Script properties displayed in Unity Editor extension editor

Script properties displayed in Unity Editor extension editor

background

Recently, I need to complete a function in an extended editor, that is, select a GameObject in the Scene view, and then dynamically add a specified script to this GameObject. The difficulty is that the script's attributes must also be exposed at the same time, so we can modify the public attributes And serialize it.

Achieve effect

test

As shown in the figure above, the specific display function is to attach a specified script to any object in the scene and display the attributes that the script wants to serialize. (Here I actually want to make the specified scripts that can be dragged and replaced at any time, but the technology is not enough, I can only write the script to be dragged in the code first.)

The overall structure

In order to achieve this function, the following scripts are required:

  • ExposePropertyAttribute.cs: This script is a feature declaration class. Note that this script cannot be placed in the Editor folder
  • ExposeProperties.cs: This script is a feature implementation class and is the core script for this function. It needs to be placed in the Editor folder
  • MyType.cs: any class you need to display and modify attributes
  • MyTypeEditor.cs: You want to implement an extended editor script

In the above script, it can also be clearly seen that the latter two scripts are customized, and the core is to implement the first two scripts.

Code

  • ExposePropertyAttribute.cs
using System;

[AttributeUsage(AttributeTargets.Property)]
public class ExposePropertyAttribute : Attribute
{
}
  • ExposeProperties.cs
using UnityEditor;
using UnityEngine;
using System;
using System.Collections.Generic;
using System.Reflection;

/*
    - Integer
    - Float
    - Boolean
    - String
    - Vector2
    - Vector3
    - Enum
    - UnityEngine.Object
    代码中支持以上几种形式的显示,还可以继续扩展
 */

public static class ExposeProperties
{
    public static void Expose(PropertyField[] properties)
    {

        GUILayoutOption[] emptyOptions = new GUILayoutOption[0];

        EditorGUILayout.BeginVertical(emptyOptions);

        foreach (PropertyField field in properties)
        {
            EditorGUILayout.BeginHorizontal(emptyOptions);
            switch (field.Type)
            {
                case SerializedPropertyType.Integer:
                    field.SetValue(EditorGUILayout.IntField(field.Name, (int)field.GetValue(), emptyOptions));
                    break;
                case SerializedPropertyType.Float:
                    field.SetValue(EditorGUILayout.FloatField(field.Name, (float)field.GetValue(), emptyOptions));
                    break;
                case SerializedPropertyType.Boolean:
                    field.SetValue(EditorGUILayout.Toggle(field.Name, (bool)field.GetValue(), emptyOptions));
                    break;
                case SerializedPropertyType.String:
                    field.SetValue(EditorGUILayout.TextField(field.Name, (String)field.GetValue(), emptyOptions));
                    break;
                case SerializedPropertyType.Vector2:
                    field.SetValue(EditorGUILayout.Vector2Field(field.Name, (Vector2)field.GetValue(), emptyOptions));
                    break;
                case SerializedPropertyType.Vector3:
                    field.SetValue(EditorGUILayout.Vector3Field(field.Name, (Vector3)field.GetValue(), emptyOptions));
                    break;
                case SerializedPropertyType.Enum:
                    field.SetValue(EditorGUILayout.EnumPopup(field.Name, (Enum)field.GetValue(), emptyOptions));
                    break;
                case SerializedPropertyType.ObjectReference:
                    field.SetValue(EditorGUILayout.ObjectField(field.Name, (UnityEngine.Object)field.GetValue(), field.GetPropertyType(), true, emptyOptions));
                    break;
                default:
                    break;
            }
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.EndVertical();
    }

    public static PropertyField[] GetProperties(System.Object obj)
    {
        List<PropertyField> fields = new List<PropertyField>();
        PropertyInfo[] infos = obj.GetType().GetProperties(BindingFlags.Public | BindingFlags.Instance);

        foreach (PropertyInfo info in infos)
        {
            if (!(info.CanRead && info.CanWrite))
                continue;
            object[] attributes = info.GetCustomAttributes(true);
            bool isExposed = false;
            foreach (object o in attributes)
            {
                if (o.GetType() == typeof(ExposePropertyAttribute))
                {
                    isExposed = true;
                    break;
                }
            }
            if (!isExposed)
                continue;
            SerializedPropertyType type = SerializedPropertyType.Integer;
            if (PropertyField.GetPropertyType(info, out type))
            {
                PropertyField field = new PropertyField(obj, info, type);
                fields.Add(field);
            }
        }
        return fields.ToArray();
    }
}

public class PropertyField
{
    System.Object m_Instance;
    PropertyInfo m_Info;
    SerializedPropertyType m_Type;

