我在统一方面面临着一个怪异的问题,当我重新加载场景时,引用不断中断,我试图了解到底发生了什么,但是没有运气。 我做了一个脚本来复制您可以在下面找到的问题。
当我通过更改大小来编辑最后一个数据元素“列表”时,更改会反映在其他数据对象列表上,因为它们被视为引用。
。
如果我重新加载场景,则更改将不再像以前那样反映出来,这次的行为类似于副本而不是引用。
有人可以帮我弄清楚到底是怎么回事吗?
。
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class test : MonoBehaviour
{
public List<data> Data = new List<data>();
}
[System.Serializable]
public class data
{
public List<int> list = new List<int>();
}
[CustomEditor(typeof(test))]
public class testEditor:Editor
{
test test;
public void OnEnable()
{
test = (test)target;
}
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if (GUILayout.Button("Add"))
{
data data = new data();
if (test.Data.Count >= 1) data.list = test.Data[test.Data.Count - 1].list;
test.Data.Add(data);
EditorUtility.SetDirty(test);
}
if (GUILayout.Button("Clear"))
{
test.Data.Clear();
EditorUtility.SetDirty(test);
}
}
}
答案 0 :(得分:2)
通常:请勿直接访问和更改您的MonoBehaviour
实例的值!
如您所述,您将必须处理各种脏污标记并保存自己。在编辑器中重新打开场景时,您会遇到以下错误:未正确标记某些内容,因此未将其与场景一起保存。
宁愿经过SerializedProperty
来处理所有标记变脏和保存,尤其是自动撤消/重做等操作:
[CustomEditor(typeof(test))]
public class testEditor : Editor
{
private SerializedProperty Data;
public void OnEnable()
{
Data = serializedObject.FindProperty(nameof(test.Data));
}
public override void OnInspectorGUI()
{
DrawDefaultInspector();
// load all current values of the properties in test into the SerializedProperty "clones"
serializedObject.Update();
if (GUILayout.Button("Add"))
{
// this simply adds a new entry to the list
// since the data and list are both serializable this already initializes them with values
Data.arraySize++;
// Actually the entire following block is redundant
// by using Data.arraySize++; the new added entry automatically
// is a full copy of the entry before!
// I just decided to add it as example how you would access further nested SerializedProperties
//// if there was an element before now there are two
//if (Data.arraySize >= 2)
//{
// // get the last added element
// var lastElement = Data.GetArrayElementAtIndex(Data.arraySize - 1);
// var beforeElement = Data.GetArrayElementAtIndex(Data.arraySize - 2);
// // deep clone the list
// var lastElementList = lastElement.FindPropertyRelative(nameof(data.list));
// var beforeElementList = beforeElement.FindPropertyRelative(nameof(data.list));
// lastElementList.arraySize = beforeElementList.arraySize;
// for (var i = 0; i < lastElementList.arraySize; i++)
// {
// lastElementList.GetArrayElementAtIndex(i).intValue = beforeElementList.GetArrayElementAtIndex(i).intValue;
// }
//}
}
if (GUILayout.Button("Clear"))
{
Data.arraySize = 0;
}
// write back the values of the SerializedProperty "clones" into the real properties of test
serializedObject.ApplyModifiedProperties();
}
}
这现在可以处理所有标记变脏,正确保存场景,自动撤消/重做等操作,您不必再担心了。
然后是一些“专业”提示:使用ReorderableList
!设置起来似乎有些棘手,但功能却非常强大:顾名思义,它可以让您简单地通过在Inspector中拖放来重新排列元素,还可以从中间删除项目,而这在菜单中是不可能的。普通列表抽屉。这将完全取代您的Add
和Clear
按钮:
using UnityEditor;
using UnityEditorInternal;
[CustomEditor(typeof(test))]
public class testEditor : Editor
{
private SerializedProperty Data;
private ReorderableList dataList;
public void OnEnable()
{
Data = serializedObject.FindProperty(nameof(test.Data));
// should the list
// | be reorderable by drag&drop of the entries?
// | | display a header for the list?
// | | | have an Add button?
// | | | | have a Remove button?
// v v v v
dataList = new ReorderableList(serializedObject, Data, true, true, true, true)
{
// what shall be displayed as header
drawHeaderCallback = rect => EditorGUI.LabelField(rect, Data.displayName),
elementHeightCallback = index =>
{
var element = Data.GetArrayElementAtIndex(index);
var elementList = element.FindPropertyRelative(nameof(data.list));
return EditorGUIUtility.singleLineHeight * (elementList.isExpanded ? elementList.arraySize + 4 : 3);
},
drawElementCallback = (rect, index, isFocused, isActive) =>
{
var element = Data.GetArrayElementAtIndex(index);
EditorGUI.LabelField(new Rect(rect.x,rect.y,rect.width,EditorGUIUtility.singleLineHeight), element.displayName);
// in order to print the list in the next line
rect.y += EditorGUIUtility.singleLineHeight;
var elementList = element.FindPropertyRelative(nameof(data.list));
EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight * (elementList.isExpanded ? elementList.arraySize + 1 : 1)), elementList, true);
}
};
}
public override void OnInspectorGUI()
{
// load all current values of the properties in test into the SerializedProperty "clones"
serializedObject.Update();
dataList.DoLayoutList();
// write back the values of the SerializedProperty "clones" into the real properties of test
serializedObject.ApplyModifiedProperties();
}
}
注意:如果不是这种情况,请执行以下操作:
testEditor
部分应
Editor
的文件夹中的其他脚本中,否则您应该将与UnityEditor
名称空间相关的所有内容包装在预处理器中,例如
#if UNITY_EDITOR
using UnityEditor;
using UnityEditorInternal;
#endif
...
#if UNITY_EDITOR
[CustomEditor(typeof(test))]
public class testEditor : Editor
{
...
}
#endif
否则,在构建应用程序时会出错,因为UnityEditor
名称空间是在构建中删除的,并且仅存在于Unity Editor本身内。