我正在为我的ScriptableObjects统一创建自定义检查器,并且我注意到我的Serializable类的属性未显示
我创建了一个简单的脚本来保存字符数据,其中一个字段是Serializable类。如果我不使用自定义检查器,则可以在检查器中看到该类,但是如果我尝试创建一个类,它会自动在折叠视图中显示字段名称,而当我展开它时,该字段为空。
我的课:
app.UseForwardedHeaders(new ForwardedHeadersOptions
{
ForwardedHeaders = ForwardedHeaders.XForwardedFor | ForwardedHeaders.XForwardedProto
});
我的数据ScriptableObject:
using UnityEngine;
[System.Serializable]
public class Skills
{
[SerializeField, Tooltip("This character agility level")]
private byte agility, strength;
}
最后是我的自定义编辑器:
using UnityEngine;
using Weapons.ScriptableObjects;
namespace Characters.ScriptableObjects
{
[CreateAssetMenu(fileName = "New Character", menuName
"Characters/Soldier")]
public class SoldierData : CharacterData
{
public Weapon weapon;
public float life = 100;
public bool autoAttack = true;
public Skills skills = new Skills();
}
}
我想在自定义检查器中查看我的Skills类的属性
答案 0 :(得分:0)
对我有用
我的课:
[Serializable]
public class Skills
{
[SerializeField]
public byte[] m_Arr;
}
我的数据ScriptableObject:
[CreateAssetMenu(fileName = "New Character", menuName =
"Characters/Soldier")]
public class SoldierData : ScriptableObject
{
//public Weapon weapon;
public float life = 100;
public bool autoAttack = true;
public Skills skills = new Skills();
}
最后是我的自定义编辑器:
[CustomEditor(typeof(SoldierData))]
public class SoldierEditor : Editor
{
private SerializedProperty life, autoAttack, skills/*, weapon*/;
private bool showBaseProperties = true, showWeaponProperties = false;
private void OnEnable()
{
life = serializedObject.FindProperty("life");
autoAttack = serializedObject.FindProperty("autoAttack");
skills = serializedObject.FindProperty("skills");
//weapon = serializedObject.FindProperty("weapon");
}
public override void OnInspectorGUI()
{
showBaseProperties = EditorGUILayout.Foldout(showBaseProperties, "Basic settings:");
if (showBaseProperties)
{
base.OnInspectorGUI();
}
serializedObject.Update();
showWeaponProperties = EditorGUILayout.Foldout(showWeaponProperties, "Weapon settings");
if (showWeaponProperties)
{
EditorGUILayout.PropertyField(autoAttack);
EditorGUILayout.PropertyField(life);
}
EditorGUILayout.PropertyField(skills);
serializedObject.ApplyModifiedProperties();
}
}
取消注释武器 添加:将SoldierEditor放在名为“ Editor”的文件夹中