在 Unity 的多选下拉菜单中显示 ScriptableObjects
Showing ScriptableObjects in multi selection dropdown menu in Unity
我应该如何创建 PropertyAttribute
和 PropertyDrawer
以在 Inspector 的下拉菜单中显示 ScriptableObject
以进行多选?
我发布了 a repository on Github 来解决这个问题。它用于检查器下拉菜单中的多个 selecting。
在 Github 链接中,您可以访问发布页面中的示例文件夹和 unitypackage,但如果您不想转到链接或链接出现任何问题,您可以按照以下说明操作:
ScriptableObjectMultiSelectDropdown:
ScriptableObjectMultiSelectDropdown 是 Unity Inspector 的一个属性。
它用于显示在您的项目中创建的 ScriptableObjects,在下拉菜单中以及 select Inspector 中的多个。
代码:
ScriptableObjectReference.cs
:
// Copyright (c) ATHellboy (Alireza Tarahomi) Limited. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root.
using System;
using UnityEngine;
namespace ScriptableObjectMultiSelectDropdown
{
/// <summary>
/// Because you can't make a PropertyDrawer for arrays or generic lists themselves,
/// I had to create parent class as an abstract layer.
/// </summary>
[Serializable]
public class ScriptableObjectReference
{
public ScriptableObject[] values;
}
}
ScriptableObjectMultiSelectDropdownAttribute.cs
:
// Copyright (c) ATHellboy (Alireza Tarahomi) Limited. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root.
using System;
using UnityEngine;
namespace ScriptableObjectMultiSelectDropdown
{
/// <summary>
/// Indicates how selectable scriptableObjects should be collated in drop-down menu.
/// </summary>
public enum ScriptableObjectGrouping
{
/// <summary>
/// No grouping, just show type names in a list; for instance, "MainFolder > NestedFolder > SpecialScriptableObject".
/// </summary>
None,
/// <summary>
/// Group classes by namespace and show foldout menus for nested namespaces; for
/// instance, "MainFolder >> NestedFolder >> SpecialScriptableObject".
/// </summary>
ByFolder,
/// <summary>
/// Group scriptableObjects by folder; for instance, "MainFolder > NestedFolder >> SpecialScriptableObject".
/// </summary>
ByFolderFlat
}
/// <example>
/// <para>Usage Examples</para>
/// <code language="csharp"><![CDATA[
/// using UnityEngine;
/// using ScriptableObjectDropdown;
///
/// [CreateAssetMenu(menuName = "Create Block")]
/// public class Block : ScriptableObject
/// {
/// // Some fields
/// }
///
/// public class BlockManager : MonoBehaviour
/// {
/// [ScriptableObjectMultiSelectDropdown(typeof(Block))]
/// public ScriptableObjectReference firstTargetBlocks;
///
/// // or
///
/// [ScriptableObjectMultiSelectDropdown(typeof(Block), grouping = ScriptableObjectGrouping.ByFolder)]
/// public ScriptableObjectReference secondTargetBlocks;
/// }
///
/// // or
///
/// [CreateAssetMenu(menuName = "Create Block Manager Settings")]
/// public class BlockManagerSetting : ScriptableObject
/// {
/// [ScriptableObjectMultiSelectDropdown(typeof(Block))]
/// public ScriptableObjectReference firstTargetBlocks;
///
/// // or
///
/// [ScriptableObjectMultiSelectDropdown(typeof(Block), grouping = ScriptableObjectGrouping.ByFolderFlat)]
/// public ScriptableObjectReference secondTargetBlocks;
/// }
/// ]]></code>
/// </example>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
public class ScriptableObjectMultiSelectDropdownAttribute : PropertyAttribute
{
public ScriptableObjectGrouping grouping = ScriptableObjectGrouping.None;
private Type _baseType;
public Type BaseType
{
get { return _baseType; }
private set { _baseType = value; }
}
public ScriptableObjectMultiSelectDropdownAttribute(Type baseType)
{
_baseType = baseType;
}
}
}
将这个放在编辑器文件夹中:
ScriptableObjectMultiSelectionDropdownDrawer.cs
:
// Copyright (c) ATHellboy (Alireza Tarahomi) Limited. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root.
