public InspectorSerializObjct() { _serializObject = new WindowInspectorObj(); //WindowBase t = new Game.UI.TestWindow(); //Game.UI.TestWindow tt = new WindowBase() as Game.UI.TestWindow; }
/// <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); } }