举荐:将NSDT场景编辑器
退出你的3D工具链
3D工具集:NSDT简石数字孪生
创立自定义叠加
您能够为场景视图窗口创立自定义面板叠加和工具栏叠加。
- 面板叠加
- 工具栏叠加
提醒:无关创立 UIE 的信息,请参阅 UI 元素开发人员指南。
编辑器工具栏元素
工具栏元素能够蕴含文本、图标或两者的组合。
应用 [] 注册要在实现中应用的工具栏元素。EditorToolbarElement(Identifier, EditorWindowType)ToolbarOverlay
您能够继承任何 VisualElement 类型并自行提供款式,但工具栏元素须要特定的款式,因而最好继承预约义类型之一:EditorToolbar
- 编辑器工具栏按钮 - 基于UnityEditor.UIElements.ToolbarButton
- 编辑器工具栏下拉列表 - 基于EditorToolbarButton
- 编辑器工具栏下拉切换 - 基于UnityEngine.UIElements.BaseField<bool>
- 编辑器工具栏切换 - 基于UnityEditor.UIElements.ToolbarToggle
提醒:如果工具栏程度或垂直停泊,则文本将被剪裁或不可见,因而请为每个工具栏指定一个图标。
面板叠加
所有 Overlay 都必须继承 Overlay 基类并实现 CreatePanelContent() 办法。这将创立一个根本面板,您能够按原样应用该面板或增加工具栏元素。
- 在编辑器文件夹中创立一个新的 C# 脚本并命名它。
- 关上新脚本。
- 删除主大括号之间的样板内容,并在命名空间中实现类。OverlayUnityEditor.Overlays
- 重写函数并将内容增加到可视元素。CreatePanelContent
- 将属性增加到类中,并指定此笼罩将在哪种类型的窗口中可用。 指定为类型将使叠加在所有编辑器窗口中可用,指定将使叠加仅在场景视图中可用。OverlayEditorWindowSceneView
- 增加名称、ID 和显示名称。
可选:将属性增加到类以指定在精简模式下应用的图标。如果未指定图标,则默认状况下,零碎应用笼罩名称的前两个字母(或前两个单词的前两个首字母)。IconOverlay
示例
using UnityEditor;using UnityEditor.Overlays;using UnityEngine.UIElements;[Overlay(typeof(SceneView), "My Custom Toolbar", true)]public class MyToolButtonOverlay : Overlay{ public override VisualElement CreatePanelContent() { var root = new VisualElement() { name = "My Toolbar Root" }; root.Add(new Label() { text = "Hello" }); return root; }}
工具栏叠加
工具栏笼罩是保留工具栏项的容器,由 的汇合组成。EditorToolbarElement
工具栏叠加具备内置的程度、垂直和面板布局。ToolbarOverlay 实现一个无参数构造函数,传递 EditorToolbarElementAttribute ID。与面板叠加不同,内容被定义为收集以造成元素条带的独立片段。
- 与面板笼罩一样,首先创立一个 C# 脚本并将其保留在编辑器文件夹中,而后关上并编辑脚本。
- 增加工具栏元素。
- 将工具栏元素增加到笼罩构造函数。
- 增加面板叠加并应用工具栏元素实现。
创立工具栏叠加时:
- 用于注册要在实现中应用的工具栏元素。[EditorToolbarElement(Identifier, EditorWindowType)]ToolbarOverlay
- 所有叠加都必须应用OverlayAttribute
- 工具栏笼罩必须继承和实现无参数构造函数。ToolbarOverlay
- 工具栏的内容填充字符串 ID,这些 ID 将传递给基构造函数。
- ID 由 定义。EditorToolbarElementAttribute
- Icon属性定义折叠叠加时可见的图标。如果未提供,则应用笼罩名称的前两个字母(或前两个单词的前两个首字母)。
在叠加中实现特定于工具栏笼罩的元素时:
- IAccessContainerWindow 接口仅用于工具栏,因而,元素不会晓得其上下文。在下拉列表切换示例中,切换元素不会执行任何操作。
- 工具栏元素不会在叠加层中承载其款式。对视觉对象应用 UIElement 款式。
示例
此示例演示名为“元素工具栏示例”的笼罩,该示例演示工具栏元素:
- 编辑器工具栏按钮
- 编辑器工具栏切换
- 编辑器工具栏下拉列表
- 编辑器工具栏下拉切换
每个工具栏元素都作为独立类创立,而后增加到“笼罩”面板中。 - 它能够作为面板、程度和垂直排列。
- 这些按钮包含文本和工具提醒。
- 工具栏具备由属性定义的图标,当工具栏折叠时,这些图标将可见。Icon
using System.Collections;using System.Collections.Generic;using System.Text;using UnityEngine;using UnityEditor.EditorTools;using UnityEditor.Toolbars;using UnityEditor.Overlays;using UnityEngine.UIElements;using UnityEditor; Use [EditorToolbarElement(Identifier, EditorWindowType)] to register toolbar elements for use in ToolbarOverlay implementation.[EditorToolbarElement(id, typeof(SceneView))]class DropdownExample : EditorToolbarDropdown{ public const string id = "ExampleToolbar/Dropdown"; static string dropChoice = null; public DropdownExample() { text = "Axis"; clicked += ShowDropdown; } void ShowDropdown() { var menu = new GenericMenu(); menu.AddItem(new GUIContent("X"), dropChoice == "X", () => { text = "X"; dropChoice = "X"; }); menu.AddItem(new GUIContent("Y"), dropChoice == "Y", () => { text = "Y"; dropChoice = "Y"; }); menu.AddItem(new GUIContent("Z"), dropChoice == "Z", () => { text = "Z"; dropChoice = "Z"; }); menu.ShowAsContext(); }}[EditorToolbarElement(id, typeof(SceneView))]class ToggleExample : EditorToolbarToggle{ public const string id = "ExampleToolbar/Toggle"; public ToggleExample() { text = "Toggle OFF"; this.RegisterValueChangedCallback(Test); } void