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我有以下代码:

public class Test : UnityEngine.MonoBehaviour
{
    [Range(0.0f, 1.0f)] // draws a slider restricted to 0.0 <-> 1.0 range in UI
    public float RangeMin = 0.0f;

    [Range(0.0f, 1.0f)] // draws a slider restricted to 0.0 <-> 1.0 range in UI
    public float RangeMax = 1.0f;

    private void OnValidate() // called at every update in UI to validate/coerce
    {
        RangeMin = math.min(RangeMin, RangeMax);
        RangeMax = math.max(RangeMin, RangeMax);
    }
}

目前,它执行以下操作:

更改最小值永远不会影响最大值:(期望的行为)

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更改最大值确实会影响最小值:(不需要的行为)

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那段非常简单的代码适用于最小滑块,但不适用于最大滑块。

注意,请不要建议使用EditorGUI.MinMaxSlider因为它不显示值:

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4

1 回答 1

1

你的问题是顺序:

private void OnValidate() // called at every update in UI to validate/coerce
{
    RangeMin = math.min(RangeMin, RangeMax);
    RangeMax = math.max(RangeMin, RangeMax);
}

它“有效”,RangeMin因为您在更改它的那一刻立即检查并限制它。

但是,在改变的同时RangeMax你已经立即影响到了RangeMin它有机会限制之前RangeMax

正如建议的那样,您应该检查您当前正在更改的两个值中的哪一个,例如

[HideInInspector] private float lastMin;
[HideInInspector] private float lastMax;

private void OnValidate() 
{
    if(!Mathf.Approximately(lastMin, RangeMin))
    {
        RangeMin = Mathf.Min(RangeMin, RangeMax);
        lastMin = RangeMin;
    }

    if(!Mathf.Approximately(lastMax, RangeMax))
    {
        RangeMax = Mathf.Max(RangeMin, RangeMax);
        lastMax = RangeMax;
    }
}

注释中也已经提到的另一种选择是使用局部变量来存储钳位值,但等待赋值,直到所有值都完成钳位,例如

private void OnValidate() 
{     
    var newMin = Mathf.Min(RangeMin, RangeMax);        
    var newMax = Mathf.Max(RangeMin, RangeMax);

    RangeMin = newMin;
    RangeMax = newMax;
}

或者回到

请注意,请不要建议使用 EditorGUI.MinMaxSlider,因为它不显示值。

我想你可以简单地让它像Naughty Attributes已经完成的那样

namespace NaughtyAttributes
{
    [AttributeUsage(AttributeTargets.Field, AllowMultiple = false, Inherited = true)]
    public class MinMaxSliderAttribute : DrawerAttribute
    {
        public float MinValue { get; private set; }
        public float MaxValue { get; private set; }

        public MinMaxSliderAttribute(float minValue, float maxValue)
        {
            MinValue = minValue;
            MaxValue = maxValue;
        }
    }
}

还有抽屉

namespace NaughtyAttributes.Editor
{
    [CustomPropertyDrawer(typeof(MinMaxSliderAttribute))]
    public class MinMaxSliderPropertyDrawer : PropertyDrawerBase
    {
        protected override float GetPropertyHeight_Internal(SerializedProperty property, GUIContent label)
        {
            return (property.propertyType == SerializedPropertyType.Vector2)
                ? GetPropertyHeight(property)
                : GetPropertyHeight(property) + GetHelpBoxHeight();
        }

        protected override void OnGUI_Internal(Rect rect, SerializedProperty property, GUIContent label)
        {
            EditorGUI.BeginProperty(rect, label, property);

            MinMaxSliderAttribute minMaxSliderAttribute = (MinMaxSliderAttribute)attribute;

            if (property.propertyType == SerializedPropertyType.Vector2)
            {
                EditorGUI.BeginProperty(rect, label, property);

                float indentLength = NaughtyEditorGUI.GetIndentLength(rect);
                float labelWidth = EditorGUIUtility.labelWidth + NaughtyEditorGUI.HorizontalSpacing;
                float floatFieldWidth = EditorGUIUtility.fieldWidth;
                float sliderWidth = rect.width - labelWidth - 2.0f * floatFieldWidth;
                float sliderPadding = 5.0f;

                Rect labelRect = new Rect(
                    rect.x,
                    rect.y,
                    labelWidth,
                    rect.height);

                Rect sliderRect = new Rect(
                    rect.x + labelWidth + floatFieldWidth + sliderPadding - indentLength,
                    rect.y,
                    sliderWidth - 2.0f * sliderPadding + indentLength,
                    rect.height);

                Rect minFloatFieldRect = new Rect(
                    rect.x + labelWidth - indentLength,
                    rect.y,
                    floatFieldWidth + indentLength,
                    rect.height);

                Rect maxFloatFieldRect = new Rect(
                    rect.x + labelWidth + floatFieldWidth + sliderWidth - indentLength,
                    rect.y,
                    floatFieldWidth + indentLength,
                    rect.height);

                // Draw the label
                EditorGUI.LabelField(labelRect, label.text);

                // Draw the slider
                EditorGUI.BeginChangeCheck();

                Vector2 sliderValue = property.vector2Value;
                EditorGUI.MinMaxSlider(sliderRect, ref sliderValue.x, ref sliderValue.y, minMaxSliderAttribute.MinValue, minMaxSliderAttribute.MaxValue);

                sliderValue.x = EditorGUI.FloatField(minFloatFieldRect, sliderValue.x);
                sliderValue.x = Mathf.Clamp(sliderValue.x, minMaxSliderAttribute.MinValue, Mathf.Min(minMaxSliderAttribute.MaxValue, sliderValue.y));

                sliderValue.y = EditorGUI.FloatField(maxFloatFieldRect, sliderValue.y);
                sliderValue.y = Mathf.Clamp(sliderValue.y, Mathf.Max(minMaxSliderAttribute.MinValue, sliderValue.x), minMaxSliderAttribute.MaxValue);

                if (EditorGUI.EndChangeCheck())
                {
                    property.vector2Value = sliderValue;
                }

                EditorGUI.EndProperty();
            }
            else
            {
                string message = minMaxSliderAttribute.GetType().Name + " can be used only on Vector2 fields";
                DrawDefaultPropertyAndHelpBox(rect, property, message, MessageType.Warning);
            }

            EditorGUI.EndProperty();
        }
    }
}

最终看起来像

[SerializeField] [MinMaxSlider(0f; 100f)] private float _minMaxSlider;

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现在在复制该代码之前,请注意Naughty Attributes Package在 Unity Asset Store 中免费提供,并且对编辑器有很多更好的增强功能(ReorderableList、、、ButtonShowIf);)

于 2021-02-14T17:48:16.303 回答