在扩展Unity的时候,往往会用到一些属性,这里将常用的列一下。
1、属性只读;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
public class ReadOnlyAttribute : PropertyAttribute
{
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
#endif
[ReadOnly]
public string PLUGIN = "";
2、私有变量在 Inspector 显示出来 [SerializeField]
[ReadOnly]
[SerializeField]
private string ABC = "abc";
效果如下:
3、为属性添加头部说明 [HeaderAttribute]
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
[Header("Health Settings")]
public int health = 0;
public int maxHealth = 100;
[Header("Shield Settings")]
public int shield = 0;
public int maxShield = 0;
}
4、隐藏属性 [HideInInspector]
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
[HideInInspector]
public int p = 5;
}
其它还有诸如 HelpURL 等,详情可参考 官方帮忙文档 https://docs.unity3d.com/ScriptReference/HeaderAttribute.html