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Reflection;
using System.Linq;
namespace ScriptableObjectMultiSelectDropdown.Editor
{
// TODO: Mixed value (-) for selecting multi objects
[CustomPropertyDrawer(typeof(ScriptableObjectReference))]
[CustomPropertyDrawer(typeof(ScriptableObjectMultiSelectDropdownAttribute))]
public class ScriptableObjectMultiSelectionDropdownDrawer : PropertyDrawer
{
private static ScriptableObjectMultiSelectDropdownAttribute _attribute;
private static List<ScriptableObject> _scriptableObjects = new List<ScriptableObject>();
private static List<ScriptableObject> _selectedScriptableObjects = new List<ScriptableObject>();
private static readonly int _controlHint = typeof(ScriptableObjectMultiSelectDropdownAttribute).GetHashCode();
private static GUIContent _popupContent = new GUIContent();
private static int _selectionControlID;
private static readonly GenericMenu.MenuFunction2 _onSelectedScriptableObject = OnSelectedScriptableObject;
private static bool isChanged;
static ScriptableObjectMultiSelectionDropdownDrawer()
{
EditorApplication.projectChanged += ClearCache;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
ScriptableObjectMultiSelectDropdownAttribute castedAttribute = attribute as ScriptableObjectMultiSelectDropdownAttribute;
if (_scriptableObjects.Count == 0)
{
GetScriptableObjects(castedAttribute);
}
Draw(position, label, property, castedAttribute);
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorStyles.popup.CalcHeight(GUIContent.none, 0);
}
/// <summary>
/// How you can get type of field which it uses PropertyAttribute
/// </summary>
private static Type GetPropertyType(SerializedProperty property)
{
Type parentType = property.serializedObject.targetObject.GetType();
FieldInfo fieldInfo = parentType.GetField(property.propertyPath);
if (fieldInfo != null)
{
return fieldInfo.FieldType;
}
return null;
}
private static bool ValidateProperty(SerializedProperty property)
{
Type propertyType = GetPropertyType(property);
if (propertyType == null)
{
return false;
}
if (propertyType != typeof(ScriptableObjectReference))
{
return false;
}
return true;
}
/// <summary>
/// When new ScriptableObject added to the project
/// </summary>
private static void ClearCache()
{
_scriptableObjects.Clear();
}
/// <summary>
/// Gets ScriptableObjects just when it is a first time or new ScriptableObject added to the project
/// </summary>
private static void GetScriptableObjects(ScriptableObjectMultiSelectDropdownAttribute attribute)
{
string[] guids = AssetDatabase.FindAssets(String.Format("t:{0}", attribute.BaseType));
for (int i = 0; i < guids.Length; i++)
{
_scriptableObjects.Add(AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[i]), attribute.BaseType) as ScriptableObject);
}
}
/// <summary>
/// Checks if the ScriptableObject is selected or not by checking if the list contains it.
