public class PlayerAttributeExample : MonoBehaviour
{
//无滑块的属性
public int VIPLevel = 0;
//特性限定,有滑块
[Range(0, 10)]
public int SliderVIPLevel = 0;
}
Range特性的方法实现:
using UnityEngine;
using System.Collections;
//特性的定义要继承自PropertyAttribute
public class MyRangeAttribute : PropertyAttribute
{
public float Min;//最小值
public float Max;//最大值
public MyRangeAttribute(float min, float max)
{
this.Min = min;
this.Max = max;
}
}
using UnityEngine;
using System.Collections;
using UnityEditor;
//继承PropertyDrawer, 必须放入Editor文件夹下
[CustomPropertyDrawer(typeof(MyRangeAttribute))]
public class MyRangeAttributeDrawer : PropertyDrawer
{
//重载OnGUI方法
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
MyRangeAttribute myRange = attribute as MyRangeAttribute;
if (property.propertyType == SerializedPropertyType.Integer)
{
EditorGUI.IntSlider(position, property, (int)myRange.Min, (int)myRange.Max, label);
}
else if (property.propertyType == SerializedPropertyType.Float)
{
EditorGUI.Slider(position, property, myRange.Min, myRange.Max, label);
}
else
{
}
}
}
2.绘制多选
public enum SomeFood
{
汉堡 = 0,
鸡肉卷 = 1,
薯条 = 3,
}
//只能单选
public SomeFood MyLoveFood;
//多选特性
[EnumListAttribute]
public SomeFood MyLoveFoodList;
using UnityEngine;
using System.Collections;
public class EnumListAttribute : PropertyAttribute
{
}
using UnityEngine;
using System.Collections;
using UnityEditor;
[CustomPropertyDrawer(typeof(EnumListAttribute))]
public class EnumListAttributeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
property.intValue = EditorGUI.MaskField(position, label, property.intValue, property.enumNames);
}
}