Unity检视面板的继承方法研究 (二)

时间:2021-07-30 20:37:06

  之前做了普通对象的可继承的检视面板类, 现在想要实现对Unity自带的检视面板的继承的话, 要怎样写呢?

  万变不离其宗,  仍然是围绕UnityEditor.Editor.CreateEditor 这个函数来实现:

   /// <summary>
/// decorate Unity's built-in inspector Editor.
/// </summary>
public class DecoratorEditor<T> : UnityEditor.Editor where T : UnityEngine.Object
{
protected T _target;
protected UnityEditor.Editor _nativeEditor;
private static Type _inspectorEditorType = null; public virtual void OnEnable()
{
_target = target as T; if(_inspectorEditorType == null)
{
foreach(Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
{
// get Inspector or Editor
var tagType = assembly.GetType("UnityEditor." + typeof(T).Name + "Inspector")
?? assembly.GetType("UnityEditor." + typeof(T).Name + "Editor");
if(tagType != null)
{
_inspectorEditorType = tagType;
break;
}
}
} if(_inspectorEditorType != null)
{
_nativeEditor = UnityEditor.Editor.CreateEditor(serializedObject.targetObject, _inspectorEditorType);
}
else
{
_nativeEditor = UnityEditor.Editor.CreateEditor(serializedObject.targetObject);
}
} public override void OnInspectorGUI()
{
if(_nativeEditor)
{
_nativeEditor.OnInspectorGUI();
}
}

  这里对于内置Unity Inspector的类型查找几乎是在走钢丝, 也只能碰运气了, 好在我只用来修改了一下TextureImporter的检视面板, 因为Unity2019里面没有显示spritePackingTag这个设置了, 可是这个序列化仍然存在.

#if UNITY_2019_1_OR_NEWER
[CustomEditor(typeof(TextureImporter))]
public class TextureImporterCustomEditor : DecoratorEditor<TextureImporter>
{
public override void OnInspectorGUI()
{
if(_target.textureType == TextureImporterType.Sprite)
{
_target.spritePackingTag = EditorGUILayout.TextField("Packing Tag", _target.spritePackingTag);
}
base.OnInspectorGUI();
}
}
#endif

  这样我的设置又回来了.

补充 : 在重写 TextureImporter 的时候, 有一些东西是没有显示出来或是显示错乱的, 比如修改属性后的 Apply, Revert 按钮没有出现, 这就要自己去找它的原始基类里面的方法了...

#if UNITY_2019_1_OR_NEWER
[CustomEditor(typeof(TextureImporter))]
[CanEditMultipleObjects]
public class TextureImporterCustomEditor : DecoratorEditor<TextureImporter>
{
private static readonly BindingFlags MethodFlag = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.InvokeMethod; private bool _changed = false;
private MethodInfo _apply = null;
private MethodInfo _resetValues = null; #region Mono Funcs
public override void OnEnable()
{
base.OnEnable(); _apply = _nativeEditor.GetType().GetMethod("Apply", MethodFlag);
_resetValues = _nativeEditor.GetType().GetMethod("ResetValues", MethodFlag);
}
public override void OnInspectorGUI()
{
if(_target.textureType == TextureImporterType.Sprite)
{
_target.spritePackingTag = EditorGUILayout.TextField("Packing Tag", _target.spritePackingTag);
} base.OnInspectorGUI(); if(GUI.changed)
{
_changed = true;
} if(_changed)
{
ChangedButtonGUI();
}
}
private void OnDestroy()
{
if(_changed)
{
if(CommonEditorUtils.MessageBox("Apply Changes ?"))
{
ApplyChanges();
}
else
{
RevertChanges(true);
}
}
}
#endregion #region GUI
protected void ChangedButtonGUI()
{
if(GUILayout.Button("Revert", GUILayout.MaxWidth(50.0f)))
{
RevertChanges();
}
if(GUILayout.Button("Apply", GUILayout.MaxWidth(50.0f)))
{
ApplyChanges();
}
}
#endregion #region Main Funcs
protected void ApplyChanges()
{
if(_changed)
{
_changed = false;
EditorUtility.SetDirty(_target);
if(_apply != null)
{
_apply.Invoke(_nativeEditor, null);
}
_target.SaveAndReimport();
}
}
protected void RevertChanges(bool unselectSelf = false)
{
if(_changed)
{
_changed = false;
_resetValues.Invoke(_nativeEditor, null);
}
if (unselectSelf)
{
Selection.activeObject = null;
}
}
#endregion
}
#endif

省略了一些公共代码, 用反射的方式找到基类方法去实现.