Test(ChangeEvent<bool> evt) { if (evt.newValue) { Debug.Log("ON"); text = "Toggle ON"; } else { Debug.Log("OFF"); text = "Toggle OFF"; } }}[EditorToolbarElement(id, typeof(SceneView))]class DropdownToggleExample : EditorToolbarDropdownToggle, IAccessContainerWindow{ public const string id = "ExampleToolbar/DropdownToggle"; // This property is specified by IAccessContainerWindow and is used to access the Overlay's EditorWindow. public EditorWindow containerWindow { get; set; } static int colorIndex = 0; static readonly Color[] colors = new Color[] { Color.red, Color.green, Color.cyan }; public DropdownToggleExample() { text = "Color Bar"; tooltip = "Display a color rectangle in the top left of the Scene view. Toggle on or off, and open the dropdown" + "to change the color."; // When the dropdown is opened, ShowColorMenu is invoked and we can create a popup menu. dropdownClicked += ShowColorMenu; // Subscribe to the Scene view OnGUI callback so that we can draw our color swatch. SceneView.duringSceneGui += DrawColorSwatch; } void DrawColorSwatch(SceneView view) { // Test that this callback is for the Scene View that we're interested in, and also check if the toggle is on // or off (value). if (view != containerWindow || !value) { return; } Handles.BeginGUI(); GUI.color = colors[colorIndex]; GUI.DrawTexture(new Rect(8, 8, 120, 24), Texture2D.whiteTexture); GUI.color = Color.white; Handles.EndGUI(); } // When the dropdown button is clicked, this method will create a popup menu at the mouse cursor position. void ShowColorMenu() { var menu = new GenericMenu(); menu.AddItem(new GUIContent("Red"), colorIndex == 0, () => colorIndex = 0); menu.AddItem(new GUIContent("Green"), colorIndex == 1, () => colorIndex = 1); menu.AddItem(new GUIContent("Blue"), colorIndex == 2, () => colorIndex = 2); menu.ShowAsContext(); }}[EditorToolbarElement(id, typeof(SceneView))]class CreateCube : EditorToolbarButton//, IAccessContainerWindow{ // This ID is used to populate toolbar elements. public const string id = "ExampleToolbar/Button"; // IAccessContainerWindow provides a way for toolbar elements to access the `EditorWindow` in which they exist. // Here we use `containerWindow` to focus the camera on our newly instantiated objects after creation. //public EditorWindow containerWindow { get; set; } // Because this is a VisualElement, it is appropriate to place initialization logic in the constructor. // In this method you can also register to any additional events as required. In this example there is a tooltip, an icon, and an action. public CreateCube() {// A toolbar element can be either text, icon, or a combination of the two. Keep in mind that if a toolbar is // docked horizontally the text will be clipped, so usually it's a good idea to specify an icon. text = "Create Cube"; icon = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/CreateCubeIcon.png"); tooltip = "Instantiate a cube in the scene."; clicked += OnClick; } // This method will be invoked when the `Create Cube` button is clicked. void OnClick() { var newObj = GameObject.CreatePrimitive(PrimitiveType.Cube).transform; // When writing editor tools don't forget to be a good citizen and implement Undo! Undo.RegisterCreatedObjectUndo(newObj.gameObject, "Create Cube"); //if (containerWindow is SceneView view) // view.FrameSelected(); }}// All Overlays must be tagged with the OverlayAttribute[Overlay(typeof(SceneView), "ElementToolbars Example")] // IconAttribute provides a way to define an icon for when an Overlay is in collapsed form. If not provided, the name initials are used.