当游戏已经在运行时,它运行良好。我可以更改每个门的锁状态。但是在运行游戏之前,我将一个或多个门设置为锁定状态(已选中将标志设置为true),然后运行游戏,它将所有门都更改为假解锁状态。
我希望如果我在运行游戏之前也设置了门锁状态,它将在游戏运行时保持此更改。
第一个脚本只有一行:
using UnityEditor;
[CustomEditor(typeof(DoorsLockManager))]
public class DoorsLockManagerEditor : Editor
{
DoorsLockManager _manager;
public override void OnInspectorGUI()
{
_manager = (DoorsLockManager)target;
base.OnInspectorGUI();
if (_manager.Doors.Count <= 0)
return;
for (var i = 0; i < _manager.Doors.Count; i++)
{
if (_manager.Doors[i] == null)
continue;
_manager.Doors[i].GetLockState = EditorGUILayout.Toggle("Door " + i + " Lockstate", _manager.Doors[i].GetLockState);
}
}
}
第二个脚本控制着门:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System;
public class HoriDoorManager : MonoBehaviour
{
public List<DoorHori> doors = new List<DoorHori>();
public bool doorLockState;
private void Awake()
{
if (transform.parent != null)
{
Transform parent = transform.parent;
var children = parent.GetComponentsInChildren<Transform>();
if (children != null)
{
foreach (Transform door in children)
{
if (door.name == "Door_Left" || door.name == "Door_Right")
doors.Add(door.GetComponent<DoorHori>());
}
}
//ColorDoors(Color.red, Color.green, doorLockState);
}
}
void OnTriggerEnter()
{
if (doorLockState == false)
{
if (doors != null)
{
for(int i =0; i < doors.Count; i++)
{
doors[i].OpenDoor();
}
}
}
}
private void ColorDoors(Color red, Color green, bool state)
{
List<Transform> children = new List<Transform>();
for (int i = 0; i < doors.Count; i++)
{
foreach (Transform child in doors[i].GetComponentsInChildren<Transform>())
{
if (child == doors[i].transform)
continue;
var renderer = child.GetComponent<Renderer>();
renderer.material.shader = Shader.Find("Unlit/ShieldFX");
if(state == true)
{
renderer.material.SetColor("_MainColor", red);
}
else
{
renderer.material.SetColor("_MainColor", green);
}
}
}
}
public bool GetLockState
{
get { return doorLockState; }
set { doorLockState = value; }
}
}
最后一个脚本附加到每个门上:
import pandas as pd
答案 0 :(得分:2)
属性不可序列化!
您根本不应该在编辑器脚本中进行更改,因为它们没有序列化=>从不保存,并且始终具有默认值。
如果它是属性之类的
,它将不起作用public bool GetLockState
{
get { return doorLockState; }
set { doorLockState = value; }
}
如果您的doorLockState
仍然是public
,为什么还要使用它?
问题在于,这不会将已更改的字段doorLockState
标记为“脏”。
但是,由于以下原因,您不应该不使用the other answer建议的EditorUtility.SetDirty
:
从5.3开始,随着多场景编辑的引入,该功能不再用于修改场景中的对象。相反,应该在更改对象之前使用
Undo.RecordObject
。这会将对象的场景标记为脏,并在编辑器中提供撤消条目。'
相反,您必须在编辑脚本中更改doorLockState
的值。
如果在private
位置,则必须添加[SerializeField]
[SerializeField] private bool doorLockState;
但是您的情况似乎仍然是public
,因此它会自动序列化。
比始终更适合使用SerializedProperty和PropertyField,而不是直接在编辑器脚本中操纵值!
一开始它看起来更复杂,但这会自动处理诸如“撤消/重做”之类的内容并自动将其标记为脏内容(从而保存更改),因此您无需执行其他任何操作:
[CustomEditor(typeof(DoorsLockManager))]
public class DoorsLockManagerEditor : Editor
{
private SerializedProperty _doors;
private void OnEnable()
{
_doors = serializedObject.FindProperty("Doors");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
for (int i = 0; i < _doors.arraySize; i++)
{
var door = _doors.GetArrayElementAtIndex(i);
// if door == null the script itself has an error since it can't even find the SerializedProperty
if (door == null)
{
EditorGUILayout.HelpBox("There was an error in the editor script!\nPlease check the log", MessageType.Error);
Debug.LogError("Couldn't get door property", target);
return;
}
if (door.objectReferenceValue == null) continue;
// FindPropertyRelative seems not to work for MonoBehaviour classes
// so we have to use this hack around
var serializedDoor = new SerializedObject(door.objectReferenceValue);
// If it's public no worry anyway
// If it's private still works since we made it a SerializeField
var lockState = serializedDoor.FindProperty("doorLockState");
// Fetch current values into the serialized "copy"
serializedDoor.Update();
if (lockState == null)
{
EditorGUILayout.HelpBox("There was an error in the editor script!\nPlease check the log", MessageType.Error);
Debug.LogError("Couldn't get lockState property", target);
return;
}
// for the PropertyField there is
// no return value since it automatically uses
// the correct drawer for the according property
// and directly changes it's value
EditorGUILayout.PropertyField(lockState, new GUIContent("Door " + i + " Lockstate"));
// or alternatively
//lockState.boolValue = EditorGUILayout.Toggle("Door " + i + " Lockstate", lockState.boolValue);
// Write back changes, mark as dirty if changed
// and add a Undo history entry
serializedDoor.ApplyModifiedProperties();
}
}
}
(当然,值只会更新OnInspectorGUI
,因此如果您打开了多个“检查器”选项卡,则只有将其悬停时才会更新)
答案 1 :(得分:0)
您是否在 DoorsLockManagerEditor 中尝试过EditorUtility.SetDirty?
似乎编辑器没有保留初始值。