Beispiel #1
0
        /// <summary>
        /// 将读到的property数组转为list
        /// </summary>
        private void TurnPropertyArray2List(SerializedProperty refList)
        {
            if (refList is null)
            {
                Log.Error("refList is null");
                return;
            }
            if (_list is null)
            {
                _list = new List <InspectorSerializObjct>();
            }

            WindowInspectorObj obj = null;
            var cnt = refList.arraySize;

            for (int i = 0; i < cnt; i++)
            {
                var sObj = refList.GetArrayElementAtIndex(i);
                var go   = sObj.FindPropertyRelative("go");
                var type = sObj.FindPropertyRelative("type").stringValue;
                var name = sObj.FindPropertyRelative("name").stringValue;
                if (go is null || string.IsNullOrEmpty(type) || string.IsNullOrEmpty(name))
                {
                    continue;
                }


                var serialObj = new WindowInspectorObj(go.objectReferenceValue as GameObject, type, name);
                var index     = GetSelectedIndex(serialObj.Type, GetGameobjetsCompTypes(serialObj.GameObj));

                var currSelected = Selection.objects[0];
                var temp         = currSelected as GameObject;

                var inspectObj = new InspectorSerializObjct()
                {
                    _serializObject = serialObj,
                    _selectTypeIdx  = index,
                    _objectNodePath = UITools.GetGameObjectChildPath(serialObj.GameObj, temp),
                };
                _list.Add(inspectObj);
            }
        }
Beispiel #2
0
        /// <summary>
        /// 绘制引用相关按钮
        /// </summary>
        private void DrawReferenceButton()
        {
            EditorGUILayout.BeginVertical();
            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button(" + "))
            {
                var obj = new InspectorSerializObjct();
                obj._selectTypeIdx = 0;
                _list.Add(obj);
            }

            if (GUILayout.Button(" - "))
            {
                var cnt = _list.Count;
                if (cnt == 0)
                {
                    return;
                }

                _list.RemoveAt(cnt - 1);
            }

            if (GUILayout.Button("Save Reference"))
            {
                //重新写入到propertyList
                var cnt = _list.Count;
                if (_referenceList is null)
                {
                    return;
                }

                _referenceList.ClearArray();
                _referenceList.arraySize = cnt;

                InspectorSerializObjct sObj;
                for (int i = 0; i < cnt; i++)
                {
                    sObj = _list[i];
                    _referenceList.InsertArrayElementAtIndex(i);
                    var comp = _referenceList.GetArrayElementAtIndex(i);
                    var go   = comp.FindPropertyRelative("go");
                    var type = comp.FindPropertyRelative("type");
                    var name = comp.FindPropertyRelative("name");
                    go.objectReferenceValue = sObj._serializObject.GameObj;
                    type.stringValue        = sObj._serializObject.Type;
                    name.stringValue        = sObj._serializObject.Name;
                }
                //写入类名
                var className = serializedObject.FindProperty("_className");
                className.stringValue = _className;

                //Undo.RecordObject( target, "tar changed" );
                serializedObject.ApplyModifiedProperties();
            }

            if (GUILayout.Button("Clear Reference"))
            {
                _referenceList?.ClearArray();
                _list?.Clear();
                serializedObject.ApplyModifiedProperties();
            }

            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndVertical();
        }