バージョン: 2021.3 以降
This example demonstrates how to set binding paths with UXML templates.
This example creates an asset menu item. The menu creates a GameSwitch
asset with three template instances that bind to properties of the GameSwitch
object.
You can find the completed files that this example creates in this GitHub repository.
このガイドは、Unity エディター、UI Toolkit、および C# スクリプトに精通している開発者を対象としています。始める前に、以下をよく理解してください。
Create scripts to define the GameSwitch
struct and a custom asset to hold properties of the GameSwitch
struct.
Unity で任意のテンプレートでプロジェクトを作成します。
In your Project window, create a folder named bind-uxml-template
to store all your files.
GameSwitch.cs
という名前の C# スクリプトを作成し、そのコンテンツを以下のように置き換えます。
using System;
[Serializable]
public struct GameSwitch
{
public string name;
public bool enabled;
}
Create a C# script named GameSwitchesAsset.cs
and replace its contents with the following:
using UnityEngine;
[CreateAssetMenu(menuName = "UIToolkitExamples/GameSwitches")]
public class GameSwitchesAsset : ScriptableObject
{
public GameSwitch useLocalServer;
public GameSwitch showDebugMenu;
public GameSwitch showFPSCounter;
// Use the Reset function to provide default values
public void Reset()
{
useLocalServer = new GameSwitch() { name = "Use Local Server", enabled = false };
showDebugMenu = new GameSwitch() { name = "Show Debug Menu", enabled = false };
showFPSCounter = new GameSwitch() { name = "Show FPS Counter", enabled = true };
}
}
Create a UXML template that you can use for each GameSwitch
struct instance, and a UXML file that uses the template.
game_switch.uxml
という名前のUI ドキュメントを作成し、そのコンテンツを以下のように置き換えます。
<UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
<Box style="flex-direction: row;">
<Toggle binding-path="enabled" />
<TextField binding-path="name" readonly="true" style="flex-grow: 1;"/>
</Box>
</UXML>
In the bind-uxml-template folder, create a folder named Editor
.
In the Editor folder, create a UI Document named game_switches_editor.uxml
and replace its contents with the following:
<UXML xmlns="UnityEngine.UIElements" xmlns:ue="UnityEditor.UIElements">
<Template name="switch" src="../game_switch.uxml"/>
<Instance template="switch" binding-path="useLocalServer" />
<Instance template="switch" binding-path="showDebugMenu" />
<Instance template="switch" binding-path="showFPSCounter" />
</UXML>
Note: This is the main UXML file for the custom Editor. Each property binds to an instance of game_switch.uxml
through the binding-path
attribute of Instance
.
Create a script to register a custom Editor for GameSwitchesAsset
.
Create a C# script named GameSwitchesEditor.cs
and replace its content with the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace UIToolkitExamples
{
[CustomEditor(typeof(GameSwitchesAsset))]
public class GameSwitchesEditor : Editor
{
[SerializeField]
VisualTreeAsset visualTreeAsset;
public override VisualElement CreateInspectorGUI()
{
return visualTreeAsset.CloneTree();
}
}
}
Assets
folder.GameSwitchesAsset.useLocalServer
, GameSwitchesAsset.showDebugMenu
, and GameSwitchesAsset.showFPSCounter
properties.