Пример #1
0
    //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);
        }
    }