Maison > Article > base de données > Unity 注释小技巧
你只需要在字段上添加特效即可 [Header( " 注释 " )][Space( 20 )] public Vector3 test1; ===================================================================================== 自己抽时间写了一个中文显示小脚本.下次问问老大能不能加到项目中去 usin
你只需要在字段上添加特效即可
[Header(<span>"</span><span>注释</span><span>"</span><span>)] [Space(</span><span>20</span><span>)] </span><span>public</span> Vector3 test1;
=====================================================================================
自己抽时间写了一个中文显示小脚本.下次问问老大能不能加到项目中去
<span>using</span><span> UnityEngine; </span><span>using</span><span> System.Collections; </span><span>using</span><span> UnityEditor; </span><span>using</span><span> System; </span><span>using</span><span> System.Reflection; </span><span>using</span><span> System.Collections.Generic; [CustomEditor(</span><span>typeof</span><span>(MyCompoment))] </span><span>public</span> <span>class</span><span> MyCompomentEditor : Editor{ </span><span>public</span> MyCompomentEditor():<span>base</span><span>() { </span><span>//</span><span>Debug.Log("我初始化了");</span> <span> } </span><span>private</span> <span>static</span> <span>bool</span> isDevelop = <span>true</span><span>; </span><span>public</span> <span>override</span> <span>void</span><span> OnInspectorGUI() { </span><span>if</span><span> (isDevelop) { MyCompoment edit </span>=<span> (MyCompoment)target; Type t </span>=<span> edit.GetType(); </span><span>string</span> label = <span>string</span><span>.Empty; FieldInfo[] fieldInfs </span>=<span> t.GetFields(); System.Object[] atrrs </span>= <span>null</span><span>; </span><span>for</span> (<span>int</span> i = <span>0</span>; i ) { atrrs = fieldInfs[i].GetCustomAttributes(<span>false</span><span>); </span><span>for</span> (<span>int</span> k = <span>0</span>; k false).Length; k++<span>) { </span><span>if</span> (atrrs[k] <span>is</span><span> LabelAttribute) { label </span>=<span> ((LabelAttribute)atrrs[k]).Label; </span><span>switch</span><span> (fieldInfs[i].FieldType.Name) { </span><span>case</span> <span>"</span><span>String</span><span>"</span><span>: fieldInfs[i].SetValue(edit, EditorGUILayout.TextField(label, fieldInfs[i].GetValue(edit).ToString())); </span><span>break</span><span>; </span><span>case</span> <span>"</span><span>Float</span><span>"</span><span>: fieldInfs[i].SetValue(edit, EditorGUILayout.FloatField(label, (</span><span>float</span><span>)fieldInfs[i].GetValue(edit))); </span><span>break</span><span>; </span><span>//</span><span>case "Double": </span><span>//</span><span> fieldInfs[i].SetValue(edit, EditorGUILayout.Doube(label, (double)fieldInfs[i].GetValue(edit))); </span><span>//</span><span> break;</span> <span>case</span> <span>"</span><span>Int</span><span>"</span><span>: fieldInfs[i].SetValue(edit, EditorGUILayout.IntField(label, (</span><span>int</span><span>)fieldInfs[i].GetValue(edit))); </span><span>break</span><span>; </span><span>case</span> <span>"</span><span>Int32</span><span>"</span><span>: fieldInfs[i].SetValue(edit, EditorGUILayout.IntField(label, (</span><span>int</span><span>)fieldInfs[i].GetValue(edit))); </span><span>break</span><span>; </span><span>case</span> <span>"</span><span>Color</span><span>"</span><span>: fieldInfs[i].SetValue(edit, EditorGUILayout.ColorField(label, (UnityEngine.Color)fieldInfs[i].GetValue(edit))); </span><span>break</span><span>; </span><span>case</span> <span>"</span><span>GameObject</span><span>"</span><span>: fieldInfs[i].SetValue(edit, EditorGUILayout.ObjectField(label, (UnityEngine.Object)fieldInfs[i].GetValue(edit), </span><span>typeof</span><span>(GameObject))); </span><span>break</span><span>; </span><span>case</span> <span>"</span><span>Component</span><span>"</span><span>: Debug.Log(</span><span>"</span><span>运行过Component</span><span>"</span><span>); fieldInfs[i].SetValue(edit, EditorGUILayout.ObjectField(label, (UnityEngine.Object)fieldInfs[i].GetValue(edit), </span><span>typeof</span><span>(Component))); </span><span>break</span><span>; </span><span>case</span> <span>"</span><span>Vector2</span><span>"</span><span>: