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我需要一些帮助,因为我不了解序列化的属性路径和类似的东西。我已经编写了 2 个脚本,一个自定义编辑器和一个常规脚本。如果有人知道我如何在编辑器脚本的第一个脚本中引用 slotContents 变量,同时保持它可折叠。感谢:D

    using UnityEngine;
using System.Collections;

public class Inventory : MonoBehaviour {
    public GUISkin mainDesignSkin;
    public GUISkin craftDesignSkin;
    public bool enableCraftingMenu = true;
    public int craftSlot1;
    public int craftSlot2;
    public int craftResult; //Make this private users do not need to see this it will clutter editor.
    public int [] slotContents;
}

第二个脚本。

using UnityEngine;
using System.Collections;
using UnityEditor;
//Decalres type for editor.
[CustomEditor(typeof(Inventory))]
public class InventoryUiCustomEditor : Editor {
    public override void OnInspectorGUI ()
    {
        base.OnInspectorGUI ();
        Inventory ItemReference = (Inventory)target;
        EditorGUILayout.LabelField("First we need to set our skin look in the skins folder or assign your own designs.");
        EditorGUILayout.LabelField("Please assign even if crafting is disabled to avoid accidental null reference errors.");
        EditorGUILayout.Separator();
        ItemReference.mainDesignSkin = (GUISkin) EditorGUILayout.ObjectField("Apply the skin entitled 'Main' here.", ItemReference.mainDesignSkin, typeof (GUISkin), false);
        ItemReference.craftDesignSkin = (GUISkin) EditorGUILayout.ObjectField("Apply the skin entitled 'Craft' here.", ItemReference.craftDesignSkin, typeof (GUISkin), false);
        EditorGUILayout.Separator();
        EditorGUILayout.LabelField("Should the crafting menu be enabled in this Scene?");
        EditorGUILayout.Separator();
        ItemReference.enableCraftingMenu = EditorGUILayout.Toggle("Enable Crafting", ItemReference.enableCraftingMenu); 
        if (ItemReference.enableCraftingMenu == true){
            EditorGUILayout.Separator();
            EditorGUILayout.LabelField("The below fields are for your testing only they will be automatically overridden.");
            EditorGUILayout.LabelField("The following fields can be used as a tester however will only work on valid recipes check the");
            EditorGUILayout.LabelField("documentation video for a tutorial on this.");
            EditorGUILayout.Separator();
            ItemReference.craftSlot1 = EditorGUILayout.IntField("Item 1", ItemReference.craftSlot1);
            ItemReference.craftSlot2 = EditorGUILayout.IntField("Item 2", ItemReference.craftSlot2);
            ItemReference.craftResult = EditorGUILayout.IntField("Result of mixing above two items.", ItemReference.craftResult);


        }
    }
}
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1 回答 1

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检查此链接:http ://answers.unity3d.com/questions/571411/is-it-possible-to-make-ac-script-variable-changea.html

这是您应该阅读的链接,因为它包含您的答案的详细信息:http: //docs.unity3d.com/ScriptReference/Serializable.html并搜索 Serialize.Field

如果没有发现,用户Varaquilex将其关闭:

您的代码应如下所示:

using UnityEngine;
using System.Collections;

[System.Serializable]
public class Inventory : MonoBehaviour 
{
    public GUISkin mainDesignSkin;
    public GUISkin craftDesignSkin;
    public bool enableCraftingMenu = true;
    public int craftSlot1;
    public int craftSlot2;
    public int craftResult; //Make this private users do not need to see this it will clutter editor.
    [SerializeField] 
    public int [] slotContents;
}
于 2015-01-19T22:24:13.290 回答