Unity编辑器不影响原有布局拓展Inspector(转载)

今天无意间发现了一篇好文章,也让我解决了一个很久都没解决的难题。问题是这样的,假如我想去拓展Unity自带的inspector但是并不想影响原有布局。 比如下面这段代码:

[CustomEditor(typeof(RectTransform))]
public class MyTest : Editor 
{
    
    
	public override void OnInspectorGUI ()
	{
    
    
		base.OnInspectorGUI ();
		if(GUILayout.Button("Adding this button"))
		{
    
    
			Debug.Log("Adding this button");
		}
	} 
}

我的本意是想在Rect Transform面板的下面去添加一个按钮,可是我一旦调用base.OnInspectorGUI()方法以后,原有的布局都就变了
image.png
为什么会影响到原有布局呢?原因是这样的上面的代码是继承Editor的,那么base.OnInspectorGUI()实际上去掉用了Editor类里的OnInspectorGUI()方法,可是RectTransfm的OnInspectorGUI()方法是在RectTransformEditor这个类写的。

但是问题就来了,RectTransformEditor这个类不是一个对外公开的类。所以不能继承它,那也就无法调用它的OnInspectorGUI()方法了,所以就有了上述问题。

这里有一个巧妙的反射方法,完美的解决这个问题。Extend Unity’s built-in inspectors (github.com)

[CustomEditor(typeof(RectTransform))]
public class MyTest : DecoratorEditor
{
    
    
	public MyTest(): base("RectTransformEditor"){
    
    }
	public override void OnInspectorGUI ()
	{
    
    
		base.OnInspectorGUI ();
		if(GUILayout.Button("Adding this button"))
		{
    
    
			Debug.Log("Adding this button");
		}
	}
}

理论上unity提供的每一个脚本都有一个 XXXEditor 类 , 用来绘制它的面板。(本文用到的就是 RectTransformEditor)如果你不确定可以去我反编译的代码里面去找。xuanyusong / unity-decompiled — Bitbucket

如下图所示,现在既保留了原有的布局,也可以方便的拓展了。。
image.png

using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
 
/// <summary>
/// A base class for creating editors that decorate Unity's built-in editor types.
/// </summary>
public abstract class DecoratorEditor : Editor
{
    
    
	// empty array for invoking methods using reflection
	private static readonly object[] EMPTY_ARRAY = new object[0];
	
	#region Editor Fields
	
	/// <summary>
	/// Type object for the internally used (decorated) editor.
	/// </summary>
	private System.Type decoratedEditorType;
	
	/// <summary>
	/// Type object for the object that is edited by this editor.
	/// </summary>
	private System.Type editedObjectType;
	
	private Editor editorInstance;
	
	#endregion
 
	private static Dictionary<string, MethodInfo> decoratedMethods = new Dictionary<string, MethodInfo>();
	
	private static Assembly editorAssembly = Assembly.GetAssembly(typeof(Editor));
	
	protected Editor EditorInstance
	{
    
    
		get
		{
    
    
			if (editorInstance == null && targets != null && targets.Length > 0)
			{
    
    
				editorInstance = Editor.CreateEditor(targets, decoratedEditorType);
			}
			
			if (editorInstance == null)
			{
    
    
				Debug.LogError("Could not create editor !");
			}
			
			return editorInstance;
		}
	}
	
	public DecoratorEditor (string editorTypeName)
	{
    
    
		this.decoratedEditorType = editorAssembly.GetTypes().Where(t => t.Name == editorTypeName).FirstOrDefault();
		
		Init ();
		