fieldInfs[i].SetValue(edit, EditorGUILayout.Vector2Field(label, (Vector2)fieldInfs[i].GetValue(edit))); </span><span>break</span><span>; </span><span>case</span> <span>"</span><span>Vector3</span><span>"</span><span>: fieldInfs[i].SetValue(edit, EditorGUILayout.Vector3Field(label, (Vector3)fieldInfs[i].GetValue(edit))); </span><span>break</span><span>; </span><span>case</span> <span>"</span><span>Vector4</span><span>"</span><span>: fieldInfs[i].SetValue(edit, EditorGUILayout.Vector4Field(label, (Vector4)fieldInfs[i].GetValue(edit))); </span><span>break</span><span>; </span><span>//</span><span>case "Test": </span><span>//</span><span> Debug.Log("运行过Component"); </span><span>//</span><span> fieldInfs[i].SetValue(edit, EditorGUILayout.ObjectField(label, (UnityEngine.Object)fieldInfs[i].GetValue(edit), typeof(Component))); </span><span>//</span><span> break;</span> <span>default</span><span>: </span><span>//</span><span>Debug.Log("fieldInfs[i].Name " + fieldInfs[i].FieldType.BaseType.Name);</span> <span>if</span> (fieldInfs[i].FieldType.BaseType.Name == <span>"</span><span>MonoBehaviour</span><span>"</span><span>) { fieldInfs[i].SetValue(edit, EditorGUILayout.ObjectField(label, (UnityEngine.Object)fieldInfs[i].GetValue(edit), fieldInfs[i].FieldType)); } </span><span>break</span><span>; } } } } } </span><span>else</span><span> { </span><span>base</span><span>.OnInspectorGUI(); } } </span><span>#region</span> 暂时没有用到的代码 <span>/*</span><span> /// <summary> /// 缓存实例的属性,下次就不需要使用循环了 /// </summary> public Dictionary<string string> dir; public void GetProrptes() { if (isDevelop) { MyCompoment edit = (MyCompoment)target; Type t = edit.GetType(); string label = string.Empty; FieldInfo[] fieldInfos = t.GetFields(); System.Object[] atrrs = null; GUIContent contextUI = null; for (int i = 0; i <span>*/</span> <span>#endregion</span><span> }</span></string></span>
MyCompoment:
<span>using</span><span> UnityEngine; </span><span>using</span><span> System.Collections; [SerializeField] </span><span>public</span> <span>class</span><span> MyCompoment : MonoBehaviour { [LabelAttribute(Label </span>= <span>"</span><span>名字</span><span>"</span><span>)] </span><span>public</span> <span>string</span> MyName = <span>"</span><span>123</span><span>"</span><span>; [LabelAttribute(Label </span>= <span>"</span><span>float数字</span><span>"</span><span>)] </span><span>public</span> <span>float</span> float1 = <span>100</span><span>; [LabelAttribute(Label </span>= <span>"</span><span>double数字</span><span>"</span><span>)] </span><span>public</span> <span>double</span> double1 = <span>100</span><span>; [LabelAttribute(Label </span>= <span>"</span><span>int数字</span><span>"</span><span>)] </span><span>public</span> <span>int</span> int1 = <span>100</span><span>; [LabelAttribute(Label </span>= <span>"</span><span>颜色</span><span>"</span><span>)] </span><span>public</span> Color color1 =<span> Color.red; [LabelAttribute(Label </span>= <span>"</span><span>游戏物体</span><span>"</span><span>)] </span><span>public</span><span> GameObject GameObject1; [LabelAttribute(Label </span>= <span>"</span><span>组件</span><span>"</span><span>)] </span><span>public</span><span> StartPanel Component1; [LabelAttribute(Label </span>= <span>"</span><span>2D</span><span>"</span><span>)] </span><span>public</span><span> Vector2 Vector2; [LabelAttribute(Label </span>= <span>"</span><span>3D</span><span>"</span><span>)] </span><span>public</span><span> Vector3 Vector3; [LabelAttribute(Label </span>= <span>"</span><span>4D</span><span>"</span><span>)] </span><span>public</span><span> Vector4 Vector4; }</span>
LabelAttribute特性:
<span>using</span><span> UnityEngine; </span><span>using</span><span> System.Collections; </span><span>using</span><span> System; </span><span>public</span> <span>class</span><span> LabelAttribute : Attribute { </span><span>public</span> <span>string</span><span> Label; }</span>
源代码: http://yunpan.cn/cJhp4tThyGauJ 访问密码 5789