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绵阳门户网站建设,网站报备查询,seo引擎搜索入口,设计网站推荐大GUI系列操作 1.枚举菜单实现文件1#xff1a;Assets/MyScript/Test1.cs代码如下#xff1a; 文件2#xff1a;Assets/MyScript/Editor/Test1Editor.cs代码如下#xff1a; 测试一下新建一个场景#xff0c;新建一个Empty 节点#xff0c;用来测试枚举组件将文件1#xf… GUI系列操作 1.枚举菜单实现文件1Assets/MyScript/Test1.cs代码如下 文件2Assets/MyScript/Editor/Test1Editor.cs代码如下 测试一下新建一个场景新建一个Empty 节点用来测试枚举组件将文件1Assets/MyScript/Test1.cs拖到Game Object的Inspector面板上。实现了一个简单的枚举菜单 2.Window窗口菜单实现窗口菜单实现1——显示窗口文件Assets/MyScript/Test2Window.cs代码如下 测试一下保存文件后在窗口左边有测试2/ShowWindow菜单选项打开测试2/ShowWindow窗口如下 窗口菜单实现2——弹出类型文件Assets/MyScript/Test3Window.cs代码如下 测试一下打开测试2/Test3Window窗口如下 窗口菜单实现3——浮动工具窗口文件Assets/MyScript/Test4Window.cs代码如下测试一下打开测试2/Test4Window窗口如下 3.Window窗口文本与颜色文件Assets/MyScript/Test6Window.cs代码如下测试一下打开测试2/Test6Window窗口如下窗口文本与颜色关键字TextField、TextArea、PasswordField和ColorField。 4.Window窗口标签字段文件Assets/MyScript/Test7Window.cs代码如下测试一下打开测试2/Test7Window窗口如下窗口标签字段关键字LabelField(文本输入框);和Space(20); 5.Window窗口滑动条文件Assets/MyScript/Test8Window.cs代码如下测试一下打开测试2/Test8Window窗口如下窗口标签字段关键字Slider、IntSlider和EditorGUILayout.MinMaxSlider(ref this.mMinFloat, ref this.mMaxFloat, 0, 100); 6.Window三维四维数组文件Assets/MyScript/Test9Window.cs代码如下测试一下打开测试2/Test9Window窗口如下窗口标签字段关键字Vector4Field、RectField和BoundsField 7.Window标签/层和对象选择文件Assets/MyScript/Test10Window.cs代码如下测试一下打开测试2/Test10Window窗口如下 8.Window实现Bool和折叠框文件Assets/MyScript/Test11Window.cs代码如下测试一下打开测试2/Test11Window窗口如下Bool和折叠框实现结构 9.Window实现滑动条和禁用置灰选项文件Assets/MyScript/Test12Window.cs代码如下测试一下打开测试2/Test12Window窗口如下窗口右侧滑动条实现结构是否禁用置灰实现结构 1.枚举菜单实现 文件1Assets/MyScript/Test1.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine;public class Test1 : MonoBehaviour {public Enum4 mEnum;public int mInt;public float mFloat;public string mStr;public Color mColor;// Start is called before the first frame updatevoid Start(){}// Update is called once per framevoid Update(){} }public enum Enum4 {None,IntVal,FloatVal,StrVal,ColorVal }文件2Assets/MyScript/Editor/Test1Editor.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;[CustomEditor(typeof(Test1),true)] public class Test4Editor : Editor {public SerializedObject mObj;public SerializedProperty mEnum;public SerializedProperty mInt;public SerializedProperty mFloat;public SerializedProperty mStr;public SerializedProperty mColor;public void OnEnable(){this.mObj new SerializedObject(target);this.mEnum this.mObj.FindProperty(mEnum);this.mInt this.mObj.FindProperty(mInt);this.mFloat this.mObj.FindProperty(mFloat);this.mStr this.mObj.FindProperty(mStr);this.mColor this.mObj.FindProperty(mColor);}public override void OnInspectorGUI(){this.mObj.Update();EditorGUILayout.PropertyField(this.mEnum);switch (this.mEnum.enumValueIndex){case 1:EditorGUILayout.PropertyField(this.mInt);break;case 2:EditorGUILayout.PropertyField(this.mFloat);break;case 3:EditorGUILayout.PropertyField(this.mStr);break;case 4:EditorGUILayout.PropertyField(this.mColor);break;}this.mObj.ApplyModifiedProperties();} } 测试一下 新建一个场景新建一个Empty 节点用来测试枚举组件 将文件1Assets/MyScript/Test1.cs拖到Game Object的Inspector面板上。 