/// </summary>
private static bool ResolveSelectedScriptableObject(ScriptableObject scriptableObject)
{
if (_selectedScriptableObjects == null)
{
return false;
}
return _selectedScriptableObjects.Contains(scriptableObject);
}
private static void Draw(Rect position, GUIContent label,
SerializedProperty property, ScriptableObjectMultiSelectDropdownAttribute attribute)
{
if (label != null && label != GUIContent.none)
position = EditorGUI.PrefixLabel(position, label);
if (ValidateProperty(property))
{
if (_scriptableObjects.Count != 0)
{
UpdateScriptableObjectSelectionControl(position, label, property.FindPropertyRelative("values"), attribute);
}
else
{
EditorGUI.LabelField(position, "There is no this type asset in the project");
}
}
else
{
EditorGUI.LabelField(position, "Use it with ScriptableObjectReference");
}
}
/// <summary>
/// Iterats through the property for finding selected ScriptableObjects
/// </summary>
private static ScriptableObject[] Read(SerializedProperty property)
{
List<ScriptableObject> selectedScriptableObjects = new List<ScriptableObject>();
SerializedProperty iterator = property.Copy();
SerializedProperty end = iterator.GetEndProperty();
while (!SerializedProperty.EqualContents(iterator, end) && iterator.Next(true))
{
if (iterator.propertyType == SerializedPropertyType.ObjectReference)
{
selectedScriptableObjects.Add(iterator.objectReferenceValue as ScriptableObject);
}
}
return selectedScriptableObjects.ToArray();
}
/// <summary>
/// Iterats through the property for storing selected ScriptableObjects
/// </summary>
private static void Write(SerializedProperty property, ScriptableObject[] scriptableObjects)
{
// Faster way
// var w = new System.Diagnostics.Stopwatch();
// w.Start();
int i = 0;
SerializedProperty iterator = property.Copy();
iterator.arraySize = scriptableObjects.Length;
SerializedProperty end = iterator.GetEndProperty();
while (!SerializedProperty.EqualContents(iterator, end) && iterator.Next(true))
{
if (iterator.propertyType == SerializedPropertyType.ObjectReference)
{
iterator.objectReferenceValue = scriptableObjects[i];
i++;
}
}
// w.Stop();
// long milliseconds = w.ElapsedMilliseconds;
// Debug.Log(w.Elapsed.TotalMilliseconds + " ms");
// Another way
// property.arraySize = scriptableObjects.Length;
// for (int i = 0; i < property.arraySize; i++)
// {
// property.GetArrayElementAtIndex(i).objectReferenceValue = scriptableObjects[i];
// }
}
private static void UpdateScriptableObjectSelectionControl(Rect position, GUIContent label,
SerializedProperty property, ScriptableObjectMultiSelectDropdownAttribute attribute)
{
ScriptableObject[] output = DrawScriptableObjectSelectionControl(position, label, Read(property), property, attribute);
if (isChanged)
{
isChanged = false;
Write(property, output);
}
}
private static ScriptableObject[] DrawScriptableObjectSelectionControl(Rect position, GUIContent label,
ScriptableObject[] scriptableObjects, SerializedProperty property, ScriptableObjectMultiSelectDropdownAttribute attribute)
{
bool triggerDropDown = false;
int controlID = GUIUtility.GetControlID(_controlHint, FocusType.Keyboard, position);
switch (Event.current.GetTypeForControl(controlID))
{
case EventType.ExecuteCommand:
if (Event.current.commandName == "ScriptableObjectReferenceUpdated")
{
if (_selectionControlID == controlID)
{
if (scriptableObjects != _selectedScriptableObjects.ToArray())
{
scriptableObjects = _selectedScriptableObjects.ToArray();
isChanged = true;
}
_selectionControlID = 0;
_selectedScriptableObjects = null;
}
}
break;
case EventType.MouseDown:
if (GUI.enabled && position.Contains(Event.current.mousePosition))
{
GUIUtility.keyboardControl = controlID;
triggerDropDown = true;
Event.current.Use();
}
break;
case EventType.KeyDown:
if (GUI.enabled && GUIUtility.keyboardControl == controlID)
{
if (Event.current.keyCode == KeyCode.Return || Event.current.keyCode == KeyCode.Space)
{
triggerDropDown = true;
Event.current.Use();
}
}
break;
case EventType.Repaint:
if (scriptableObjects.Length == 0)
{
_popupContent.text = "Nothing";
}
else if (scriptableObjects.Length == _scriptableObjects.Count)
{
_popupContent.text = "Everything";
