使用自定义检查器扩展 Unity UI 个组件

Extending Unity UI components with custom Inspector

是否可以扩展新的统一 ui 组件,例如转换组件?因为当我尝试扩展按钮而不是转换组件时没有任何反应

using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(Transform))]
public class CustomTransform : Editor
{
    public override void OnInspectorGUI()
    {            
    }
}

是的,您可以扩展 UI 组件并为它们编写自己的自定义检查器。 您只需要记住使用正确的命名空间并从正确的 Inspector 继承 class.

你当然也可以覆盖!

这里的示例是 UISegmentedControlButton

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;

public class UISegmentedControlButton : Button {

public Sprite offSprite;
public Sprite onSprite;
public Color offTextColor = Color.white;
public Color onTextColor = Color.white;

private bool isSelected;
public bool IsSelected {
    get {
        return isSelected;
    }
    set {
        isSelected = value;

        Text text = this.transform.GetComponentInChildren<Text>();

        if (value) {
            this.GetComponent<Image>().sprite = onSprite;
            text.color = onTextColor;
        } else {
            this.GetComponent<Image>().sprite = offSprite;
            text.color = offTextColor;
        }
    }
}




public override void OnPointerClick(PointerEventData eventData) {

    this.transform.parent.GetComponent<UISegmentedControl>().SelectSegment(this);
    base.OnPointerClick(eventData);
}

}

编辑 class 编辑:

P.S。 ButtonEditor 不同于 UnityEditor.UI.ButtonEditor,因为第一个来自 UnityEngine.ButtonEditor。要从 UnityEditor 访问 .UI,您需要将 Editor 脚本放在 Editor 文件夹下

using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using System.Collections;

[CustomEditor(typeof(UISegmentedControlButton))]
public class UISegmentedControlButtonEditor : UnityEditor.UI.ButtonEditor {


public override void OnInspectorGUI() {

    UISegmentedControlButton component = (UISegmentedControlButton)target;

    base.OnInspectorGUI();

    component.onSprite = (Sprite)EditorGUILayout.ObjectField("On Sprite", component.onSprite, typeof(Sprite), true);
    component.onTextColor = EditorGUILayout.ColorField("On text colour", component.onTextColor);
    component.offSprite = (Sprite)EditorGUILayout.ObjectField("Off Sprite", component.offSprite, typeof(Sprite), true);
    component.offTextColor = EditorGUILayout.ColorField("Off text colour", component.offTextColor);

}
}

这里还有一个有用的link直接到Unity的源码UI

https://bitbucket.org/Unity-Technologies/ui/src

还有一点证明它有效的证据:

尝试了上面的示例,但是当我退出我放置对象的预制件时 EditorGUILayout.ObjectField 变空了。

但是,此方法无需将字段归零即可工作。

using Game.Ui.Views.DialoguePanel;
using UnityEditor;
using UnityEditor.UI;

namespace Editor
{
    [CustomEditor(typeof(MyButtonExtension))]
    public class MyButtonExtensionDrawer : ButtonEditor
    {
        SerializedProperty m_testObject;
        
        protected override void OnEnable()
        {
            base.OnEnable();
            m_testObject = serializedObject.FindProperty("testObject");
        }
        
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();
            EditorGUILayout.Space();
            
            serializedObject.Update();
            EditorGUILayout.PropertyField(m_testObject);
            serializedObject.ApplyModifiedProperties();
        }
    }
}

其实这只是对ButtonEditor的内容稍作修改class。