Unity 改造编辑器组件字段显示

发布于:2024-07-09 ⋅ 阅读:(183) ⋅ 点赞:(0)

关于Unity中组件选择枚举的不同,其他属性跟着变的功能一直没有写,今天补上,

首先定义一个MaskScroll滚动的组件,这个组件支持水平和竖直方向上的滚动,还有加速减速滚动的功能

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public enum EMaskScrollStatus {
    NONE,
    /// <summary>
    /// 停止
    /// </summary>
    STOP,
    /// <summary>
    /// 加速滚动
    /// </summary>
    SCROLLING_ACCE,
    /// <summary>
    /// 减速滚动
    /// </summary>
    SCROLLING_DESC
}

public enum EMaskScrollDirection {
    /// <summary>
    /// 水平方向
    /// </summary>
    Horizontal,
    /// <summary>
    /// 竖直方向
    /// </summary>
    Vertical
}

public enum EMaskScrollUpDown {
    UP,
    DOWN
}

public enum EMaskScrollLeftRight {
    LEFT,
    RIGHT
}

public class MaskScroll : MonoBehaviour
{
    [Header("滚动速度相关")]
    [Tooltip("加速到多大速度")]
    [SerializeField]
    private float acceSpeedMax = 10f;

    [Tooltip("减速到多小")]
    [SerializeField]
    private float descSpeedMin = 0f;

    [Space(5)]

    [Tooltip("滚动轴")]
    public EMaskScrollDirection scrollDir = EMaskScrollDirection.Vertical;

    [HideInInspector]
    public EMaskScrollUpDown scrollVertical = EMaskScrollUpDown.DOWN;
    [HideInInspector]
    public EMaskScrollLeftRight scrollHorizontal = EMaskScrollLeftRight.RIGHT;

    [SerializeField]
    [Tooltip("滚动缓冲区")]
    private float scrollBuffer = 30f;

    private EMaskScrollStatus scrollStatus = EMaskScrollStatus.NONE;

    private RectTransform contentsTransform = null;

    /// <summary>
    /// 滚动到哪一个元素
    /// </summary>
    private int targetScrollIndex = 0;

    public EMaskScrollStatus ScrollStatus {
        set {
            scrollStatus = value;
        }
        get {
            return scrollStatus;
        }
    }

    private void Awake() {
        contentsTransform = transform.Find("avatars") as RectTransform;

    }

    // Start is called before the first frame update
    void Start()
    {
        
    }

    public void StartScroll() {
        // 开始加速滚动
        scrollStatus = EMaskScrollStatus.SCROLLING_ACCE;
        targetScrollIndex = Random.Range(0,contentsTransform.childCount);
    }

    // Update is called once per frame
    void Update()
    {
        if(scrollStatus == EMaskScrollStatus.SCROLLING_ACCE || scrollStatus == EMaskScrollStatus.SCROLLING_DESC) {
            if(scrollStatus == EMaskScrollStatus.SCROLLING_ACCE) {

            } else {
                
            }
        }
    }
}

写到这当时我就想能根据我选择的滚动轴动态去显示滚动方向呢,于是就有了以下的答案:

using System.Collections;
using System.Collections.Generic;
using UnityEditor;

[CustomEditor(typeof(MaskScroll))]
public class MaskScrollEditor : Editor
{
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();
        MaskScroll maskScroll = (MaskScroll)target;

        if(maskScroll.scrollDir == EMaskScrollDirection.Horizontal) {
            maskScroll.scrollHorizontal = (EMaskScrollLeftRight)EditorGUILayout.EnumPopup("滚动方向",maskScroll.scrollHorizontal);
        } else if (maskScroll.scrollDir == EMaskScrollDirection.Vertical)
        {
            maskScroll.scrollVertical = (EMaskScrollUpDown)EditorGUILayout.EnumPopup("滚动方向", maskScroll.scrollVertical);
        }
    }
}

另外注意不要在该代码里面加入 base.OnInspectorGUI()否则组件会加入 

到编辑器两次的 


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