Version: 1.3
语言 : 中文
Bind with UXML and C# script
Bind to nested properties

Create a binding with the Inspector

Version: 2021.3+

The example demonstrates how to create bindings among a custom Inspector, a custom Editor, and serialized objects.

Example overview

This example creates the following:

  • A custom Inspector UI component with two fields that bind to a GameObject’s name and the scale of a USS transform.
  • A custom Editor window that creates the same bindings inside an InspectorElement.

You can find the completed files that this example creates in this GitHub repository.

先决条件

This guide is for developers familiar with the Unity Editor, UI Toolkit, and C# scripting. Before you start, get familiar with the following:

Define the custom Inspector component

Define a custom Inspector UI class called TankScript, style it with USS, and set the visual elementsA node of a visual tree that instantiates or derives from the C# VisualElement class. You can style the look, define the behaviour, and display it on screen as part of the UI. More info
See in Glossary
and the binding path in UXML.

  1. In your Project window, create a folder named create-a-binding-inspector to store all your files.

  2. Create a C# script named TankScript.cs and replace its content with the following:

    using UnityEngine;
    
    [ExecuteInEditMode]
    public class TankScript : MonoBehaviour
    {
        public string tankName = "Tank";
        public float tankSize = 1;
    
        private void Update()
        {
            gameObject.name = tankName;
            gameObject.transform.localScale = new Vector3(tankSize, tankSize, tankSize);
        }
    }
    
  3. In the create-a-binding-inspector folder, create a folder named Editor.

  4. In the Editor folder, create a USS file named tank_inspector_styles.uss and replace its contents with the following:

    .container {
        background-color: rgb(80, 80, 80);
        flex-direction: column;
    }
    Label {
        background-color: rgb(80, 80, 80);
    }
    TextField:hover {
        background-color: rgb(255, 255, 0);
    }
    FloatField {
        background-color: rgb(0, 0, 255);
    }
    
  5. Create a UXML file named tank_inspector_uxml.uxml and replace its contents with the following:

    <UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
        <Style src="tank_inspector_styles.uss" />
        <VisualElement name="row" class="container">
            <Label text="Tank Script - Custom Inspector" />
            <ue:PropertyField binding-path="tankName" name="tank-name-field" />
            <ue:PropertyField binding-path="tankSize" name="tank-size-field" />
        </VisualElement>
    </UXML>
    

Create the Inspector UI with binding

Create a C# script to register the custom Inspector for TankScript. You don’t need to call the Bind() method as binding in the Inspector window is implicit.

  1. Create a C# script named TankEditor.cs and replace its contents with the following:

    using UnityEditor;
    using UnityEngine;
    using UnityEngine.UIElements;
    
    [CustomEditor(typeof(TankScript))]
    public class TankEditor : Editor
    {
        [SerializeField]
        VisualTreeAsset visualTree;
    
        public override VisualElement CreateInspectorGUI()
        {
            var uxmlVE = visualTree.CloneTree();
            return uxmlVE;
        }
    }
    
  2. In the Project window, select TankEditor.cs.

  3. Drag tank_inspector_uxml.uxml to Visual Tree in the Inspector.

  4. Drag tank_inspector_styles.uss to Style Sheet in the Inspector.

Test the first binding

  1. In Unity, add an empty GameObject to a scene.
  2. Select the GameObject and drag TankScript.cs to Add Component in the Inspector. This generates the Tank Script component in the Inspector.
  3. In Tank Script, you can change the name of the Tank in the Tank Name box, and change the Transform scale value in the Tank Size box.

Bind with InspectorElement

Create a custom Editor window with two fields that bind to the TankScript object. Create a C# script that calls the InspectorElement constructor. The InspectorElement creates the UI and automatically binds the UI to objects.

  1. Create a C# file named SimpleBindingExampleInspectorElement.cs and replace its contents with the following:

    using UnityEditor;
    using UnityEngine;
    using UnityEditor.UIElements;
        
    namespace UIToolkitExamples
    {
        public class SimpleBindingExampleInspectorElement : EditorWindow
        {
            [MenuItem("Window/UIToolkitExamples/Simple Binding Example Inspector Element")]
            public static void ShowDefaultWindow()
            {
                var wnd = GetWindow<SimpleBindingExampleInspectorElement>();
                wnd.titleContent = new GUIContent("Simple Binding with Inspector Element");
            }
        
            TankScript m_Tank;
            public void OnEnable()
            {
                m_Tank = FindObjectOfType<TankScript>();
                if (m_Tank == null)
                    return;
        
                var inspector = new InspectorElement(m_Tank);
                rootVisualElement.Add(inspector);
            }
        }
    }
    

Test the second binding

  1. In Unity, select Window > UIToolkitExamples > Simple Binding Example Inspector Element.
  2. In the Editor window, if you change the values in the fields, the values in the Inspector change, and vice versa.

其他资源

Bind with UXML and C# script
Bind to nested properties