[Icon("Assets/unity.png")]// Toolbar Overlays must inherit `ToolbarOverlay` and implement a parameter-less constructor. The contents of a toolbar are populated with string IDs, which are passed to the base constructor. IDs are defined by EditorToolbarElementAttribute.public class EditorToolbarExample : ToolbarOverlay{ // ToolbarOverlay implements a parameterless constructor, passing the EditorToolbarElementAttribute ID.// This is the only code required to implement a toolbar Overlay. Unlike panel Overlays, the contents are defined// as standalone pieces that will be collected to form a strip of elements. EditorToolbarExample() : base( CreateCube.id, ToggleExample.id, DropdownExample.id, DropdownToggleExample.id ) { }}
工具栏元素实现
创立自定义叠加
应用编辑器工具栏元素
面板叠加
例
工具栏叠加
例
工具栏元素实现
编辑器工具栏按钮
编辑器工具栏切换
编辑器工具栏下拉列表
编辑器工具栏下拉切换
面板叠加
增加工具栏元素后,实现“叠加”面板。
这些控件与 UIToolkit 中的等效控件雷同,但继承了一些工具栏性能(如折叠状态、方向和面板)和特定款式。
编辑器工具栏按钮
一个独立的类,将蕴含元素的所有逻辑。上面是一个按钮示例,该按钮在单击时创立多维数据集。
[EditorToolbarElement(id, typeof(SceneView))]class CreateCube : EditorToolbarButton{// This ID is used to populate toolbar elements.public const string id = "ExampleToolbar/Button"; // Because this is a VisualElement, it is appropriate to place initialization logic in the constructor.// In this method you can also register to any additional events as required. In this example there is a tooltip, an icon, and an action. public CreateCube() {// A toolbar element can be either text, icon, or a combination of the two. Keep in mind that if a toolbar is docked horizontally the text will be clipped, so it's a good idea to specify an icon. text = "Create Cube"; icon = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/CreateCubeIcon.png"); tooltip = "Instantiate a cube in the scene."; clicked += OnClick;}void OnClick(){ var newObj = GameObject.CreatePrimitive(PrimitiveType.Cube).transform; // When writing editor tools, don't forget to be a good citizen and implement Undo. Undo.RegisterCreatedObjectUndo(newObj.gameObject, "Create Cube");// Note: Using ObjectFactory class instead of GameObject(like in this example) will register the undo entry automatically removing the need to register manually.}}
将元素的 ID 增加到笼罩构造函数:
[Overlay(typeof(SceneView), "ElementToolbar Example")][Icon("Assets/unity.png")]public class EditorToolbarExample : ToolbarOverlay{ EditorToolbarExample() : base(CreateCube.id) { }}
编辑器工具栏切换
创立一个蕴含元素的所有逻辑的独立类。上面是一个切换的简略示例,该切换开关在控制台中打印其状态并在元素中更新其文本。
[EditorToolbarElement(id, typeof(SceneView))]class ToggleExample : EditorToolbarToggle{ public const string id = "ExampleToolbar/Toggle"; public ToggleExample() { text = "Toggle OFF"; // Register the class to a callback for when the toggle’s state changes this.RegisterValueChangedCallback(OnStateChange); } void OnStateChange(ChangeEvent<bool> evt) { if (evt.newValue) { // Put logic for when the state is ON here Debug.Log("Toggle State -> ON"); text = "Toggle ON"; } else { // Put logic for when the state is OFF here Debug.Log("Toggle State -> OFF"); text = "Toggle OFF"; } }}
将元素的 ID 增加到笼罩构造函数:
[[Overlay(typeof(SceneView), "ElementToolbar Example")][Icon("Assets/unity.png")]public class EditorToolbarExample : ToolbarOverlay{ EditorToolbarExample() : base(ToggleExample.id) { }}
编辑器工具栏下拉列表
