UIElement编辑器扩展 组件 Inspector
https://docs.unity.cn/cn/2021.3/Manual/UIE-create-a-binding-uxml-inspector.html
简单开始
声明序列化VisualTreeAsset
SerializeField\] VisualTreeAsset visualTree;
声明完,直接在脚本的Inspector面板,把你这个界面的UXML拖进去就可以了,非常方便
基础的属性,在UIBuilder里拖好需要的组件,bingdingPath填好属性名即可
```csharp
//测试组件
public class TestComp : MonoBehaviour
{
public int TestInt;
public GameObject TestGO;
}
```
```csharp
//测试组件的编辑器扩展
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(TestComp))]
public class TestCompEditor : Editor
{
[SerializeField]
VisualTreeAsset m_InspectorXML;
public override VisualElement CreateInspectorGUI()
{
var root = m_InspectorXML.CloneTree();
return root;
}
}
```
### 封装的数据对象
```csharp
[Serializable]
public class TestItem
{
public string name;
public GameObject gameObject;
}
public class TestComp : MonoBehaviour
{
public int TestInt;
public GameObject TestGO;
public TestItem Item;
}
```
对TestItem单独创建一个UXML,根据属性在UIBuilder拖好需要的组件
在TestCompEditor.cs,增加TestItem.uxml这个文件的声明
增加一点CreateInspectorGUI代码
```csharp
//测试组件的编辑器扩展
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
[CustomEditor(typeof(TestComp))]
public class TestCompEditor : Editor
{
[SerializeField]
VisualTreeAsset m_InspectorXML;
//增加的TestItem UXML
[SerializeField]
VisualTreeAsset m_ItemAsset;
public override VisualElement CreateInspectorGUI()
{
var root = visualTree.CloneTree();
var item = m_PropertyAsset.CloneTree();
//指定TestComp的属性名
item.bindingPath = "Item";
//加入即可
root.Add(item);
return root;
}
}
```
### List+数据对象
```csharp
[Serializable]
public class TestItem
{
public string name;
public GameObject gameObject;
}
public class TestComp : MonoBehaviour
{
public int TestInt;
public GameObject TestGO;
public TestItem Item;
public List