Unity3D编辑器插件开发

学习视频连接地址
目录:

Unity3D插件开发.png

一,菜单项相关操作

1.菜单项(MenuItem)

首先在Asset目录下新建一个Editor文件夹,然后在该目录下添加一个脚本MenuTest.cs
代码内容:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class MenuTest : MonoBehaviour {

    // Use this for initialization
    void Start () {
    
    }
    
    // Update is called once per frame
    void Update () {
    
    }


    /// <summary>
    /// _w 单一的快捷键 W
    /// #w shift + w
    /// %w ctrl + w
    /// &w alt + w
    /// </summary>
    [MenuItem("菜单/Test _w")]
    public static void Test1()
    {
        Debug.Log("Test_-----");
    }

    [MenuItem("菜单/Test# #w")]
    public static void Test2 ()
    {
        Debug.Log("Test#-----");
    }

    [MenuItem("菜单/Test% %w")]
    public static void Test3 ()
    {
        Debug.Log("Test%-----");
    }

    [MenuItem("菜单/Test& &w")]
    public static void Test4 ()
    {
        Debug.Log("Test&-----");
    }
}

在编辑器中选择菜单点击效果如下:

test1.gif

2.组件菜单(AddComponentMenu)

就是将自己所写的脚本添加到Component菜单下面

Paste_Image.png

在Scripts目录下新建一个脚本组件,Test1.cs

Paste_Image.png

代码内容为:

using UnityEngine;
using System.Collections;
using UnityEditor;
[AddComponentMenu("菜单组件/MenuTest")]
public class Test1 : MonoBehaviour {

    // Use this for initialization
    void Start () {
    
    }
    
    // Update is called once per frame
    void Update () {
    
    }

}

然后就可以在Component组件中看到 菜单组件下的MenuTest组件

test1.gif

然后在一个GameObject Add Component下也可以看到刚才添加的菜单组件

test1.gif

3.上下文菜单(ContextMenu)

就是在一个物体的组件上添加上下文菜单,即点击右键出现的菜单
就在上文的Test1中添加一个上下文菜单
代码内容如下:

using UnityEngine;
using System.Collections;
using UnityEditor;
[AddComponentMenu("菜单组件/MenuTest")]
public class Test1 : MonoBehaviour {

    // Use this for initialization
    void Start () {
    
    }
    
    // Update is called once per frame
    void Update () {
    
    }

    [ContextMenu("ContextMenu")]
    public void Test()
    {
        Debug.Log("上下文测试");
    }

}

然后将Test1.cs这个组件添加到物体上,然后再点击右键,可以看到如下效果:

test1.gif

4.必要组件菜单(RequireComponent)

必要组件是在添加改组件的同时添加其他的组件,而且是依赖于这个组件的,
同样在上文的Test.cs中添加必要组件,
代码内容为:

using UnityEngine;
using System.Collections;
using UnityEditor;
[RequireComponent(typeof(Rigidbody))]
[AddComponentMenu("菜单组件/MenuTest")]
public class Test1 : MonoBehaviour {

    // Use this for initialization
    void Start () {
    
    }
    
    // Update is called once per frame
    void Update () {
    
    }

    [ContextMenu("ContextMenu")]
    public void Test()
    {
        Debug.Log("上下文测试");
    }

}

此时在一个物体上添加Test.cs组件的同时就将Rigidbody组件也添加上去了。在移除这个组件的时候要先移除Test1组件,然后才能移除Rigidbody,否则不能移除成功

test1.gif


二,自定义Inspector界面

1.属性相关标识

1)隐藏属性显示 (HideInInspector)
2)不显示的属性(NonSerialized)
3)关键字序列化(Serializable)
4)序列化域(SerializeField)

首先新建脚本文件,InspectorTest.cs 和脚本Type1.cs
InspectorTest.cs:

using System;
using UnityEngine;
using System.Collections;

public class InspectorTest : MonoBehaviour
{

    public int number1 = 3;
    [HideInInspector]  //单纯的隐藏属性
    public int number2 = 3;
   [NonSerialized]   //不但隐藏,防止变量序列化
    public int number3 = 3;
    [SerializeField]    //将私有变量强制显示出来
    private int number4 = 5;
    
    //[Serializable]可以让自定义的类显示在视图面板
    public Type1 mytype;

}

Type1.cs脚本内容:(Type1类已经被序列化了)

using UnityEngine;
using System.Collections;
using System;