}
else if (scriptableObjects.Length >= 2)
{
_popupContent.text = "Mixed ...";
}
else
{
_popupContent.text = scriptableObjects[0].name;
}
EditorStyles.popup.Draw(position, _popupContent, controlID);
break;
}
if (triggerDropDown)
{
_selectionControlID = controlID;
_selectedScriptableObjects = scriptableObjects.ToList();
DisplayDropDown(position, scriptableObjects, attribute.grouping);
}
return scriptableObjects;
}
private static void DisplayDropDown(Rect position, ScriptableObject[] selectedScriptableObject, ScriptableObjectGrouping grouping)
{
var menu = new GenericMenu();
menu.AddItem(new GUIContent("Nothing"), selectedScriptableObject.Length == 0, _onSelectedScriptableObject, null);
menu.AddItem(new GUIContent("Everything"),
(_scriptableObjects.Count != 0 && selectedScriptableObject.Length == _scriptableObjects.Count),
_onSelectedScriptableObject, _scriptableObjects.ToArray());
for (int i = 0; i < _scriptableObjects.Count; ++i)
{
var scriptableObject = _scriptableObjects[i];
string menuLabel = MakeDropDownGroup(scriptableObject, grouping);
if (string.IsNullOrEmpty(menuLabel))
continue;
var content = new GUIContent(menuLabel);
menu.AddItem(content, ResolveSelectedScriptableObject(scriptableObject), _onSelectedScriptableObject, scriptableObject);
}
menu.DropDown(position);
}
private static void OnSelectedScriptableObject(object userData)
{
if (userData == null)
{
_selectedScriptableObjects.Clear();
}
else if (userData.GetType().IsArray)
{
_selectedScriptableObjects = (userData as ScriptableObject[]).ToList();
}
else
{
ScriptableObject scriptableObject = userData as ScriptableObject;
if (!ResolveSelectedScriptableObject(scriptableObject))
{
_selectedScriptableObjects.Add(scriptableObject);
}
else
{
_selectedScriptableObjects.Remove(scriptableObject);
}
}
var scriptableObjectReferenceUpdatedEvent = EditorGUIUtility.CommandEvent("ScriptableObjectReferenceUpdated");
EditorWindow.focusedWindow.SendEvent(scriptableObjectReferenceUpdatedEvent);
}
private static string FindScriptableObjectFolderPath(ScriptableObject scriptableObject)
{
string path = AssetDatabase.GetAssetPath(scriptableObject);
path = path.Replace("Assets/", "");
path = path.Replace(".asset", "");
return path;
}
private static string MakeDropDownGroup(ScriptableObject scriptableObject, ScriptableObjectGrouping grouping)
{
string path = FindScriptableObjectFolderPath(scriptableObject);
switch (grouping)
{
default:
case ScriptableObjectGrouping.None:
path = path.Replace("/", " > ");
return path;
case ScriptableObjectGrouping.ByFolder:
return path;
case ScriptableObjectGrouping.ByFolderFlat:
int last = path.LastIndexOf('/');
string part1 = path.Substring(0, last);
string part2 = path.Substring(last);
path = part1.Replace("/", " > ") + part2;
return path;
}
}
}
}
用法示例:
- 创建
ScriptableObject
class你想创建的指定对象
using UnityEngine;
[CreateAssetMenu(menuName = "Create Block")]
public class Block : ScriptableObject
{
// Some fields
}
- 在项目中创建 ScriptableObjects。
- 通过设置指定的 ScriptableObject 派生类型 class 和可选分组(默认分组为 None)来使用
ScriptableObjectMultiSelectDropdown
属性,就像在 MonoBeahviour
或 [=19= 中这样] 派生 classes.
单行为:
using ScriptableObjectMultiSelectDropdown;
using UnityEngine;
public class BlockManager : MonoBehaviour
{
// Without grouping (default is None)
[ScriptableObjectMultiSelectDropdown(typeof(Block))]
public ScriptableObjectReference firstTargetBlocks;
// By grouping
[ScriptableObjectMultiSelectDropdown(typeof(Block), grouping = ScriptableObjectGrouping.ByFolder)]
public ScriptableObjectReference secondTargetBlocks;
}
ScriptableObject:
using UnityEngine;
using ScriptableObjectMultiSelectDropdown;
[CreateAssetMenu(menuName = "Create Block Manager Settings")]
public class BlockManagerSettings : ScriptableObject
{
// Without grouping (default is None)
[ScriptableObjectMultiSelectDropdown(typeof(Block))]
public ScriptableObjectReference firstTargetBlocks;
// By grouping
[ScriptableObjectMultiSelectDropdown(typeof(Block), grouping = ScriptableObjectGrouping.ByFolderFlat)]
public ScriptableObjectReference secondTargetBlocks;
}
我应该如何创建 PropertyAttribute
和 PropertyDrawer
以在 Inspector 的下拉菜单中显示 ScriptableObject
以进行多选?
