这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

85 行
2.3 KiB

using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using UOP1.StateMachine.ScriptableObjects;
namespace UOP1.StateMachine.Editor
{
[CustomEditor(typeof(StateSO))]
public class StateEditor : UnityEditor.Editor
{
private ReorderableList _list;
private SerializedProperty _actions;
private void OnEnable()
{
Undo.undoRedoPerformed += DoUndo;
_actions = serializedObject.FindProperty("_actions");
_list = new ReorderableList(serializedObject, _actions, true, true, true, true);
SetupActionsList(_list);
}
private void OnDisable()
{
Undo.undoRedoPerformed -= DoUndo;
}
public override void OnInspectorGUI()
{
_list.DoLayoutList();
serializedObject.ApplyModifiedProperties();
}
private void DoUndo()
{
serializedObject.UpdateIfRequiredOrScript();
}
private static void SetupActionsList(ReorderableList reorderableList)
{
reorderableList.elementHeight *= 1.5f;
reorderableList.drawHeaderCallback += rect => GUI.Label(rect, "Actions");
reorderableList.onAddCallback += list =>
{
int count = list.count;
list.serializedProperty.InsertArrayElementAtIndex(count);
var prop = list.serializedProperty.GetArrayElementAtIndex(count);
prop.objectReferenceValue = null;
};
reorderableList.drawElementCallback += (Rect rect, int index, bool isActive, bool isFocused) =>
{
var r = rect;
r.height = EditorGUIUtility.singleLineHeight;
r.y += 5;
r.x += 5;
var prop = reorderableList.serializedProperty.GetArrayElementAtIndex(index);
if (prop.objectReferenceValue != null)
{
var label = prop.objectReferenceValue.name;
r.width = 35;
EditorGUI.PropertyField(r, prop, GUIContent.none);
r.width = rect.width - 50;
r.x += 42;
GUI.Label(r, label, EditorStyles.boldLabel);
}
else
EditorGUI.PropertyField(r, prop, GUIContent.none);
};
reorderableList.onChangedCallback += list => list.serializedProperty.serializedObject.ApplyModifiedProperties();
reorderableList.drawElementBackgroundCallback += (Rect rect, int index, bool isActive, bool isFocused) =>
{
if (isFocused)
EditorGUI.DrawRect(rect, ContentStyle.Focused);
if (index % 2 != 0)
EditorGUI.DrawRect(rect, ContentStyle.ZebraDark);
else
EditorGUI.DrawRect(rect, ContentStyle.ZebraLight);
};
}
}
}