创立一个蕴含元素的所有逻辑的独立类。上面是一个下拉列表的简略示例,该下拉列表应用下拉抉择调整其文本。
[EditorToolbarElement(id, typeof(SceneView))]class DropdownExample : EditorToolbarDropdown{ public const string id = "ExampleToolbar/Dropdown"; static string dropChoice = null; public DropdownExample() { text = "Axis"; clicked += ShowDropdown; } void ShowDropdown() {// A simple GenericMenu to populate the dropdown content var menu = new GenericMenu(); menu.AddItem(new GUIContent("X"), dropChoice == "X", () => { text = "X"; dropChoice = "X"; }); menu.AddItem(new GUIContent("Y"), dropChoice == "Y", () => { text = "Y"; dropChoice = "Y"; }); menu.AddItem(new GUIContent("Z"), dropChoice == "Z", () => { text = "Z"; dropChoice = "Z"; }); menu.ShowAsContext(); }}
将元素的 ID 增加到笼罩构造函数:
[Overlay(typeof(SceneView), "ElementToolbar Example")][Icon("Assets/unity.png")]public class EditorToolbarExample : ToolbarOverlay{ EditorToolbarExample() : base(DropdownExample.id) { }}
编辑器工具栏下拉切换
创立一个蕴含元素的所有逻辑的独立类。下拉切换是也能够切换的下拉列表(如场景视图中的小控件菜单)。本示例在 Scene 视图的一角创立一个黑白矩形,当它切换时,该矩形与下拉列表中抉择的色彩进行了切换。
[EditorToolbarElement(id, typeof(SceneView))]class DropdownToggleExample : EditorToolbarDropdownToggle, IAccessContainerWindow{ public const string id = "ExampleToolbar/DropdownToggle"; // This property is specified by IAccessContainerWindow and is used to access the Overlay's EditorWindow. public EditorWindow containerWindow { get; set; } static int colorIndex = 0; static readonly Color[] colors = new Color[] { Color.red, Color.green, Color.cyan }; public DropdownToggleExample() { text = "Color Bar"; tooltip = "Display a color rectangle in the top left of the Scene view. Toggle on or off, and open the dropdown" + "to change the color."; // When the dropdown is opened, ShowColorMenu is invoked and you can create a pop-up menu. dropdownClicked += ShowColorMenu; // Subscribe to the Scene view OnGUI callback to draw a color swatch. SceneView.duringSceneGui += DrawColorSwatch; } void DrawColorSwatch(SceneView view) { // Test that this callback is for the correct Scene view, and check if the toggle is on // or off (value). if (view != containerWindow || !value) { return; } Handles.BeginGUI(); GUI.color = colors[colorIndex]; GUI.DrawTexture(new Rect(8, 8, 120, 24), Texture2D.whiteTexture); GUI.color = Color.white; Handles.EndGUI(); } // When the drop-down button is clicked, this method creates a pop-up menu at the mouse cursor position. void ShowColorMenu() { var menu = new GenericMenu(); menu.AddItem(new GUIContent("Red"), colorIndex == 0, () => colorIndex = 0); menu.AddItem(new GUIContent("Green"), colorIndex == 1, () => colorIndex = 1); menu.AddItem(new GUIContent("Blue"), colorIndex == 2, () => colorIndex = 2); menu.ShowAsContext(); }}
将元素的 ID 增加到笼罩构造函数:
[Overlay(typeof(SceneView), "ElementToolbar Example")][Icon("Assets/unity.png")]public class EditorToolbarExample : ToolbarOverlay{ EditorToolbarExample() : base(DropdownToggleExample.id) { }}
面板叠加
实现面板笼罩并增加工具栏元素独立类。在上面的示例中,蕴含所有工具栏元素以演示如何向工具栏增加多个元素。工具栏元素必须蕴含在面板叠加中能力显示。
[Overlay(typeof(SceneView), "ElementToolbar Example")][Icon("Assets/unity.png")]public class EditorToolbarExample : Overlay{ public override VisualElement CreatePanelContent() { var root = new VisualElement() { name = "My Tool Root" }; root.Add(new CreateCube()); root.Add(new ToggleExample()); root.Add(new DropdownExample()); root.Add(new DropdownToggleExample()); return root; }}
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