我想要一些帮助,因为我不了解序列化的属性路径和类似的东西。我编写了2个脚本,一个自定义编辑器和一个常规脚本。如果有人知道如何在编辑器脚本的第一个脚本中引用slotContents变量,同时保持它可折叠。谢谢:D
using UnityEngine;
using System.Collections;
public class Inventory : MonoBehaviour {
public GUISkin mainDesignSkin;
public GUISkin craftDesignSkin;
public bool enableCraftingMenu = true;
public int craftSlot1;
public int craftSlot2;
public int craftResult; //Make this private users do not need to see this it will clutter editor.
public int [] slotContents;
}
第二个脚本。
using UnityEngine;
using System.Collections;
using UnityEditor;
//Decalres type for editor.
[CustomEditor(typeof(Inventory))]
public class InventoryUiCustomEditor : Editor {
public override void OnInspectorGUI ()
{
base.OnInspectorGUI ();
Inventory ItemReference = (Inventory)target;
EditorGUILayout.LabelField("First we need to set our skin look in the skins folder or assign your own designs.");
EditorGUILayout.LabelField("Please assign even if crafting is disabled to avoid accidental null reference errors.");
EditorGUILayout.Separator();
ItemReference.mainDesignSkin = (GUISkin) EditorGUILayout.ObjectField("Apply the skin entitled 'Main' here.", ItemReference.mainDesignSkin, typeof (GUISkin), false);
ItemReference.craftDesignSkin = (GUISkin) EditorGUILayout.ObjectField("Apply the skin entitled 'Craft' here.", ItemReference.craftDesignSkin, typeof (GUISkin), false);
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Should the crafting menu be enabled in this Scene?");
EditorGUILayout.Separator();
ItemReference.enableCraftingMenu = EditorGUILayout.Toggle("Enable Crafting", ItemReference.enableCraftingMenu);
if (ItemReference.enableCraftingMenu == true){
EditorGUILayout.Separator();
EditorGUILayout.LabelField("The below fields are for your testing only they will be automatically overridden.");
EditorGUILayout.LabelField("The following fields can be used as a tester however will only work on valid recipes check the");
EditorGUILayout.LabelField("documentation video for a tutorial on this.");
EditorGUILayout.Separator();
ItemReference.craftSlot1 = EditorGUILayout.IntField("Item 1", ItemReference.craftSlot1);
ItemReference.craftSlot2 = EditorGUILayout.IntField("Item 2", ItemReference.craftSlot2);
ItemReference.craftResult = EditorGUILayout.IntField("Result of mixing above two items.", ItemReference.craftResult);
}
}
}
答案 0 :(得分:0)
点击此链接:http://answers.unity3d.com/questions/571411/is-it-possible-to-make-a-c-script-variable-changea.html
这是您应阅读的链接,因为它包含您的答案的详细信息: http://docs.unity3d.com/ScriptReference/Serializable.html并搜索Serialize.Field
如果没有发现,用户Varaquilex会将其关闭:
以下是您的代码的外观:
using UnityEngine;
using System.Collections;
[System.Serializable]
public class Inventory : MonoBehaviour
{
public GUISkin mainDesignSkin;
public GUISkin craftDesignSkin;
public bool enableCraftingMenu = true;
public int craftSlot1;
public int craftSlot2;
public int craftResult; //Make this private users do not need to see this it will clutter editor.
[SerializeField]
public int [] slotContents;
}