我发布了 a repository on Github 来解决这个问题。它用于检查器下拉菜单中的多个 selecting。
在 Github 链接中,您可以访问发布页面中的示例文件夹和 unitypackage,但如果您不想转到链接或链接出现任何问题,您可以按照以下说明操作:
ScriptableObjectMultiSelectDropdown:
ScriptableObjectMultiSelectDropdown 是 Unity Inspector 的一个属性。 它用于显示在您的项目中创建的 ScriptableObjects,在下拉菜单中以及 select Inspector 中的多个。
代码:
ScriptableObjectReference.cs
:
// Copyright (c) ATHellboy (Alireza Tarahomi) Limited. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root.
using System;
using UnityEngine;
namespace ScriptableObjectMultiSelectDropdown
{
/// <summary>
/// Because you can't make a PropertyDrawer for arrays or generic lists themselves,
/// I had to create parent class as an abstract layer.
/// </summary>
[Serializable]
public class ScriptableObjectReference
{
public ScriptableObject[] values;
}
}
ScriptableObjectMultiSelectDropdownAttribute.cs
:
// Copyright (c) ATHellboy (Alireza Tarahomi) Limited. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root.
using System;
using UnityEngine;
namespace ScriptableObjectMultiSelectDropdown
{
/// <summary>
/// Indicates how selectable scriptableObjects should be collated in drop-down menu.
/// </summary>
public enum ScriptableObjectGrouping
{
/// <summary>
/// No grouping, just show type names in a list; for instance, "MainFolder > NestedFolder > SpecialScriptableObject".
/// </summary>
None,
/// <summary>
/// Group classes by namespace and show foldout menus for nested namespaces; for
/// instance, "MainFolder >> NestedFolder >> SpecialScriptableObject".
/// </summary>
ByFolder,
/// <summary>
/// Group scriptableObjects by folder; for instance, "MainFolder > NestedFolder >> SpecialScriptableObject".
/// </summary>
ByFolderFlat
}
/// <example>
/// <para>Usage Examples</para>
/// <code language="csharp"><![CDATA[
/// using UnityEngine;
/// using ScriptableObjectDropdown;
///
/// [CreateAssetMenu(menuName = "Create Block")]
/// public class Block : ScriptableObject
/// {
/// // Some fields
/// }
///
/// public class BlockManager : MonoBehaviour
/// {
/// [ScriptableObjectMultiSelectDropdown(typeof(Block))]
/// public ScriptableObjectReference firstTargetBlocks;
///
/// // or
///
/// [ScriptableObjectMultiSelectDropdown(typeof(Block), grouping = ScriptableObjectGrouping.ByFolder)]
/// public ScriptableObjectReference secondTargetBlocks;
/// }
///
/// // or
///
/// [CreateAssetMenu(menuName = "Create Block Manager Settings")]
/// public class BlockManagerSetting : ScriptableObject
/// {
/// [ScriptableObjectMultiSelectDropdown(typeof(Block))]
/// public ScriptableObjectReference firstTargetBlocks;
///
/// // or
///
/// [ScriptableObjectMultiSelectDropdown(typeof(Block), grouping = ScriptableObjectGrouping.ByFolderFlat)]
/// public ScriptableObjectReference secondTargetBlocks;
/// }
/// ]]></code>
/// </example>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
public class ScriptableObjectMultiSelectDropdownAttribute : PropertyAttribute
{
public ScriptableObjectGrouping grouping = ScriptableObjectGrouping.None;
private Type _baseType;
public Type BaseType
{
get { return _baseType; }
private set { _baseType = value; }
}
public ScriptableObjectMultiSelectDropdownAttribute(Type baseType)
{
_baseType = baseType;
}
}
}
将这个放在编辑器文件夹中:
ScriptableObjectMultiSelectionDropdownDrawer.cs
:
// Copyright (c) ATHellboy (Alireza Tarahomi) Limited. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root.
