我试图在Unity上做某事并被赶上;
这可能有点复杂,但是请查看是否可以帮助我
What I got and what I want (image)
这是我现在得到的脚本
public class ClasseTest : MonoBehaviour{
public enum TiposDeMissoes
{
TipoMatarGente,
TipoPegarItem,
};
public TiposDeMissoes TiposMissoes;
[Serializable]
public class MatarGente
{
public int IDmissao;
public GameObject[] ObjetosAtivarPraMissao;
public GameObject[] Checkpoints;
public GameObject[] InimigosPraMatar;
}
[Serializable]
public class PegarItem
{
public int IDmissao;
public GameObject[] ObjetosAtivarPraMissao;
public GameObject[] Checkpoints;
public GameObject[] ItemsEntregar;
}
[Serializable]
public class Missoes
{
public TiposDeMissoes TiposMissoes;
public PegarItem[] PegarItem;
public MatarGente[] MatarGente;
}
public Missoes[] MissoesJogasso;
}
如果在枚举中选择了PegarItem,我只会显示类PegarItem。
现在只有PegarItem和MatarGente,但是会有更多的类。
我进行了一些研究,发现我是否想使用特定于我的InInspectorGUI(如果还有其他方法,请告诉我)
我在CustomEditor上获得了0经验,所以到目前为止我是
[CustomEditor(typeof(ClasseTest))]
public class TestCustomInspector : Editor
{
public int numMissoes;
public override void OnInspectorGUI()
{
ClasseTest script = (ClasseTest)target;
numMissoes = EditorGUILayout.IntField("Numero de Missoes", numMissoes);
EditorGUILayout.LabelField("Editante");
var serializedObject = new SerializedObject(target);
var property = serializedObject.FindProperty("MissoesJogasso");
serializedObject.Update();
EditorGUILayout.PropertyField(property, true);
serializedObject.ApplyModifiedProperties();
for (int i = 0; i < numMissoes; i++)
{
script.TiposMissoes = (ClasseTest.TiposDeMissoes)EditorGUILayout.EnumPopup("TIPO DE MISSAO", script.TiposMissoes);
if (script.TiposMissoes == ClasseTest.TiposDeMissoes.TipoMatarGente)
{
script.TiposMissoes = (ClasseTest.TiposDeMissoes)EditorGUILayout.EnumPopup("Matar Gentes", script.TiposMissoes);
}
if (script.TiposMissoes == ClasseTest.TiposDeMissoes.TipoPegarItem)
{
script.TiposMissoes = (ClasseTest.TiposDeMissoes)EditorGUILayout.EnumPopup("Pegar Item", script.TiposMissoes);
}
}
}
}
这意味着在编辑器中:
If I change the value of one enum, all the others copy it (image)
而这正是我所不想要的。 所有人,请记住当编辑器选择MatarGente或PegarItem时,我想显示这些类所拥有的所有可能变量。这包括具有非特定长度的数组。 而且,如果有2个'MatarGente',我希望能够用不同的对象填充这些数组,并稍后检索该信息以在其他地方使用。
答案 0 :(得分:1)
试图了解您在做什么。您的错误是没有修改数组元素和其他一些问题。
这是您的新ClasseTest
:
using System;
using UnityEngine;
using System.Collections.Generic;
public class ClasseTest : MonoBehaviour
{
public enum TiposDeMissoes
{
TipoMatarGente,
TipoPegarItem,
}
[Serializable]
public class MatarGente
{
public int IDmissao;
public GameObject[] ObjetosAtivarPraMissao;
public GameObject[] Checkpoints;
public GameObject[] InimigosPraMatar;
}
[Serializable]
public class PegarItem
{
public int IDmissao;
public GameObject[] ObjetosAtivarPraMissao;
public GameObject[] Checkpoints;
public GameObject[] ItemsEntregar;
}
[Serializable]
public class Missoes
{
public TiposDeMissoes TiposMissoes;
public PegarItem[] PegarItem;
public MatarGente[] MatarGente;
}
public List<Missoes> MissoesJogasso;
public int NumMissoes;
}
这是您的新TestCustomInspector
类:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
[CustomEditor(typeof(ClasseTest))]
public class TestCustomInspector : Editor
{
public override void OnInspectorGUI()
{
ClasseTest script = (ClasseTest)target;
script.NumMissoes = EditorGUILayout.IntField("Numero de Missoes", script.NumMissoes);
// Ensure it cannot go into negative numbers.
if (script.NumMissoes < 0) script.NumMissoes = 0;
// Create the list if it does not exist.
if(script.MissoesJogasso == null) script.MissoesJogasso = new List<ClasseTest.Missoes>();
// numMissoes being greater than the current count means we need to extend the list.
if (script.NumMissoes > script.MissoesJogasso.Count)
{
for (int i = 0; i < script.NumMissoes; i++)
{
script.MissoesJogasso.Add(new ClasseTest.Missoes());
}
}
// numMissoes being less than the current count means we need to decrease the list.
else if(script.NumMissoes < script.MissoesJogasso.Count)
{
int difference = script.MissoesJogasso.Count - script.NumMissoes;
// Remove the last element difference number of times.
for (int i = 0; i < difference; i++)
{
script.MissoesJogasso.RemoveAt(script.MissoesJogasso.Count - 1);
}
}
var serializedTarget = new SerializedObject(target);
for (int i = 0; i < script.MissoesJogasso.Count; i++)
{
var missoes = script.MissoesJogasso[i];
switch(missoes.TiposMissoes)
{
case ClasseTest.TiposDeMissoes.TipoMatarGente:
missoes.TiposMissoes = (ClasseTest.TiposDeMissoes)EditorGUILayout.EnumPopup("Matar Gentes", missoes.TiposMissoes);
DrawProperty(serializedTarget, string.Format("MissoesJogasso.Array.data[{0}].MatarGente", i));
break;
case ClasseTest.TiposDeMissoes.TipoPegarItem:
missoes.TiposMissoes = (ClasseTest.TiposDeMissoes)EditorGUILayout.EnumPopup("Pegar Item", missoes.TiposMissoes);
DrawProperty(serializedTarget, string.Format("MissoesJogasso.Array.data[{0}].PegarItem", i));
break;
}
}
}
private void DrawProperty(SerializedObject serializedObject, string propertyName)
{
var property = serializedObject.FindProperty(propertyName);
serializedObject.Update();
EditorGUILayout.PropertyField(property, true);
serializedObject.ApplyModifiedProperties();
}
}
在Unity中:
希望这行得通。