主要脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DialogueTrigger : MonoBehaviour
{
public List<Dialogue> dialogue = new List<Dialogue>();
[HideInInspector]
public int dialogueNum = 0;
private bool triggered = false;
public void TriggerDialogue()
{
if (triggered == false)
{
if (FindObjectOfType<DialogueManager>() != null)
{
FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
dialogueNum += 1;
}
triggered = true;
}
}
private void Update()
{
if (DialogueManager.dialogueEnded == true)
{
if (dialogueNum == dialogue.Count)
{
return;
}
else
{
FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
DialogueManager.dialogueEnded = false;
dialogueNum += 1;
}
}
}
}
创建项目名称和句子的对话脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Dialogue
{
public string name;
[TextArea(1, 10)]
public string[] sentences;
}
编辑器脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
private SerializedProperty _dialogues;
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
_dialogues = serializedObject.FindProperty("dialogue");
serializedObject.Update();
for (int i = 0; i < _dialogues.arraySize; i++)
{
var dialogue = _dialogues.GetArrayElementAtIndex(i);
EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i));
}
}
}
但是现在我在检查器中有了一个对话框变量,可以在其中设置对话框的数量以及每个对话框的名称和句子。
但是在它之下,根据我设置的对话数量创建了更多的对话。
我想在检查器中使用的是一种主要的对话:
然后在其中设置对话次数。例如,如果我设置5,则在“对话”下将有:对话1对话2对话3对话4对话5
然后在每个“对话”下,例如“对话1”下,将显示其名称和句子。能够更改每个对话的句子大小。
答案 0 :(得分:1)
如果在对话框列表中使用SerializeField属性,则将获得“对话框”的根元素,您可以在其中指定列表中元素的数量,并且每个子级都是对话框类的实例,如果在编辑器脚本中序列化字段,如果您将其添加到脚本列表中,元素也会更新。
编辑:您还需要更新编辑器脚本,如果您想从编辑器脚本中添加元素,则可以从游戏对象中获取该类的实例,然后将元素添加到列表中(只要列表是公开的)
示例
Script.cs
[SerializeField]
public List<Dialogue> dialogue = new List<Dialogue>();
Editor.cs
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
Script script = GameObject.Find("GameObject").GetComponent<Script>();
script.dialogue.Add(new Dialogue());
EditorUtility.SetDirty(script);
}
答案 1 :(得分:1)
问题是默认情况下EditorGUILayout.PropertyField
不支持嵌套属性。
最简单的解决方法是使用正确的重载PropertyField(SerializedProperty property, GUIContent label, bool includeChildren, params GUILayoutOption[] options);
需要bool includeChildren
:
[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
private SerializedProperty _dialogues;
private void OnEnable()
{
// do this only once here
_dialogues = serializedObject.FindProperty("dialogue");
}
public override void OnInspectorGUI()
{
//base.OnInspectorGUI();
serializedObject.Update();
// Ofcourse you also want to change the list size here
_dialogues.arraySize = EditorGUILayout.IntField("Size", _dialogues.arraySize);
for (int i = 0; i < _dialogues.arraySize; i++)
{
var dialogue = _dialogues.GetArrayElementAtIndex(i);
EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i), true);
}
// Note: You also forgot to add this
serializedObject.ApplyModifiedProperties();
}
}
请注意,还有其他可定制的解决方案。另一个快速的例如手动获取那些嵌套属性并定义应如何绘制它们:
[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
private SerializedProperty _dialogues;
// store which dialogue is foldout
private List<bool> dialogueFoldout = new List<bool>();
private void OnEnable()
{
_dialogues = serializedObject.FindProperty("dialogue");
for (var i = 0; i < _dialogues.arraySize; i++)
{
dialogueFoldout.Add(false);
}
}
public override void OnInspectorGUI()
{
//base.OnInspectorGUI();
serializedObject.Update();
var color = GUI.color;
EditorGUI.BeginChangeCheck();
_dialogues.arraySize = EditorGUILayout.IntField("Size", _dialogues.arraySize);
if (EditorGUI.EndChangeCheck())
{
dialogueFoldout.Clear();
for (var i = 0; i < _dialogues.arraySize; i++)
{
dialogueFoldout.Add(false);
}
serializedObject.ApplyModifiedProperties();
return;
}
for (var i = 0; i < _dialogues.arraySize; i++)
{
var dialogue = _dialogues.GetArrayElementAtIndex(i);
dialogueFoldout[i] = EditorGUILayout.Foldout(dialogueFoldout[i], "Dialogue " + i);
// make the next fields look nested below the before one
EditorGUI.indentLevel++;
if (dialogueFoldout[i])
{
var name = dialogue.FindPropertyRelative("name");
var sentences = dialogue.FindPropertyRelative("sentences");
if (string.IsNullOrWhiteSpace(name.stringValue)) GUI.color = Color.yellow;
EditorGUILayout.PropertyField(name);
GUI.color = color;
// if you still want to be able to controll the size
sentences.arraySize = EditorGUILayout.IntField("Senteces size", sentences.arraySize);
// make the next fields look nested below the before one
EditorGUI.indentLevel++;
for (var s = 0; s < sentences.arraySize; s++)
{
var sentence = sentences.GetArrayElementAtIndex(s);
if (string.IsNullOrWhiteSpace(sentence.stringValue)) GUI.color = Color.yellow;
EditorGUILayout.PropertyField(sentence, new GUIContent("Sentece " + s));
GUI.color = color;
}
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}
serializedObject.ApplyModifiedProperties();
}
}
您可以再次迈出一步,为Dialogue
类使用完整的CustomPropertyDrawer。这样做的巨大优势在于,不仅在这一类DialogueTrigger
中,而且在您拥有public Dialogue
字段的任何地方中,它都将使用自定义抽屉显示出来! / p>
或者,如果您真的想要精美的列表(可重新排序),可以轻松删除任何索引处的元素,等等,我强烈建议您看看ReorderableList。这是Unity使用的未记录功能,例如进入UnityEvent
(例如onClick
),并且有点复杂,但是一旦您掌握了它,它就会非常强大! (在my question here中,我们还解决了如何像您的情况一样将其用于嵌套列表。)