[Serializable]
public class Type1
{
    public int val1;

    public float val2;

    public Color color;

}

在界面上显示的效果为:

test1.gif

2.自定义界面属性

这里会用到2个类 Editor 和CustomEditor
Editor是自定义面板的基类
CustomEditor是对应标识的组件脚本

案例1:自定义一个属性面板
1)首先在Scripts文件夹下新建一个脚本文本OwnerUITest.cs
脚本内容为:

using System;
using UnityEngine;
using System.Collections;

public class OwerUITest : MonoBehaviour
{

    public int IntVal;

    public float FlatVal;

    public string StrVal;

    public Type3 mType = new Type3();


}

[Serializable]
public class Type3
{
    public int mInt;

    public int mInt2;
}

2)在Editor文件下新建脚本OwnerUIInspector.cs 这个类要继承Editor类,而且要在类的前面声明:[CustomEditor(typeof(OwerUITest))] 关联刚才新建的脚本
脚本的内容为:

using UnityEngine;
using System.Collections;
using UnityEditor;

[CustomEditor(typeof(OwerUITest))]
public class OwnerUIInspector : Editor
{

    public SerializedObject mObj;

    public SerializedProperty mInt;

    public SerializedProperty mFloat;

    public SerializedProperty mStr;

    public SerializedProperty mtype;




    /// <summary>
    /// 选择当前的游戏对象时执行
    /// </summary>
    public void OnEnable()
    {
        Debug.Log("OnEnable()------");
        this.mObj = new SerializedObject(target);
        this.mInt = this.mObj.FindProperty("IntVal");
        this.mFloat = this.mObj.FindProperty("FlatVal");
        this.mStr = this.mObj.FindProperty("StrVal");
        this.mtype = this.mObj.FindProperty("mType");
    }



    /// <summary>
    /// 绘制
    /// </summary>
    public override void OnInspectorGUI()
    {
        Debug.Log("OnInspectorGUI()------");
        this.mObj.Update();

        EditorGUILayout.PropertyField(this.mInt);
        EditorGUILayout.PropertyField(this.mFloat);
        EditorGUILayout.PropertyField(this.mStr);
        //true,表示显示出类的子节点
        EditorGUILayout.PropertyField(this.mtype, true);

    }


    
}


3)然后将OwerUITest 挂在一个物体上,然后点击物体,可以看到绘制的效果:

test1.gif


案例2:实现 点击按钮中选择Transtion不同的值,属性面板绘制出不同的属性,效果如下:

test1.gif

1)首先在Scripts文件夹中新建一个脚本组件InspectorZiDingYi.cs,脚本代码如下:

using UnityEngine;
using System.Collections;

public class InspectorZiDingYi : MonoBehaviour
{

    public MyEnum mEnum;

    public int mInt;

    public float FlatVal;

    public string StrVal;

    public Color mColor;
}


public enum MyEnum
{
    None,
    IntVal,
    FloatVal,
    StrVal,
    CocolVal
}

2)然后在Editor文件下新建一个类InspectorZiDingYIEditor 继承Editor,然后与InspectorZiDingYi组件关联,脚本代码如下:

using UnityEngine;
using System.Collections;
using UnityEditor;

[CustomEditor(typeof(InspectorZiDingYi))]
public class InspectorZiDingYIEditor : Editor
{

    public SerializedObject mObject;

    public SerializedProperty mEnum;

    public SerializedProperty mInt;

    public SerializedProperty mFloat;

    public SerializedProperty mStr;

    public SerializedProperty mColor;

    public void OnEnable()
    {
        this.mObject = new SerializedObject(target);
        this.mEnum = this.mObject.FindProperty("mEnum");
        this.mInt = this.mObject.FindProperty("mInt");
        this.mFloat = this.mObject.FindProperty("FlatVal");
        this.mStr = this.mObject.FindProperty("StrVal");
        this.mColor = this.mObject.FindProperty("mColor");


    }


    public override void OnInspectorGUI()
    {
        this.mObject.Update();

        EditorGUILayout.PropertyField(this.mEnum);

        switch (this.mEnum.enumValueIndex)
        {
            case 1:
                EditorGUILayout.PropertyField(this.mInt);
                break;
            case 2:
                EditorGUILayout.PropertyField(this.mFloat);
                break;
            case 3:
                EditorGUILayout.PropertyField(this.mStr);
                break;
            case 4:
                EditorGUILayout.PropertyField(this.mColor);
                break;
        }
        
        this.mObject.ApplyModifiedProperties();

