗口的区域,参数3表示窗口类型true表示窗口不会被别的窗口覆盖,参数4表示窗口的名称。
-
using UnityEngine;
-
using UnityEditor;
-
publicclassMyEditor:EditorWindow
-
{
-
[MenuItem("GameObject/caymanwindow")]
-
staticvoidAddWindow()
-
{
-
//创建窗口
-
Rect wr =newRect(0,0,500,500);
-
MyEditor window =(MyEditor)EditorWindow.GetWindowWithRect(typeof(MyEditor),wr,true,"widown name");
-
window.Show();
-
}
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//输入文字的内容
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privatestring text;
-
//选择贴图的对象
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privateTexture texture;
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float myFloat =1.23f;
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private bool kaiguan;//开关
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private bool groupEnabled;//区域开关
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publicvoidAwake()
-
{
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//在资源中读取一张贴图
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texture =Resources.Load("1")asTexture;
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}
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//绘制窗口时调用
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voidOnGUI()
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{
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//输入框控件
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text =EditorGUILayout.TextField("输入文字:",text);//3.制作一个文本字段
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if(GUILayout.Button("打开通知",GUILayout.Width(200)))
-
{
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//打开一个通知栏
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this.ShowNotification(newGUIContent("This is a Notification"));
-
}
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if(GUILayout.Button("关闭通知",GUILayout.Width(200)))
-
{
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//关闭通知栏
-
this.RemoveNotification();
-
}
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//文本框显示鼠标在窗口的位置
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EditorGUILayout.LabelField("鼠标在窗口的位置",Event.current.mousePosition.ToString());//1.制作一个标签字段(通常用于显示只读信息)
- showBtn = EditorGUILayout.Toggle("开关", showBtn); groupEnabled = EditorGUILayout.BeginToggleGroup("Optional Settings", groupEnabled); text21 = EditorGUILayout.TextField("请输入帐号:", text21); text3 = EditorGUILayout.PasswordField("请输入密码",text3); //密码输入 if (GUILayout.Button("登录", GUILayout.Width(400))) { // } int01 = EditorGUILayout.IntField("输入实例化份数:",int01); if (GUILayout.Button("实例化")) //根据份数,实例化选择的物体 { for (int i = 0; i < int01; i++) { Instantiate(Selection.activeGameObject,Vector3.zero,Quaternion.identity); } } EditorGUILayout.EndToggleGroup(); scale1 = EditorGUILayout.Slider(scale1,1,100); //滑动条 index = EditorGUILayout.Popup(index,options); //弹出选择菜单 if(GUILayout.Button("创建一个")){ switch (index) { case 0: GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = Vector3.zero; break; case 1: GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); sphere.transform.position = Vector3.zero; break; case 2: GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane); plane.transform.position = Vector3.zero; break; default: break; } } showPosition = EditorGUILayout.Foldout(showPosition, status); //制作一个左侧带有箭头的折叠标签 if (showPosition) { if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } }
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//选择贴图
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texture =EditorGUILayout.ObjectField("添加贴图",texture,typeof(Texture),true)asTexture;
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groupEnabled =EditorGUILayout.BeginToggleGroup("Optional Settings",groupEnabled);//起始----------------------------
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//这里放开关区域内内容
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myFloat =EditorGUILayout.Slider("Slider", myFloat,-3,3);//滑动条
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kaiguan=EditorGUILayout.Toggle("开关", kaiguan);//2.开关
-
EditorGUILayout.EndToggleGroup();//结束-------------------------------------
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if(GUILayout.Button("关闭窗口",GUILayout.Width(200)))
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{
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//关闭窗口
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this.Close();
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}
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}
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voidOnFocus()
-
{
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Debug.Log("当窗口获得焦点时调用一次");
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}
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voidOnLostFocus()
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{
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Debug.Log("当窗口丢失焦点时调用一次");
-
}
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voidOnHierarchyChange()
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{
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Debug.Log("当Hierarchy视图中的任何对象发生改变时调用一次");
-
}
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voidOnProjectChange()
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{
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Debug.Log("当Project视图中的资源发生改变时调用一次");
-
}
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voidOnInspectorUpdate()//实时刷新面板
-
{
-
//Debug.Log("窗口面板的更新");
-
//这里开启窗口的重绘,不然窗口信息不会刷新
-
this.Repaint();
-
}
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voidOnSelectionChange()
-
{
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//当窗口出去开启状态,并且在Hierarchy视图中选择某游戏对象时调用
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foreach(Transform t inSelection.transforms)
-
{
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//有可能是多选,这里开启一个循环打印选中游戏对象的名称
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Debug.Log("OnSelectionChange"+ t.name);
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}
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}
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voidOnDestroy()
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{
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Debug.Log("当窗口关闭时调用");
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}
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}
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//http://www.ceeger.com/Script/EditorGUILayout/EditorGUILayout.html
然后我们在扩充一下自定义窗口,仔细看看窗口的生命周期。