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Reflection;
using System.Linq;
namespace ScriptableObjectMultiSelectDropdown.Editor
{
// TODO: Mixed value (-) for selecting multi objects
[CustomPropertyDrawer(typeof(ScriptableObjectReference))]
[CustomPropertyDrawer(typeof(ScriptableObjectMultiSelectDropdownAttribute))]
public class ScriptableObjectMultiSelectionDropdownDrawer : PropertyDrawer
{
private static ScriptableObjectMultiSelectDropdownAttribute _attribute;
private static List<ScriptableObject> _scriptableObjects = new List<ScriptableObject>();
private static List<ScriptableObject> _selectedScriptableObjects = new List<ScriptableObject>();
private static readonly int _controlHint = typeof(ScriptableObjectMultiSelectDropdownAttribute).GetHashCode();
private static GUIContent _popupContent = new GUIContent();
private static int _selectionControlID;
private static readonly GenericMenu.MenuFunction2 _onSelectedScriptableObject = OnSelectedScriptableObject;
private static bool isChanged;
static ScriptableObjectMultiSelectionDropdownDrawer()
{
EditorApplication.projectChanged += ClearCache;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
ScriptableObjectMultiSelectDropdownAttribute castedAttribute = attribute as ScriptableObjectMultiSelectDropdownAttribute;
if (_scriptableObjects.Count == 0)
{
GetScriptableObjects(castedAttribute);
}
Draw(position, label, property, castedAttribute);
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorStyles.popup.CalcHeight(GUIContent.none, 0);
}
/// <summary>
/// How you can get type of field which it uses PropertyAttribute
/// </summary>
private static Type GetPropertyType(SerializedProperty property)
{
Type parentType = property.serializedObject.targetObject.GetType();
FieldInfo fieldInfo = parentType.GetField(property.propertyPath);
if (fieldInfo != null)
{
return fieldInfo.FieldType;
}
return null;
}
private static bool ValidateProperty(SerializedProperty property)
{
Type propertyType = GetPropertyType(property);
if (propertyType == null)
{
return false;
}
if (propertyType != typeof(ScriptableObjectReference))
{
return false;
}
return true;
}
/// <summary>
/// When new ScriptableObject added to the project
/// </summary>
private static void ClearCache()
{
_scriptableObjects.Clear();
}
/// <summary>
/// Gets ScriptableObjects just when it is a first time or new ScriptableObject added to the project
/// </summary>
private static void GetScriptableObjects(ScriptableObjectMultiSelectDropdownAttribute attribute)
{
string[] guids = AssetDatabase.FindAssets(String.Format("t:{0}", attribute.BaseType));
for (int i = 0; i < guids.Length; i++)
{
_scriptableObjects.Add(AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[i]), attribute.BaseType) as ScriptableObject);
}
}
/// <summary>
/// Checks if the ScriptableObject is selected or not by checking if the list contains it.
