EditorWindow 编辑器窗口

Inherits from ScriptableObject

Derive from this class to create an editor window.

从这个类来创建编辑器窗口。

Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
注意:这是一个编辑器类,如果想使用它你需要把它放到工程目录下的Assets/Editor文件夹下。编辑器类在UnityEditor命名空间下。所以当使用C#脚本时,你需要在脚本前面加上 "using UnityEditor"引用。

Create your own custom editor window that can float free or be docked as a tab, just like the native windows in the Unity interface.

创建自己的自定义编辑器窗口,可以自由浮动或作为一个标签停靠,就像在Unity接口的本地窗口。

Editor windows are typically opened using a menu item.

通常编辑器窗口是使用一个菜单项打开。

// C# example:
using UnityEngine;
using UnityEditor;
public class MyWindow : EditorWindow {
	string myString = "Hello World";
	bool groupEnabled;
	bool myBool = true;
	float myFloat = 1.23f;

	// Add menu named "My Window" to the Window menu
	[MenuItem ("Window/My Window")]
	static void Init () {
		// Get existing open window or if none, make a new one:
		MyWindow window = (MyWindow)EditorWindow.GetWindow (typeof (MyWindow));
	}

	void OnGUI () {
		GUILayout.Label ("Base Settings", EditorStyles.boldLabel);
		myString = EditorGUILayout.TextField ("Text Field", myString);

		groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled);
		myBool = EditorGUILayout.Toggle ("Toggle", myBool);
		myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3);
		EditorGUILayout.EndToggleGroup ();
	}
}
// JavaScript example:
class MyWindow extends EditorWindow {
	var myString = "Hello World";
	var groupEnabled = false;
	var myBool = true;
	var myFloat = 1.23;

	// Add menu named "My Window" to the Window menu
	//添加菜单项My Window到Window菜单
	@MenuItem ("Window/My Window")
	static function Init () {
		// Get existing open window or if none, make a new one:
		//获取现有的打开窗口或如果没有,创建一个新的
		var window : MyWindow = EditorWindow.GetWindow (MyWindow);
	}

	function OnGUI () {
		GUILayout.Label ("Base Settings", EditorStyles.boldLabel);
		myString = EditorGUILayout.TextField ("Text Field", myString);

		groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled);
		myBool = EditorGUILayout.Toggle ("Toggle", myBool);
		myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3);
		EditorGUILayout.EndToggleGroup ();
	}
}

Variables变量

Functions函数

Messages Sent发送消息

Class Variables类变量

Class Functions类函数

Inherited members继承成员

Inherited Variables继承变量

Inherited Functions继承函数

Inherited Class Functions继承类函数

Inherited Messages Sent继承发送消息

最后修改:2011年8月20日 Saturday 18:36

本脚本参考基于Unity 3.4.1f5

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