//重写OnInspectorGUI方法,当激活此面板区域时调用 public override void OnInspectorGUI() { //加入此句,不影响原在Inspector绘制的元素 // base.OnInspectorGUI(); //获取指定脚本对象 m_Target = target as BagManage; m_Target.itemInfoPanel = EditorGUILayout.ObjectField("物品信息显示框", m_Target.itemInfoPanel, typeof(GameObject), true) as GameObject; m_Target.itemInBag = EditorGUILayout.ObjectField("物体预制体", m_Target.itemInBag, typeof(GameObject), true) as GameObject; m_Target.equip = EditorGUILayout.ObjectField("右侧UI", m_Target.equip, typeof(GameObject), true) as GameObject; m_Target.isDrag = EditorGUILayout.Toggle("是否可拖动", m_Target.isDrag); m_Target.isAuto = EditorGUILayout.Toggle("自动排版", m_Target.isAuto); if (m_Target.isAuto) { m_Target.Lattice = EditorGUILayout.ObjectField("格子预制体", m_Target.Lattice, typeof(GameObject), true) as GameObject; m_Target.allCapacity = EditorGUILayout.IntField("容量", m_Target.allCapacity); m_Target.top = EditorGUILayout.FloatField("整体距上", m_Target.top); m_Target.left = EditorGUILayout.FloatField("整体距左", m_Target.left); m_Target.autoTop = EditorGUILayout.FloatField("行间距", m_Target.autoTop); m_Target.autoLeft = EditorGUILayout.FloatField("列间距", m_Target.autoLeft); m_Target.autoSize = EditorGUILayout.FloatField("格子大小", m_Target.autoSize); m_Target.lineNum = EditorGUILayout.IntField("每行有几个格子", m_Target.lineNum); } }