实现了一个简单的枚举菜单 2.Window窗口菜单实现 窗口菜单实现1——显示窗口 文件Assets/MyScript/Test2Window.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test2Window : EditorWindow {[MenuItem(测试2/ShowWindow)]public static void ShowWindow(){Test2Window.CreateInstanceTest2Window().Show();} } 测试一下 保存文件后在窗口左边有测试2/ShowWindow菜单选项 如下 打开测试2/ShowWindow窗口如下 窗口菜单实现2——弹出类型 文件Assets/MyScript/Test3Window.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test3Window : EditorWindow {[MenuItem(测试2/Test3Window)]public static void ShowWindow(){Test3Window.CreateInstanceTest3Window().ShowUtility();} } 测试一下 打开测试2/Test3Window窗口如下 窗口菜单实现3——浮动工具窗口 文件Assets/MyScript/Test4Window.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test4Window : EditorWindow {[MenuItem(测试2/Test4Window)]public static void ShowWindow(){Test4Window.CreateInstanceTest4Window().ShowPopup();}public void OnGUI(){if(GUILayout.Button(关闭)){this.Close();}} } 测试一下 打开测试2/Test4Window窗口如下 3.Window窗口文本与颜色 文件Assets/MyScript/Test6Window.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test6Window : EditorWindow {[MenuItem(测试2/Test6Window)]public static void ShowWindow(){EditorWindow.GetWindowTest6Window().Show();}public string mText 默认文本;public Color mColor Color.white;public void OnGUI(){if (GUILayout.Button(关闭)){this.Close();}this.mText EditorGUILayout.TextField(this.mText);this.mText EditorGUILayout.TextArea(this.mText);this.mText EditorGUILayout.PasswordField(this.mText);this.mColor EditorGUILayout.ColorField(this.mColor); //EditorGUILayout 后面的关键字TextField、TextArea、PasswordField和ColorField。} } 测试一下 打开测试2/Test6Window窗口如下 窗口文本与颜色关键字TextField、TextArea、PasswordField和ColorField。 4.Window窗口标签字段 文件Assets/MyScript/Test7Window.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test7Window : EditorWindow {[MenuItem(测试2/Test7Window)]public static void ShowWindow(){EditorWindow.GetWindowTest7Window().Show();}public string mText 默认文本;public Color mColor Color.white;public void OnGUI(){EditorGUILayout.LabelField(文本输入框);this.mText EditorGUILayout.TextField(this.mText);EditorGUILayout.Space(20);this.mText EditorGUILayout.TextArea(this.mText);EditorGUILayout.SelectableLabel(密码输入框);this.mText EditorGUILayout.PasswordField(this.mText);this.mColor EditorGUILayout.ColorField(this.mColor);} } 测试一下 打开测试2/Test7Window窗口如下 窗口标签字段关键字LabelField(“文本输入框”);和Space(20); 5.Window窗口滑动条 文件Assets/MyScript/Test8Window.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test8Window : EditorWindow {[MenuItem(测试2/Test8Window)]public static void ShowWindow(){EditorWindow.GetWindowTest8Window().Show();}public int mInt;public float mFloat;public float mMinFloat;public float mMaxFloat;public void OnGUI(){EditorGUILayout.LabelField(浮点值滑动条0-100);this.mFloat EditorGUILayout.Slider(this.mFloat, 0, 100);EditorGUILayout.Space(20);EditorGUILayout.LabelField(整数值滑动条0-100);this.mInt EditorGUILayout.IntSlider(this.mInt, 0, 100);EditorGUILayout.Space(30);EditorGUILayout.LabelField(最小值和最大值滑动条);this.mMinFloat EditorGUILayout.Slider(this.mMinFloat, 0, 100);this.mMaxFloat EditorGUILayout.Slider(this.mMaxFloat, 0, 100);EditorGUILayout.MinMaxSlider(ref this.mMinFloat, ref this.mMaxFloat, 0, 100);} } 测试一下 打开测试2/Test8Window窗口如下 窗口标签字段关键字Slider、IntSlider和EditorGUILayout.MinMaxSlider(ref this.mMinFloat, ref this.mMaxFloat, 0, 100); 6.Window三维四维数组 文件Assets/MyScript/Test9Window.