/// </summary>
private static bool ResolveSelectedScriptableObject(ScriptableObject scriptableObject)
{
if (_selectedScriptableObjects == null)
{
return false;
}
return _selectedScriptableObjects.Contains(scriptableObject);
}
private static void Draw(Rect position, GUIContent label,
SerializedProperty property, ScriptableObjectMultiSelectDropdownAttribute attribute)
{
if (label != null && label != GUIContent.none)
position = EditorGUI.PrefixLabel(position, label);
if (ValidateProperty(property))
{
if (_scriptableObjects.Count != 0)
{
UpdateScriptableObjectSelectionControl(position, label, property.FindPropertyRelative("values"), attribute);
}
else
{
EditorGUI.LabelField(position, "There is no this type asset in the project");
}
}
else
{
EditorGUI.LabelField(position, "Use it with ScriptableObjectReference");
}
}
/// <summary>
/// Iterats through the property for finding selected ScriptableObjects
/// </summary>
private static ScriptableObject[] Read(SerializedProperty property)
{
List<ScriptableObject> selectedScriptableObjects = new List<ScriptableObject>();
SerializedProperty iterator = property.Copy();
SerializedProperty end = iterator.GetEndProperty();
while (!SerializedProperty.EqualContents(iterator, end) && iterator.Next(true))
{
if (iterator.propertyType == SerializedPropertyType.ObjectReference)
{
selectedScriptableObjects.Add(iterator.objectReferenceValue as ScriptableObject);
}
}
return selectedScriptableObjects.ToArray();
}
/// <summary>
/// Iterats through the property for storing selected ScriptableObjects
/// </summary>
private static void Write(SerializedProperty property, ScriptableObject[] scriptableObjects)
{
// Faster way
// var w = new System.Diagnostics.Stopwatch();
// w.Start();
int i = 0;
SerializedProperty iterator = property.Copy();
iterator.arraySize = scriptableObjects.Length;
SerializedProperty end = iterator.GetEndProperty();
while (!SerializedProperty.EqualContents(iterator, end) && iterator.Next(true))
{
if (iterator.propertyType == SerializedPropertyType.ObjectReference)
{
iterator.objectReferenceValue = scriptableObjects[i];
i++;
}
}
// w.Stop();
// long milliseconds = w.ElapsedMilliseconds;
// Debug.Log(w.Elapsed.TotalMilliseconds + " ms");
// Another way
// property.arraySize = scriptableObjects.Length;
// for (int i = 0; i < property.arraySize; i++)
// {
// property.GetArrayElementAtIndex(i).objectReferenceValue = scriptableObjects[i];
// }
}
private static void UpdateScriptableObjectSelectionControl(Rect position, GUIContent label,
SerializedProperty property, ScriptableObjectMultiSelectDropdownAttribute attribute)
{
ScriptableObject[] output = DrawScriptableObjectSelectionControl(position, label, Read(property), property, attribute);
if (isChanged)
{
isChanged = false;
Write(property, output);
}
}
private static ScriptableObject[] DrawScriptableObjectSelectionControl(Rect position, GUIContent label,
ScriptableObject[] scriptableObjects, SerializedProperty property, ScriptableObjectMultiSelectDropdownAttribute attribute)
{
bool triggerDropDown = false;
int controlID = GUIUtility.GetControlID(_controlHint, FocusType.Keyboard, position);
switch (Event.current.GetTypeForControl(controlID))
{
case EventType.ExecuteCommand:
if (Event.current.commandName == "ScriptableObjectReferenceUpdated")
{
if (_selectionControlID == controlID)
{
if (scriptableObjects != _selectedScriptableObjects.ToArray())
{
scriptableObjects = _selectedScriptableObjects.ToArray();
isChanged = true;
}
_selectionControlID = 0;
_selectedScriptableObjects = null;
}
}
break;
case EventType.MouseDown:
if (GUI.enabled && position.Contains(Event.current.mousePosition))
{
GUIUtility.keyboardControl = controlID;
triggerDropDown = true;
Event.current.Use();
}
break;
case EventType.KeyDown:
if (GUI.enabled && GUIUtility.keyboardControl == controlID)
{
if (Event.current.keyCode == KeyCode.Return || Event.current.keyCode == KeyCode.Space)
{
triggerDropDown = true;
Event.current.Use();
}
}
break;
case EventType.Repaint:
if (scriptableObjects.Length == 0)
{
_popupContent.text = "Nothing";
}
else if (scriptableObjects.Length == _scriptableObjects.Count)
