searchContext | 设置窗口中搜索框的搜索上下文。 |
rootElement | UIElements 树的根部。如果添加到此根部,则 SettingsProvider 使用 UIElements,而不是调用 SettingsProvider.OnGUI 来构建 UI。如果不向这个 VisualElement 添加,则必须使用 IMGUI 构建 UI。 |
使用此函数来实现处理程序,以便当用户点击设置窗口中的设置时,便可执行该处理程序。你可以从此函数来获取设置资源或设置 UIElements UI。
using UnityEditor; using UnityEngine; using UnityEngine.UIElements;
class SimpleIMGUISettingsProvider : SettingsProvider { SerializedObject m_Settings; const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset"; public SimpleIMGUISettingsProvider(string path, SettingsScope scope = SettingsScope.User) : base(path, scope) {}
public override void OnActivate(string searchContext, VisualElement rootElement) { // Called when the user clicks on the MyCustom element in the Settings window m_Settings = new SerializedObject(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(k_MyCustomSettingsPath)); }
public override void OnDeactivate() { // User selected another setting or closed the Settings window m_Settings = null; }
public override void OnGUI(string searchContext) { // Use IMGUI to display UI: EditorGUILayout.PropertyField(m_Settings.FindProperty("m_Number"), new GUIContent("My Number")); EditorGUILayout.PropertyField(m_Settings.FindProperty("m_SomeString"), new GUIContent("Some string")); m_Settings.ApplyModifiedPropertiesWithoutUndo(); } }
此示例演示了如何基于 UIElements 构建 SettingsProvider:你需要将任何子项添加到传递给 OnActivate 的 rootElement。
using UnityEditor; using UnityEngine; using UnityEngine.UIElements; using UnityEditor.UIElements;
class SimpleUIElementsSettingsProvider : SettingsProvider { SerializedObject m_Settings; const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset"; public SimpleUIElementsSettingsProvider(string path, SettingsScope scope = SettingsScope.User) : base(path, scope) {}
public override void OnActivate(string searchContext, VisualElement rootElement) { // Called when the user clicks on the MyCustom element in the Settings window m_Settings = new SerializedObject(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(k_MyCustomSettingsPath));
// rootElement is a VisualElement. If you add any children to it, you are using UIElements to build the SettingsProvider var styleSheet = AssetDatabase.LoadAssetAtPath<StyleSheet>("Assets/Editor/settings_ui.uss"); rootElement.styleSheets.Add(styleSheet); var title = new Label() { text = "Custom UI Elements" }; title.AddToClassList("title"); rootElement.Add(title);
rootElement.Add(new PropertyField(m_Settings.FindProperty("m_SomeString"))); rootElement.Add(new PropertyField(m_Settings.FindProperty("m_Number")));
rootElement.Bind(m_Settings); }
public override void OnGUI(string searchContext) { // This function is never called since UIElements is drawing the UI. } }