    }
}

3)然后在物体上挂上组件InspectorZiDingYi.cs 编辑器运行效果如下:

test1.gif

3.自定义窗口

-----------------------------界面的启动和关闭--------------------------
创建自定义窗口需要继承 基类:EditorWindow

案例1:点击菜单项,弹出一个窗口
1)首先在Editor文件夹中创建一个脚本MyTestWindow.cs,脚本内容为:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class MyTestWindow : EditorWindow 
{
    [MenuItem("菜单/显示窗口")]
    public static void showWindow()
    {
       MyTestWindow.CreateInstance<MyTestWindow>().Show();
    }
}

运行效果:

test1.gif

若修改显示方式:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class MyTestWindow : EditorWindow 
{
    [MenuItem("菜单/显示窗口")]
    public static void showWindow()
    {
       MyTestWindow.CreateInstance<MyTestWindow>().ShowUtility();
    }

}

显示效果:

test1.gif

再换一种其他的显示方式:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class MyTestWindow : EditorWindow 
{
    [MenuItem("菜单/显示窗口")]
    public static void showWindow()
    {
        MyTestWindow.CreateInstance<MyTestWindow>().ShowPopup();
    }

}

运行效果:

test1.gif

这样显示的面板是一个空的面板,无法关闭,我们再这个面板上增加一个关闭按钮:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class MyTestWindow : EditorWindow 
{
    [MenuItem("菜单/显示窗口")]
    public static void showWindow()
    {
        MyTestWindow.CreateInstance<MyTestWindow>().ShowPopup();
    }


    public void OnGUI ()
    {
        if (GUILayout.Button("关闭"))
        {
            this.Close();
        }
    }

}

运行效果如下图所示:

Paste_Image.png

-----------------------------界面的相关事件机制------------------------

界面的相关事件机制总共有9个:
1.public void OnGUI() ->绘制窗口
2.public void Update() ->刷新方法,100次/秒
3.public void OnInspectorUpdate() ->刷新方法,比Update()少
4.public void OnSelectionChange() ->选择一个对象
5.public void OnDestroy ->销毁窗口
6.public void OnFocus() ->获得焦点
7.public void OnLostFocus() ->失去焦点

8.public void OnHierarchayChange() ->Hierarchay视图窗口文件发生改变
9.public void OnProjectChange() ->Project视图窗口文件发生改变

案例测试:
首先在Editor文件夹系新建脚本文件:MyWindow2,同样首先继承EditorWindow类,然后实现上述的9个事件机制函数,脚本内容如下:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class MyWindow2 : EditorWindow
{

    [MenuItem("菜单/窗口2")]
    public static void showWindwo()
    {
        //利用单例只可以打开一个窗口
        EditorWindow.GetWindow<MyWindow2>().Show();
    }

    /// <summary>
    /// 绘制操作面板
    /// </summary>
    public void OnGUI()
    {
        if(GUILayout.Button("关闭"))
        {
            this.Close();
        }
    }

    public int index_update = 0;

    public int index_OnInspectorUpdate = 0;

    /// <summary>
    /// 刷新,每秒100次
    /// </summary>
    public void Update()
    {
        index_update ++;
       // Debug.Log("index_update:" + index_update);
    }

    /// <summary>
    /// 刷新方法,比Update少
    /// </summary>
    public void OnInspectorUpdate()
    {
        index_OnInspectorUpdate ++;
       // Debug.Log("index_OnInspectorUpdate:" + index_OnInspectorUpdate);
    }
    /// <summary>
    /// 视图被删除
    /// </summary>
    public void OnDestroy()
    {
        Debug.Log("视图被删除");
    }

    /// <summary>
    /// 选择对象发生改变
    /// </summary>
    public void OnSelectionChange()
    {

        //打印出场景里选择的对象
        for (int i = 0; i < Selection.gameObjects.Length; i++)
        {
            Debug.Log("选择一个场景内对象:" + Selection.gameObjects[i].name);
        }

        //打开所有选择的对象
        for (int i = 0; i < Selection.objects.Length; i++)
        {
            Debug.Log("选择一个对象:" + Selection.objects[i].name);
        }

    }

    public void OnFocus()
    {
        Debug.Log("OnFocus");
    }

    public void OnLostFocus()
    {
        Debug.Log("OnLostFocus");
    }

    /// <summary>
    /// HirearchyChange更改
    /// </summary>
    public void OnHierarchyChange()
    {
    