{
_popupContent.text = "Everything";
}
else if (scriptableObjects.Length >= 2)
{
_popupContent.text = "Mixed ...";
}
else
{
_popupContent.text = scriptableObjects[0].name;
}
EditorStyles.popup.Draw(position, _popupContent, controlID);
break;
}
if (triggerDropDown)
{
_selectionControlID = controlID;
_selectedScriptableObjects = scriptableObjects.ToList();
DisplayDropDown(position, scriptableObjects, attribute.grouping);
}
return scriptableObjects;
}
private static void DisplayDropDown(Rect position, ScriptableObject[] selectedScriptableObject, ScriptableObjectGrouping grouping)
{
var menu = new GenericMenu();
menu.AddItem(new GUIContent("Nothing"), selectedScriptableObject.Length == 0, _onSelectedScriptableObject, null);
menu.AddItem(new GUIContent("Everything"),
(_scriptableObjects.Count != 0 && selectedScriptableObject.Length == _scriptableObjects.Count),
_onSelectedScriptableObject, _scriptableObjects.ToArray());
for (int i = 0; i < _scriptableObjects.Count; ++i)
{
var scriptableObject = _scriptableObjects[i];
string menuLabel = MakeDropDownGroup(scriptableObject, grouping);
if (string.IsNullOrEmpty(menuLabel))
continue;
var content = new GUIContent(menuLabel);
menu.AddItem(content, ResolveSelectedScriptableObject(scriptableObject), _onSelectedScriptableObject, scriptableObject);
}
menu.DropDown(position);
}
private static void OnSelectedScriptableObject(object userData)
{
if (userData == null)
{
_selectedScriptableObjects.Clear();
}
else if (userData.GetType().IsArray)
{
_selectedScriptableObjects = (userData as ScriptableObject[]).ToList();
}
else
{
ScriptableObject scriptableObject = userData as ScriptableObject;
if (!ResolveSelectedScriptableObject(scriptableObject))
{
_selectedScriptableObjects.Add(scriptableObject);
}
else
{
_selectedScriptableObjects.Remove(scriptableObject);
}
}
var scriptableObjectReferenceUpdatedEvent = EditorGUIUtility.CommandEvent("ScriptableObjectReferenceUpdated");
EditorWindow.focusedWindow.SendEvent(scriptableObjectReferenceUpdatedEvent);
}
private static string FindScriptableObjectFolderPath(ScriptableObject scriptableObject)
{
string path = AssetDatabase.GetAssetPath(scriptableObject);
path = path.Replace("Assets/", "");
path = path.Replace(".asset", "");
return path;
}
private static string MakeDropDownGroup(ScriptableObject scriptableObject, ScriptableObjectGrouping grouping)
{
string path = FindScriptableObjectFolderPath(scriptableObject);
switch (grouping)
{
default:
case ScriptableObjectGrouping.None:
path = path.Replace("/", " > ");
return path;
case ScriptableObjectGrouping.ByFolder:
return path;
case ScriptableObjectGrouping.ByFolderFlat:
int last = path.LastIndexOf('/');
string part1 = path.Substring(0, last);
string part2 = path.Substring(last);
path = part1.Replace("/", " > ") + part2;
return path;
}
}
}
}
用法示例:
- 创建
ScriptableObject
class你想创建的指定对象
using UnityEngine;
[CreateAssetMenu(menuName = "Create Block")]
public class Block : ScriptableObject
{
// Some fields
}
- 在项目中创建 ScriptableObjects。
- 通过设置指定的 ScriptableObject 派生类型 class 和可选分组(默认分组为 None)来使用
ScriptableObjectMultiSelectDropdown
属性,就像在MonoBeahviour
或 [=19= 中这样] 派生 classes.
单行为:
using ScriptableObjectMultiSelectDropdown;
using UnityEngine;
public class BlockManager : MonoBehaviour
{
// Without grouping (default is None)
[ScriptableObjectMultiSelectDropdown(typeof(Block))]
public ScriptableObjectReference firstTargetBlocks;
// By grouping
[ScriptableObjectMultiSelectDropdown(typeof(Block), grouping = ScriptableObjectGrouping.ByFolder)]
public ScriptableObjectReference secondTargetBlocks;
}
ScriptableObject:
using UnityEngine;
using ScriptableObjectMultiSelectDropdown;
[CreateAssetMenu(menuName = "Create Block Manager Settings")]
public class BlockManagerSettings : ScriptableObject
{
// Without grouping (default is None)
[ScriptableObjectMultiSelectDropdown(typeof(Block))]
public ScriptableObjectReference firstTargetBlocks;
// By grouping
[ScriptableObjectMultiSelectDropdown(typeof(Block), grouping = ScriptableObjectGrouping.ByFolderFlat)]
public ScriptableObjectReference secondTargetBlocks;
}