Editor 编辑器
Inherits from ScriptableObject
Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects.
派生的自定义编辑器基类。使用这个为你的对象来创建自己的自定义检视面板和编辑器。
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
注意:这是一个编辑器类,如果想使用它你需要把它放到工程目录下的Assets/Editor文件夹下。编辑器类在UnityEditor命名空间下。所以当使用C#脚本时,你需要在脚本前面加上 "using UnityEditor"引用。
You can attach the Editor to a custom component by using the CustomEditor attribute.
你可以附加该编辑器到一个自定义组件,通过使用CustomEditor属性。
JavaScript Example:
// This example shows a custom inspector for an// object "MyPlayerEditor", which has two variables, vel (velocity) and ammo.//显示一个对象MyPlayerEditor的自定义检视面板,其中有两个变量vel (velocity) 和 ammo@CustomEditor(MyPlayerEditor)class MyPlayerEditor extends Editor {function OnInspectorGUI() {EditorGUILayout.BeginHorizontal ();EditorGUILayout.PrefixLabel ("Speed");target.vel = EditorGUILayout.Slider(target.vel, 0, 100);EditorGUILayout.EndHorizontal ();EditorGUILayout.BeginHorizontal ();EditorGUILayout.PrefixLabel ("Ammo");target.ammo = EditorGUILayout.IntField(target.ammo);EditorGUILayout.EndHorizontal ();}}
Variables变量
- targetThe object being inspected. // 受检查的对象。
Functions函数
- DrawDefaultInspectorDraw the built-in inspector. //绘制内置检视面板。
- OnInspectorGUIImplement this function to make a custom inspector.
执行这个函数来一个自定义检视面板。 - RepaintRepaint any inspectors that shows this editor.
重绘显示在这个编辑器的任何检视面板。 - HasPreviewGUIOverride this method in subclasses if you implement OnPreviewGUI.
如果执行OnPreviewGUI,在子类重写这个方法。 - OnPreviewGUIImplement this method in a subclass if you want to have a preview field in the inspector.
如果你想在检视面板有一个预览字段,在子类执行这个方法。 - OnPreviewSettingsOverride this method if you want to show custom controls in the preview header.
如果你想在预览头显示自定义控件,重新这个方法。 - GetInfoStringImplement this method to show asset information on top of the asset preview.
执行这个方法来显示资源信息在资源预览的顶部。
Messages Sent发送消息
- OnSceneGUILets the Editor handle an event in the scene view.
让编辑器在场景视图处理一个事件。
Inherited members继承成员Inherited Variables继承变量
- nameThe name of the object. //物体的名字
- hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改?
Inherited Functions继承函数
- GetInstanceIDReturns the instance id of the object.
返回物体的实例ID - ToStringReturns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
- CreateInstanceCreates an instance of a scriptable object with className.
创建一个名为className的脚本化对象的一个实例。 - CreateInstance.<T>Creates an instance of a scriptable object with T.
创建一个带有T参数脚本化对象的实例。
- DestroyRemoves a gameobject, component or asset.
删除一个游戏物体、组件或资源 - DestroyImmediateDestroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。 - DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。 - FindObjectOfTypeReturns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。 - FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表 - InstantiateClones the object original and returns the clone.
克隆原始物体,并返回克隆的物体
Inherited Messages Sent继承发送消息
- OnEnableCreates an instance of a scriptable object with T.
创建一脚本化对象T的一个实例。 - OnDisableThis function is called when the scriptable object goes out of scope
当脚本化对象超出范围时调用这个函数。 - OnDestroyThis function is called when the scriptable object will be destroyed.
当脚本化对象将被销毁,这个函数被调用。