那些年我踩的坑(1)——Unity编辑器SerializedProperty.enumValueIndex

这个是我自己的坑,自己挖的坑,然后自己跳了下去

首先上结论,以后别再犯同样的错误:
SerializedProperty.enumValueIndex得到的是当前枚举值在所有值中的排序索引,不是枚举值!!!是enumValueIndex,是Index!!!不是enumValue!

错误的写法:


public enum EventType
{
    
    
    None = 0,
    Test = 2,
    Attack = 1,
    Test3 = 3,
    Damage = 4,
}

[System.Serializable]
public class ActionEvent
{
    
    
    public EventType eventType;
    public float atkValue;
    public float damageValue;
}

public class Actor : MonoBehaviour
{
    
    
    public ActionEvent actionEvent;
}

[CustomPropertyDrawer(typeof(ActionEvent), true)]
public class ActionEventDrawer : PropertyDrawer
{
    
    
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
    
    
        using (new EditorGUI.PropertyScope(position, label, property))
        {
    
    
            SerializedProperty eventType = property.FindPropertyRelative("eventType");
            EditorGUI.PropertyField(position, eventType);
            position.y += EditorGUIUtility.singleLineHeight;
            //把enumValueIndex当成枚举值就是最大的错误
            switch (eventType.enumValueIndex)  
            {
    
    
                case (int)EventType.Attack:
                    EditorGUI.PropertyField(position, property.FindPropertyRelative("atkValue"));
                    break;
                case (int)EventType.Damage:
                    EditorGUI.PropertyField(position, property.FindPropertyRelative("damageValue"));
                    break;
            }
        }
    }
}

由于我的枚举被我从中间,删除了几个,导致枚举值不连续,因此最开始我使用Popup绘制时,一直以为是使用SerializedProperty.enumNames导致的问题,因为这个names是连续的数组,是对不上枚举值的,所以一直在这里改,一直没有注意到enumValueIndex的问题。

正确写法:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
[CustomPropertyDrawer(typeof(ActionEvent), true)]
public class ActionEventDrawer : PropertyDrawer
{
    
    
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
    
    
        using (new EditorGUI.PropertyScope(position, label, property))
        {
    
    
            SerializedProperty eventType = property.FindPropertyRelative("eventType");
            EditorGUI.PropertyField(position, eventType);
            position.y += EditorGUIUtility.singleLineHeight;
            var eventTypeValue = Enum.GetValues(typeof(EventType)).GetValue(eventType.enumValueIndex);
            switch (eventTypeValue)  
            {
    
    
                case EventType.Attack:
                    EditorGUI.PropertyField(position, property.FindPropertyRelative("atkValue"));
                    break;
                case EventType.Damage:
                    EditorGUI.PropertyField(position, property.FindPropertyRelative("damageValue"));
                    break;
            }
        }
    }
}

我们在调试的窗口中可以看到枚举的值数组列:

var values = Enum.GetValues(typeof(FPSPlayerActionEventType));

在这里插入图片描述

猜你喜欢

转载自blog.csdn.net/ithot/article/details/120356892
今日推荐