Unity - 在检查器中自定义结构图

Unity - Custom drawing of a struct in the inspector

我有一个自定义结构,代码如下:

[Serializable]
public struct HexPoint : IEquatable<HexPoint>
{
    public readonly int x;
    public readonly int y;
    public readonly int z;
    
    // Some custom methods for initializations and operators
}

如果我将 x、y 和 z 变量设置为非只读,它们将在 unity inspector 中正常显示。但是,我有一些规则需要他们满足(实际上是x+y+z=0),所以我添加了readonly以防止人们乱用它。

但作为只读变量,它们不会显示(因为它们无法修改)! :(

我想知道它们是否是我在统一检查器中显示它们的一种方式,类似于 PropertyDrawer。我知道我可以将结构切换为 class,因为 PropertyDrawer 是为 classes 保留的,但我想将其保留为结构。

那么,有没有办法显示这些值?并最终使用自定义初始化程序修改它们?

非常感谢!

readonly 使它们也 non-serialized -> 不显示在检查器中

注意 PropertyDrawer 仅限于 class 类型但也可用于 struct 类型。


其实不需要CustomPropertyDrawer

您可以将 public 设为只读 properties to access private fields and to display them in the Inspector use [SerializeField],这使得它们只能通过 Inspector 进行编辑,而不能通过其他 类.

[Serializable]
public struct HexPoint : IEquatable<HexPoint>
{
    // Those are not displayed in the inspector, 
    // readonly and accessible by other classes
    public int x { get { return _x; } }
    public int y { get { return _y; } }
    public int z { get { return _z; } }

    // if you prefer you can also use the expression body style instead
    //public int x => _x;
    //public int y => _y;
    //public int z => _z;

    // Those are displayed and editable in the Inspector
    // but private and therefor not changeable by other classes
    [SerializeField] private int _x;
    [SerializeField] private int _y;
    [SerializeField] private int _z;

    public bool Equals(HexPoint other)
    {
        return _x == other._x && _y == other._y && _z == other._z;
    }

    public override bool Equals(object obj)
    {
        return obj is HexPoint other && Equals(other);
    }

    public override int GetHashCode()
    {
        unchecked
        {
            var hashCode = _x;
            hashCode = (hashCode * 397) ^ _y;
            hashCode = (hashCode * 397) ^ _z;
            return hashCode;
        }
    }
}

如果您真的想使用 PropertyDrawer 来另外禁止在检查器中编辑这些值,但仍然保存并查看它们,您可以添加一个,例如

[Serializable]
public struct HexPoint : IEquatable<HexPoint>
{
    // Those are not displayed in the inspector, 
    // readonly and accessible by other classes
    public int x { get { return _x; } }
    public int y { get { return _y; } }
    public int z { get { return _z; } }

    // if you prefer you can also use the expression body style instead
    //public int x => _x;
    //public int y => _y;
    //public int z => _z;

    // Those are displayed and editable in the Inspector
    // but private and therefor not changeable by other classes
    [SerializeField] private int _x;
    [SerializeField] private int _y;
    [SerializeField] private int _z;

    public bool Equals(HexPoint other)
    {
        return _x == other._x && _y == other._y && _z == other._z;
    }

    public override bool Equals(object obj)
    {
        return obj is HexPoint other && Equals(other);
    }

    public override int GetHashCode()
    {
        unchecked
        {
            var hashCode = _x;
            hashCode = (hashCode * 397) ^ _y;
            hashCode = (hashCode * 397) ^ _z;
            return hashCode;
        }
    }

#if UNITY_EDITOR

    [CustomPropertyDrawer(typeof(HexPoint))]
    public class HexPointDrawer : PropertyDrawer
    {
        public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
        {
                return EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2);
        }

        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            // Find the SerializedProperties by name
            var x = property.FindPropertyRelative(nameof(_x));
            var y = property.FindPropertyRelative(nameof(_y));
            var z = property.FindPropertyRelative(nameof(_z));

            // Using BeginProperty / EndProperty on the parent property means that
            // prefab override logic works on the entire property.
            EditorGUI.BeginProperty(position, label, property);
            {
                // Makes the fields disabled / grayed out
                EditorGUI.BeginDisabledGroup(true);
                {
                    // In your case the best option would be a Vector3Field which handles the correct drawing
                    EditorGUI.Vector3IntField(position, label, new Vector3Int(x.intValue, y.intValue, z.intValue));
                }
                EditorGUI.EndDisabledGroup();
            }
            EditorGUI.EndProperty();
        }
    }

#endif
}

提示 用于在更改后检查值 MonoBehaviour.OnValidate 可能会让您感兴趣