        Debug.Log("OnHierarchyChange");
       
    }

    /// <summary>
    /// Project 更改
    /// </summary>
    public void OnProjectChange()
    {
        Debug.Log("OnProjectChange");
    }

}

演示效果如下:

test1.gif

-----------------------------文本颜色字段------------------------
输入框:

EditorGUILayout.TextField(string) 文本输入框
EditorGUILayout.TextArea(string); 可换行的文本输入框

EditorGUILayout.PasswordField(string); 文本输入框
EditorGUILayout.ColorField(Color); 颜色输入框

1)首先在Editor文件夹下新建脚本TextColorwindow.cs,文件内容如下:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class TextColorwindow : EditorWindow
{

    [MenuItem("菜单/文本颜色窗口")]
    public  static void showWindow()
    {
        EditorWindow.GetWindow<TextColorwindow>().Show();
    }

    public string mText = "please input a string";

    public Color mColor = Color.black;


    public void OnGUI()
    {
        this.mText = EditorGUILayout.TextField(this.mText);
        this.mText = EditorGUILayout.TextArea(this.mText);
        this.mText = EditorGUILayout.PasswordField(this.mText);

        this.mColor = EditorGUILayout.ColorField(this.mColor);



    }



}

2)运行效果如下:

test1.gif

-----------------------------标签字段------------------------

标签:
EditorGUILayout.LabelField(string) 文本标签
EditorGUILayout.SelectableLabel(string); 选择标签
EditorGUILayout.Space(); 空一行

1)首先在Editor文件中新建脚本LabelWindow.cs 文件内容如下:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class LabelWindow : EditorWindow
{


    public string mText = "please input a string";

    public Color mColor = Color.black;

    [MenuItem("菜单/标签窗口")]
    public static void showWindwo()
    {
        EditorWindow.GetWindow<LabelWindow>().Show();
    }


    public void OnGUI()
    {
        //文本标签
        EditorGUILayout.LabelField("输入文本");
        this.mText = EditorGUILayout.TextField(this.mText);
        //空一行
        EditorGUILayout.Space();
        EditorGUILayout.LabelField("输入文本");
        this.mText = EditorGUILayout.TextArea(this.mText);
        //选择标签
        EditorGUILayout.SelectableLabel("输入密码");

        this.mText = EditorGUILayout.PasswordField(this.mText);
        EditorGUILayout.LabelField("选择颜色");
        this.mColor = EditorGUILayout.ColorField(this.mColor);
    
    }

}

运行效果如下:

test1.gif

-----------------------------数字输入框------------------------

数字输入
EditorGUILayout.IntField(this.mIntVal); 整数输入
EditorGUILayout.FloatField(this.mFloatVal); 浮点数输入

1)首先在Editor文件夹中加入脚本Numberwindow.cs,文件内容为:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class Numberwindow : EditorWindow 
{

    [MenuItem("菜单/数字输入窗口")]
    public static void showWindow()
    {
        EditorWindow.GetWindow<Numberwindow>().Show();
    }

    public int mIntVal;

    public float mFloatVal;


    public void OnGUI()
    {
        EditorGUILayout.LabelField("输入整数");
        this.mIntVal = EditorGUILayout.IntField(this.mIntVal);

        EditorGUILayout.Space();
        EditorGUILayout.LabelField("输入浮点数");


        this.mFloatVal = EditorGUILayout.FloatField(this.mFloatVal);


    }

}

运行效果图:

test1.gif

-----------------------------滚动条------------------------

EditorGUILayout.Slider(...) 浮点数滚动条
EditorGUILayout.IntSlider(...)整数滚动条
EditorGUILayout.MinMaxSlider(...)