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test9Window : EditorWindow {[MenuItem(测试2/Test9Window)]public static void ShowWindow(){EditorWindow.GetWindowTest9Window().Show();}public Vector2 mPos2;public Vector3 mPos3;public Vector4 mPos4;public Rect mRect;public Bounds mBounds;public void OnGUI(){this.mPos2 EditorGUILayout.Vector2Field(二维数值,this.mPos2);this.mPos3 EditorGUILayout.Vector3Field(三维数值,this.mPos3);this.mPos4 EditorGUILayout.Vector4Field(四维数值,this.mPos4);EditorGUILayout.Space(20);EditorGUILayout.LabelField(矩阵);this.mRect EditorGUILayout.RectField(this.mRect);EditorGUILayout.Space(20);EditorGUILayout.LabelField(间距);this.mBounds EditorGUILayout.BoundsField(this.mBounds);} }测试一下 打开测试2/Test9Window窗口如下 窗口标签字段关键字Vector4Field、RectField和BoundsField 7.Window标签/层和对象选择 文件Assets/MyScript/Test10Window.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test10Window : EditorWindow {[MenuItem(测试2/Test10Window)]public static void ShowWindow(){EditorWindow.GetWindowTest10Window().Show();}public string mStr;public int mInt;public Object mObj1;public Object mObj2;public Object mObj3;public Object mObj4;public void OnGUI(){EditorGUILayout.LabelField(Tag);this.mStr EditorGUILayout.TagField(this.mStr);EditorGUILayout.Space(170);EditorGUILayout.LabelField(Layer);this.mInt EditorGUILayout.LayerField(this.mInt);EditorGUILayout.Space(150);EditorGUILayout.LabelField(Camera);this.mObj1 EditorGUILayout.ObjectField(this.mObj1, typeof(Camera));EditorGUILayout.Space();EditorGUILayout.LabelField(Transform);this.mObj2 EditorGUILayout.ObjectField(this.mObj2, typeof(Transform));EditorGUILayout.Space();EditorGUILayout.LabelField(Texture);this.mObj3 EditorGUILayout.ObjectField(this.mObj3, typeof(Texture));EditorGUILayout.Space();EditorGUILayout.LabelField(Object_场景和资源的都可选);this.mObj4 EditorGUILayout.ObjectField(this.mObj4, typeof(Object));} } 测试一下 打开测试2/Test10Window窗口如下 8.Window实现Bool和折叠框 文件Assets/MyScript/Test11Window.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test11Window : EditorWindow {[MenuItem(测试2/Test11Window)]public static void ShowWindow(){EditorWindow.GetWindowTest11Window().Show();}public bool mBool1;public bool mBool2;public string mStr;public int mInt;public Object mObj1;public Object mObj2;public Object mObj3;public Object mObj4;public void OnGUI(){this.mBool1 EditorGUILayout.Toggle(是否开启, this.mBool1);if (this.mBool1){EditorGUILayout.LabelField(Tag);this.mStr EditorGUILayout.TagField(this.mStr);EditorGUILayout.Space(20);EditorGUILayout.LabelField(Layer);this.mInt EditorGUILayout.LayerField(this.mInt);EditorGUILayout.Space(20);EditorGUILayout.LabelField(Camera);this.mObj1 EditorGUILayout.ObjectField(this.mObj1, typeof(Camera));}this.mBool2 EditorGUILayout.Foldout(this.mBool2 , 是否折叠);if (this.mBool2){EditorGUILayout.Space();EditorGUILayout.LabelField(Transform);this.mObj2 