    MethodInfo m_Getter;
    MethodInfo m_Setter;

    public SerializedPropertyType Type
    {
        get
        {
            return m_Type;
        }
    }
    public String Name
    {
        get
        {
            return ObjectNames.NicifyVariableName(m_Info.Name);
        }
    }
    public PropertyField(System.Object instance, PropertyInfo info, SerializedPropertyType type)
    {

        m_Instance = instance;
        m_Info = info;
        m_Type = type;

        m_Getter = m_Info.GetGetMethod();
        m_Setter = m_Info.GetSetMethod();
    }
    public System.Object GetValue()
    {
        return m_Getter.Invoke(m_Instance, null);
    }
    public void SetValue(System.Object value)
    {
        m_Setter.Invoke(m_Instance, new System.Object[] { value });
    }
    public Type GetPropertyType()
    {
        return m_Info.PropertyType;
    }
    public static bool GetPropertyType(PropertyInfo info, out SerializedPropertyType propertyType)
    {

        propertyType = SerializedPropertyType.Generic;

        Type type = info.PropertyType;

        if (type == typeof(int))
        {
            propertyType = SerializedPropertyType.Integer;
            return true;
        }

        if (type == typeof(float))
        {
            propertyType = SerializedPropertyType.Float;
            return true;
        }

        if (type == typeof(bool))
        {
            propertyType = SerializedPropertyType.Boolean;
            return true;
        }

        if (type == typeof(string))
        {
            propertyType = SerializedPropertyType.String;
            return true;
        }

        if (type == typeof(Vector2))
        {
            propertyType = SerializedPropertyType.Vector2;
            return true;
        }

        if (type == typeof(Vector3))
        {
            propertyType = SerializedPropertyType.Vector3;
            return true;
        }

        if (type.IsEnum)
        {
            propertyType = SerializedPropertyType.Enum;
            return true;
        }
        // COMMENT OUT to NOT expose custom objects/types
        propertyType = SerializedPropertyType.ObjectReference;
        return true;

        //return false;

    }
}
  • MyType.cs
using UnityEngine;

public class MyType : MonoBehaviour
{
    [HideInInspector] [SerializeField] int m_SomeInt;
    [HideInInspector] [SerializeField] float m_SomeFloat;
    [HideInInspector] [SerializeField] bool m_SomeBool;
    [HideInInspector] [SerializeField] string m_Etc;

    [ExposeProperty]
    public int SomeInt
    {
        get
        {
            return m_SomeInt;
        }
        set
        {
            m_SomeInt = value;
        }
    }

    [ExposeProperty]
    public float SomeFloat
    {
        get
        {
            return m_SomeFloat;
        }
        set
        {
            m_SomeFloat = value;
        }
    }

    [ExposeProperty]
    public bool SomeBool
    {
        get
        {
            return m_SomeBool;
        }
        set
        {
            m_SomeBool = value;
        }
    }

    [ExposeProperty]
    public string SomeString
    {
        get
        {
            return m_Etc;
        }
        set
        {
            m_Etc = value;
        }
    }
}
  • MyTypeEditor.cs
using UnityEditor;
using UnityEngine;
using System.Collections;

[CustomEditor(typeof(MyType))]
public class MyTypeEditor : EditorWindow
{
    private PropertyField[] _fields;

    [MenuItem("Tools/Test")]
    static void CreateWindow()
    {
        var window = GetWindow(typeof(MyTypeEditor), true);
        window.Show();
    }
    private void OnGUI()
    {
        EditorGUILayout.HelpBox("请在场景中选择任意物体", MessageType.Info);
        EditorGUILayout.LabelField("选中的物体:");
        
        foreach (var item in Selection.gameObjects)
        {
            EditorGUILayout.BeginVertical("Box");
            GUILayout.Label(item.name);
            var sp = item.GetComponent<MyType>();
            if (sp != null)
            {
                sp = (MyType)EditorGUILayout.ObjectField(sp, typeof(MyType), true);
                _fields = ExposeProperties.GetProperties(sp);
                ExposeProperties.Expose(_fields);

                EditorGUILayout.BeginHorizontal("HelpBox");
                if (GUILayout.Button("删除脚本"))
                {
                    DestroyImmediate(sp);
                }
                EditorGUILayout.EndHorizontal();
            }
            else
            {
                if (GUILayout.Button("添加脚本"))
                {
                    item.AddComponent<MyType>();
                }
            }
            EditorGUILayout.EndVertical();
        }

        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button("全部添加脚本"))
        {
            foreach (var item in Selection.gameObjects)
            {
                item.GetOrAddComponent<MyType>();
            }
        }
        if (GUILayout.Button("全部删除脚本"))
        {
            foreach (var item in Selection.gameObjects)
            {
                var sp = item.GetComponent<MyType>();
                if (item != null)
                {
                    DestroyImmediate(sp);
                }
            }
        }
        EditorGUILayout.EndHorizontal();
    }
    private void OnInspectorUpdate()
    {
        this.Repaint();
    }
}

OK, the above is all the source code to achieve this function, it is relatively simple.

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Origin www.cnblogs.com/gentlesunshine/p/12686315.html