1)首先在Editor文件夹下新建一个脚本ScrollWindow.cs,脚本内容为:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class ScrollWindow : EditorWindow
{

    [MenuItem("菜单/滚动条窗口")]
    public static void showWindow()
    {
        EditorWindow.GetWindow<ScrollWindow>().Show();
    }

    public float mFloat;

    public int mIntVal;

    public float mMinVal;
    public float mMaxVal;
    

    public void OnGUI()
    {

        this.mFloat = EditorGUILayout.Slider(this.mFloat, 0, 100);

        this.mIntVal = EditorGUILayout.IntSlider(this.mIntVal, 0, 100);

        EditorGUILayout.Space();


        this.mMinVal = EditorGUILayout.Slider(this.mMinVal, 0, 100);

        this.mMaxVal = EditorGUILayout.Slider(this.mMaxVal, 0, 100);

        EditorGUILayout.MinMaxSlider(ref this.mMinVal, ref this.mMaxVal, 0 , 100);
    }

   

    
}

运行效如果下:

test1.gif

-----------------------------位置大小输入字段------------------------

位置字段:
EditorGUILayout.Vector2Field(string, Vector2) 二维坐标
EditorGUILayout.Vector3Field(string,Vector3); 三维坐标
EditorGuILayout.Vector4Field(string,Vector4);四维坐标
EditorGUILayout.RectFiled(Rect); 矩阵
EditorGUILayout.BoundsFiled();距离

1)首先在Editor文件夹下新建脚本PositionWindow.cs ,脚本内容如下:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class PositionWindow : EditorWindow
{

    public Vector2 mPos2;

    public Vector3 mPos3;

    public Vector4 mPos4;

    public Rect mRect;

    public Bounds mBounds;




    [MenuItem("菜单/位置输入窗口")]
    public static void showWindow()
    {
        EditorWindow.GetWindow<PositionWindow>().Show();
    }

    public void OnGUI()
    {

        this.mPos2 = EditorGUILayout.Vector2Field("二维坐标",this.mPos2);

        this.mPos3 = EditorGUILayout.Vector3Field("三维坐标", this.mPos3);

        this.mPos4 = EditorGUILayout.Vector4Field("四维坐标", this.mPos4);

        EditorGUILayout.Space();

        EditorGUILayout.LabelField("矩阵");
        this.mRect = EditorGUILayout.RectField(this.mRect);
        
        EditorGUILayout.Space();

        EditorGUILayout.LabelField("距离");
        this.mBounds = EditorGUILayout.BoundsField(this.mBounds);




    }
}

运行效果如下:

test1.gif

-----------------------------选择字段------------------------

选择字段:
EditorGUILayout.Popup(int, string[]); 字符串选择,返回字符串数组下标
EditorGUILayout.IntPopup(int,int[],string[]) 字符串选择,返回字符串对应下标的整形数组值
EditorGUILayout.EnumPopup(Enum) 枚举选择,返回枚举
1)首先在Editor文件夹下新建文件SelectWindow.cs ,脚本内容为:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class SelectWindow : EditorWindow 
{

    public  int index;

    public EnumTest mEnum;


    [MenuItem("菜单/选择字段测试窗口")]
    public static void showWindow()
    {
        EditorWindow.GetWindow<SelectWindow>().Show();
    }



    public void OnGUI()
    {
        string[] strs = new[]
        {
            "数组下标0",
            "数组下标1",
            "数组下标2",
        };

        int[] intArr = new[]
        {
            1,
            2,
            3,
        };
        //字符选择,返回选择的字符数组下标
        this.index = EditorGUILayout.Popup(this.index, strs);

        //字符选择,返回对应的整数数组的整数值
        this.index = EditorGUILayout.IntPopup(this.index, strs,intArr);

        Debug.Log("index:" + index);


        //枚举选择
        this.mEnum = (EnumTest)EditorGUILayout.EnumPopup(this.mEnum);



    }


}


public enum EnumTest
{
    Int1,
    Str2,
    Float3,
    Color4
}

程序运行的效果为:

test1.gif

-----------------------------标签、层、对象选择字段------------------------

1)首先在Editor文件夹下新建一个脚本TagLayer.cs,脚本的内容为:

using System;
using UnityEngine;
using System.Collections;
using UnityEditor;

public class TagLayer : EditorWindow 
{

    [MenuItem("菜单/标签、层、对象选择")]
    public static void showWindow()
    {
        EditorWindow.GetWindow<TagLayer>().Show();
    }

    public String mTag;

    public int mLayer;

    public UnityEngine.Object mObject;

    public void OnGUI()
    {
        mTag = EditorGUILayout.TagField(this.mTag);

        mLayer = EditorGUILayout.LayerField(this.mLayer);

        mObject = EditorGUILayout.ObjectField(this.mObject, typeof(Camera));
    }

    
}

2)编译运行结果截图:

test1.gif

-----------------------------单选选择字段-----------------
1)首先在Editor文件夹下新建ToggleWindow.cs脚本文件,脚本内容:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class ToggleWindow : EditorWindow 
{

