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Editor

class in UnityEditor

/

Inherits from:ScriptableObject

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Description

Base class to derive custom Editors from. Use this to create your own custom inspectors and editors for your objects.

Consider a script MyPlayer with variables for armor, damage, and a reference to a gun GameObject:

using UnityEngine;
using System.Collections;

// This is not an editor script. public class MyPlayer : MonoBehaviour { public int armor = 75; public int damage = 25; public GameObject gun;

void Update() { // Update logic here... } }

Using a custom Editor, the apperance of the script in the Inspector can be changed, for example to look like this:


Custom editor in the Inspector.

You can attach the Editor to a custom component by using the CustomEditor attribute.

There are multiple ways to design custom Editors. If you want the Editor to support multi-object editing, you can use the CanEditMultipleObjects attribute. Instead of modifying script variables directly, it's advantageous to use the SerializedObject and SerializedProperty system to edit them, since this automatically handles multi-object editing, undo, and prefab overrides. If this approach is used a user can select multiple assets in the hierarchy window and change the values for all of them at once.

using UnityEditor;
using UnityEngine;
using System.Collections;

// Custom Editor using SerializedProperties. // Automatic handling of multi-object editing, undo, and prefab overrides. [CustomEditor(typeof(MyPlayer))] [CanEditMultipleObjects] public class MyPlayerEditor : Editor { SerializedProperty damageProp; SerializedProperty armorProp; SerializedProperty gunProp;

void OnEnable() { // Setup the SerializedProperties. damageProp = serializedObject.FindProperty ("damage"); armorProp = serializedObject.FindProperty ("armor"); gunProp = serializedObject.FindProperty ("gun"); }

public override void OnInspectorGUI() { // Update the serializedProperty - always do this in the beginning of OnInspectorGUI. serializedObject.Update ();

// Show the custom GUI controls. EditorGUILayout.IntSlider (damageProp, 0, 100, new GUIContent ("Damage"));

// Only show the damage progress bar if all the objects have the same damage value: if (!damageProp.hasMultipleDifferentValues) ProgressBar (damageProp.intValue / 100.0f, "Damage");

EditorGUILayout.IntSlider (armorProp, 0, 100, new GUIContent ("Armor"));

// Only show the armor progress bar if all the objects have the same armor value: if (!armorProp.hasMultipleDifferentValues) ProgressBar (armorProp.intValue / 100.0f, "Armor");

EditorGUILayout.PropertyField (gunProp, new GUIContent ("Gun Object"));

// Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties (); }

// Custom GUILayout progress bar. void ProgressBar (float value, string label) { // Get a rect for the progress bar using the same margins as a textfield: Rect rect = GUILayoutUtility.GetRect (18, 18, "TextField"); EditorGUI.ProgressBar (rect, value, label); EditorGUILayout.Space (); } }

Alternatively, if automatic handling of multi-object editing, undo, and prefab overrides is not needed, the script variables can be modified directly by the editor without using the SerializedObject and SerializedProperty system, as in the example below.

using UnityEditor;
using UnityEngine;
using System.Collections;

// Example script with properties. public class MyPlayerAlternative : MonoBehaviour { public int damage; public int armor; public GameObject gun;

// ...other code... }

// Custom Editor the "old" way by modifying the script variables directly. // No handling of multi-object editing, undo, and prefab overrides! [CustomEditor (typeof(MyPlayerAlternative))] public class MyPlayerEditorAlternative : Editor {

public override void OnInspectorGUI() { MyPlayerAlternative mp = (MyPlayerAlternative)target;

mp.damage = EditorGUILayout.IntSlider ("Damage", mp.damage, 0, 100); ProgressBar (mp.damage / 100.0f, "Damage");

mp.armor = EditorGUILayout.IntSlider ("Armor", mp.armor, 0, 100); ProgressBar (mp.armor / 100.0f, "Armor");

bool allowSceneObjects = !EditorUtility.IsPersistent (target); mp.gun = (GameObject)EditorGUILayout.ObjectField ("Gun Object", mp.gun, typeof(GameObject), allowSceneObjects); }

// Custom GUILayout progress bar. void ProgressBar (float value, string label) { // Get a rect for the progress bar using the same margins as a textfield: Rect rect = GUILayoutUtility.GetRect (18, 18, "TextField"); EditorGUI.ProgressBar (rect, value, label); EditorGUILayout.Space (); } }

Properties

serializedObjectA SerializedObject representing the object or objects being inspected.
targetThe object being inspected.
targetsAn array of all the object being inspected.

Public Methods

DrawDefaultInspectorDraw the built-in inspector.
DrawHeaderCall this function to draw the header of the editor.
DrawPreviewThe first entry point for Preview Drawing.
GetInfoStringImplement this method to show asset information on top of the asset preview.
GetPreviewTitleOverride this method if you want to change the label of the Preview area.
HasPreviewGUIOverride this method in subclasses if you implement OnPreviewGUI.
OnInspectorGUIImplement this function to make a custom inspector.
OnInteractivePreviewGUIImplement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.
OnPreviewGUIImplement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.
OnPreviewSettingsOverride this method if you want to show custom controls in the preview header.
RenderStaticPreviewOverride this method if you want to render a static preview.
RepaintRepaint any inspectors that shows this editor.
RequiresConstantRepaintDoes this edit require to be repainted constantly in its current state?
UseDefaultMarginsOverride this method in subclasses to return false if you don't want default margins.

Protected Methods

ShouldHideOpenButtonReturns the visibility setting of the "open" button in the Inspector.

Static Methods

CreateCachedEditorOn return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one.
CreateCachedEditorWithContextCreates a cached editor using a context object.
CreateEditorMake a custom editor for targetObject or targetObjects.
CreateEditorWithContextMake a custom editor for targetObject or targetObjects with a context object.

Messages

OnSceneGUIEnables the Editor to handle an event in the scene view.

Events

finishedDefaultHeaderGUIAn event raised while drawing the header of the Inspector window, after the default header items have been drawn.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.
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