		// Check CustomEditor types.
		var originalEditedType = GetCustomEditorType(decoratedEditorType);
		
		if (originalEditedType != editedObjectType)
		{
    
    
			throw new System.ArgumentException(
				string.Format("Type {0} does not match the editor {1} type {2}", 
			              editedObjectType, editorTypeName, originalEditedType));
		}
	}
	
	private System.Type GetCustomEditorType(System.Type type)
	{
    
    
		var flags = BindingFlags.NonPublic	| BindingFlags.Instance;
		
		var attributes = type.GetCustomAttributes(typeof(CustomEditor), true) as CustomEditor[];
		var field = attributes.Select(editor => editor.GetType().GetField("m_InspectedType", flags)).First();
		
		return field.GetValue(attributes[0]) as System.Type;
	}
	
	private void Init()
	{
    
    		
		var flags = BindingFlags.NonPublic	| BindingFlags.Instance;
		
		var attributes = this.GetType().GetCustomAttributes(typeof(CustomEditor), true) as CustomEditor[];
		var field = attributes.Select(editor => editor.GetType().GetField("m_InspectedType", flags)).First();
		
		editedObjectType = field.GetValue(attributes[0]) as System.Type;
	}
 
	void OnDisable()
	{
    
    
		if (editorInstance != null)
		{
    
    
			DestroyImmediate(editorInstance);
		}
	}
	
	/// <summary>
	/// Delegates a method call with the given name to the decorated editor instance.
	/// </summary>
	protected void CallInspectorMethod(string methodName)
	{
    
    
		MethodInfo method = null;
		
		// Add MethodInfo to cache
		if (!decoratedMethods.ContainsKey(methodName))
		{
    
    
			var flags = BindingFlags.Instance | BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public;
			
			method = decoratedEditorType.GetMethod(methodName, flags);
			
			if (method != null)
			{
    
    
				decoratedMethods[methodName] = method;
			}
			else
			{
    
    
				Debug.LogError(string.Format("Could not find method {0}", method));
			}
		}
		else
		{
    
    
			method = decoratedMethods[methodName];
		}
		
		if (method != null)
		{
    
    
			method.Invoke(EditorInstance, EMPTY_ARRAY);
		}
	}
 
	public void OnSceneGUI()
	{
    
    
		CallInspectorMethod("OnSceneGUI");
	}
 
	protected override void OnHeaderGUI ()
	{
    
    
		CallInspectorMethod("OnHeaderGUI");
	}
	
	public override void OnInspectorGUI ()
	{
    
    
		EditorInstance.OnInspectorGUI();
	}
	
	public override void DrawPreview (Rect previewArea)
	{
    
    
		EditorInstance.DrawPreview (previewArea);
	}
	
	public override string GetInfoString ()
	{
    
    
		return EditorInstance.GetInfoString ();
	}
	
	public override GUIContent GetPreviewTitle ()
	{
    
    
		return EditorInstance.GetPreviewTitle();
	}
	
	public override bool HasPreviewGUI ()
	{
    
    
		return EditorInstance.HasPreviewGUI ();
	}
	
	public override void OnInteractivePreviewGUI (Rect r, GUIStyle background)
	{
    
    
		EditorInstance.OnInteractivePreviewGUI (r, background);
	}
	
	public override void OnPreviewGUI (Rect r, GUIStyle background)
	{
    
    
		EditorInstance.OnPreviewGUI (r, background);
	}
	
	public override void OnPreviewSettings ()
	{
    
    
		EditorInstance.OnPreviewSettings ();
	}
	
	public override void ReloadPreviewInstances ()
	{
    
    
		EditorInstance.ReloadPreviewInstances ();
	}
	
	public override Texture2D RenderStaticPreview (string assetPath, Object[] subAssets, int width, int height)
	{
    
    
		return EditorInstance.RenderStaticPreview (assetPath, subAssets, width, height);
	}
	
	public override bool RequiresConstantRepaint ()
	{
    
    
		return EditorInstance.RequiresConstantRepaint ();
	}
	
	public override bool UseDefaultMargins ()
	{
    
    
		return EditorInstance.UseDefaultMargins ();
	}
}

版本: Unity5.3.3

转载链接:Unity3D研究院编辑器之不影响原有布局拓展Inspector(二十四) | 雨松MOMO程序研究院 (xuanyusong.com)

注:此方法有个弊端,不支持多选操作,多选时候写的面板会消失。

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转载自blog.csdn.net/u012685176/article/details/126720638