    [MenuItem("菜单/单选字段选择")]
    public static void showWindow()
    {
        EditorWindow.GetWindow<ToggleWindow>().Show();
    }

    public bool mIsSelect;



    public void OnGUI()
    {

        this.mIsSelect = EditorGUILayout.Toggle("选择", this.mIsSelect);


        this.mIsSelect = EditorGUILayout.Foldout(this.mIsSelect, "折叠");

        if(this.mIsSelect)
        {
            EditorGUILayout.LabelField("you and me");
            EditorGUILayout.LabelField("you and me");
            EditorGUILayout.LabelField("you and me");
            EditorGUILayout.LabelField("you and me");
            EditorGUILayout.LabelField("you and me");
        }

    }

}

2)运行效果:

test1.gif

-----------------------------字段分组-----------------

1)首先在Editor文件夹下新建脚本文件GroupWindow,脚本内容为:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class GroupWindow : EditorWindow
{

    [MenuItem("菜单/字段分组")]
    public static void showWindow()
    {
        EditorWindow.GetWindow<GroupWindow>().Show();

    }


    public bool mSelect;

    public Vector2 mPos;


    public void OnGUI()
    {
        //滚动分组----Begin
        this.mPos = EditorGUILayout.BeginScrollView(this.mPos);
        Debug.Log("滚动分组测试位置:" + this.mPos);

        //Toggle分组----Begin
        this.mSelect = EditorGUILayout.BeginToggleGroup("选择分组",this.mSelect);

        EditorGUILayout.LabelField("1");
        EditorGUILayout.TextField("sdk");
        EditorGUILayout.LabelField("2");
        EditorGUILayout.TextField("sdk");
        EditorGUILayout.LabelField("3");
        EditorGUILayout.TextField("sdk");
        EditorGUILayout.LabelField("4");
        EditorGUILayout.TextField("sdk");

        EditorGUILayout.EndToggleGroup();
        //Toggle分组-----End

        EditorGUILayout.Space();

        //水平分组----Begin
        Rect rect1 = EditorGUILayout.BeginHorizontal();

        EditorGUILayout.LabelField("5");
        EditorGUILayout.TextField("sdk");
        EditorGUILayout.LabelField("6");
        EditorGUILayout.TextField("sdk");
        EditorGUILayout.LabelField("7");
        EditorGUILayout.TextField("sdk");
        EditorGUILayout.LabelField("8");
        EditorGUILayout.TextField("sdk");
        Debug.Log( "水平分组测试数据:" + rect1);

        EditorGUILayout.EndHorizontal();
        //水平分组----End


        //垂直分组----Bengin
        Rect rect2 = EditorGUILayout.BeginVertical();

        EditorGUILayout.LabelField("5");
        EditorGUILayout.TextField("sdk");
        EditorGUILayout.LabelField("6");
        EditorGUILayout.TextField("sdk");
        EditorGUILayout.LabelField("7");
        EditorGUILayout.TextField("sdk");
        EditorGUILayout.LabelField("8");
        EditorGUILayout.TextField("sdk");

        EditorGUILayout.EndVertical();
        //垂直分组----End


        //滚动分组-----End
        EditorGUILayout.EndScrollView();

    }
}

2)运行效果为:

test1.gif

-----------------------------其他字段-----------------
1)首先在Editor文件夹下新建OtherWindow.cs脚本文件,脚本内容为:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class OtherFiledWindow : EditorWindow 
{
    [MenuItem("菜单/其他字段")]
    public static void showWindow()
    {
        EditorWindow.GetWindow<OtherFiledWindow>().Show();
    }

    public AnimationCurve mAC = new AnimationCurve();


    public bool mSelect;

    public Object mObj;

    public void OnGUI()
    {
        //动画字段
        this.mAC = EditorGUILayout.CurveField("动画片段",this.mAC);

        //获得选择的物体
        this.mObj = EditorGUILayout.ObjectField(this.mObj, typeof (Transform));

        //将选择的物体放在面板上
        this.mSelect = EditorGUILayout.InspectorTitlebar(this.mSelect,this.mObj);
    }
}

2)运行效果为:

test1.gif



作者:young路在脚下
链接:https://www.jianshu.com/p/183695196f02
来源:简书
简书著作权归作者所有,任何形式的转载都请联系作者获得授权并注明出处。

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转载自blog.csdn.net/liu943367080/article/details/87980432