EditorGUILayout.ObjectField(this.mObj2, typeof(Transform));EditorGUILayout.Space();EditorGUILayout.LabelField(Texture);this.mObj3 EditorGUILayout.ObjectField(this.mObj3, typeof(Texture));EditorGUILayout.Space();EditorGUILayout.LabelField(Object_场景和资源的都可选);this.mObj4 EditorGUILayout.ObjectField(this.mObj4, typeof(Object));}} } 测试一下 打开测试2/Test11Window窗口如下 Bool和折叠框实现结构 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test11Window : EditorWindow {[MenuItem(测试2/Test11Window)]public static void ShowWindow(){EditorWindow.GetWindowTest11Window().Show();}public bool mBool1;public bool mBool2; ...public void OnGUI(){this.mBool1 EditorGUILayout.Toggle(是否开启, this.mBool1);if (this.mBool1){ ...}this.mBool2 EditorGUILayout.Foldout(this.mBool2 , 是否折叠);if (this.mBool2){ ...}} }9.Window实现滑动条和禁用置灰选项 文件Assets/MyScript/Test12Window.cs 代码如下 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test12Window : EditorWindow {[MenuItem(测试2/Test12Window)]public static void ShowWindow(){EditorWindow.GetWindowTest12Window().Show();}public bool mBool1;public bool mBool2;public bool mBool3;public string mStr;public int mInt;public Object mObj1;public Object mObj2;public Object mObj3;public Object mObj4;public Vector2 mPos;public void OnGUI(){this.mPos EditorGUILayout.BeginScrollView(this.mPos);this.mBool1 EditorGUILayout.Toggle(是否开启, this.mBool1);if (this.mBool1){EditorGUILayout.LabelField(Tag);this.mStr EditorGUILayout.TagField(this.mStr);EditorGUILayout.Space(20);EditorGUILayout.LabelField(Layer);this.mInt EditorGUILayout.LayerField(this.mInt);EditorGUILayout.Space(20);EditorGUILayout.LabelField(Camera);this.mObj1 EditorGUILayout.ObjectField(this.mObj1, typeof(Camera));}this.mBool2 EditorGUILayout.Foldout(this.mBool2, 是否折叠);if (this.mBool2){EditorGUILayout.Space();EditorGUILayout.LabelField(Transform);this.mObj2 EditorGUILayout.ObjectField(this.mObj2, typeof(Transform));EditorGUILayout.Space();EditorGUILayout.LabelField(Texture);this.mObj3 EditorGUILayout.ObjectField(this.mObj3, typeof(Texture));EditorGUILayout.Space();EditorGUILayout.LabelField(Object_场景和资源的都可选);this.mObj4 EditorGUILayout.ObjectField(this.mObj4, typeof(Object));}this.mBool3 EditorGUILayout.BeginToggleGroup(是否禁用置灰, this.mBool3);EditorGUILayout.LabelField(Tag);this.mStr EditorGUILayout.TagField(this.mStr);EditorGUILayout.LabelField(Layer);this.mInt EditorGUILayout.LayerField(this.mInt);EditorGUILayout.LabelField(Camera);this.mObj1 EditorGUILayout.ObjectField(this.mObj1, typeof(Camera));EditorGUILayout.EndToggleGroup();EditorGUILayout.EndScrollView();} } 测试一下 打开测试2/Test12Window窗口如下 窗口右侧滑动条实现结构 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class Test12Window : EditorWindow {[MenuItem(测试2/Test12Window)]public static void ShowWindow(){EditorWindow.GetWindowTest12Window().Show();}public Object mObj4;public Vector2 mPos;public void OnGUI(){this.mPos EditorGUILayout.BeginScrollView(this.mPos);//窗口右侧滑动条开始 ...//中间包含的菜单EditorGUILayout.EndScrollView();//窗口右侧滑动条结束} } 是否禁用置灰实现结构 this.mBool3 EditorGUILayout.BeginToggleGroup(是否禁用置灰, this.mBool3);...EditorGUILayout.EndToggleGroup();...
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