文章目录
- 1 说明
- 2 其他特性
- 2.1 CustomContextMenu
- 2.2 DisableContextMenu
- 2.3 DrawWithUnity
- 2.4 HideDuplicateReferenceBox
- 2.5 Indent
- 2.6 InfoBox
- 2.7 InlineProperty
- 2.8 LabelText
- 2.9 LabelWidth
- 2.10 OnCollectionChanged
- 2.11 OnInspectorDispose
- 2.12 OnInspectorGUI
- 2.13 OnInspectorInit
- 2.14 OnStateUpdate
- 2.15 OnValueChanged
- 2.16 TypeSelectorSettings
- 2.17 TypeRegistryItem
- 2.18 PropertyTooltip
- 2.19 SuffixLabel
1 说明
本文介绍 Odin Inspector 插件中其他特性的使用方法。
2 其他特性
2.1 CustomContextMenu
为对象的上下文菜单(右键该对象展开)添加自定义选项,当前不支持静态方法。
string menuItem
菜单栏(“/ ”分隔子菜单)。
string action
单击上下文菜单时要采取的操作方法名。
// CustomContextMenuExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class CustomContextMenuExamplesComponent : MonoBehaviour
{[InfoBox("A custom context menu is added on this property. Right click the property to view the custom context menu.")][CustomContextMenu("Say Hello/Twice", "SayHello")]public int MyProperty;private void SayHello() {Debug.Log("Hello Twice");}
}
2.2 DisableContextMenu
禁用 Odin 提供的所有右键单击上下文菜单,不会禁用 Unity 的上下文菜单。
bool disableForMember = true
是否禁用成员本身的上下文菜单。
bool disableCollectionElements = false
是否同时禁用集合元素的上下文菜单。
// DisableContextMenuExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class DisableContextMenuExamplesComponent : MonoBehaviour
{[InfoBox("DisableContextMenu disables all right-click context menus provided by Odin. It does not disable Unity's context menu.", InfoMessageType.Warning)][DisableContextMenu]public int[] NoRightClickList = new int[] { 2, 3, 5 };[DisableContextMenu(disableForMember: false, disableCollectionElements: true)]public int[] NoRightClickListOnListElements = new int[] { 7, 11 };[DisableContextMenu(disableForMember: true, disableCollectionElements: true)]public int[] DisableRightClickCompletely = new int[] { 13, 17 };[DisableContextMenu]public int NoRightClickField = 19;
}
2.3 DrawWithUnity
禁用特定成员的 Odin 绘图,而使用 Unity 的旧绘图系统进行绘制。
注意:
- 此特性并不意味着“完全禁用对象的 Odin”;本质上只是调用 Unity 的旧属性绘图系统,Odin 仍然最终负责安排对象的绘制。
- 其他特性的优先级高于此特性。
- 如果存在另一个特性来覆盖此特性,则不能保证会调用 Unity 绘制属性。
// DrawWithUnityExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class DrawWithUnityExamplesComponent : MonoBehaviour
{[InfoBox("If you ever experience trouble with one of Odin's attributes, there is a good chance that DrawWithUnity will come in handy; it will make Odin draw the value as Unity normally would.")]public GameObject ObjectDrawnWithOdin;[DrawWithUnity]public GameObject ObjectDrawnWithUnity;
}
2.4 HideDuplicateReferenceBox
如果由于遇到重复的引用值,而使此属性以其他方式绘制为对另一个属性的引用,则 Odin 将隐藏引用框。
注意:如果该值递归引用自身,则无论在所有递归绘制调用中是否使用此属性,都会绘制引用框。
// HideDuplicateReferenceBoxExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;#if UNITY_EDITOR // Editor namespaces can only be used in the editor.
using Sirenix.Utilities.Editor;
#endifpublic class HideDuplicateReferenceBoxExamplesComponent : SerializedMonoBehaviour
{[PropertyOrder(1)]public ReferenceTypeClass firstObject;[PropertyOrder(3)]public ReferenceTypeClass withReferenceBox;[PropertyOrder(5)][HideDuplicateReferenceBox]public ReferenceTypeClass withoutReferenceBox;[OnInspectorInit]public void CreateData() {this.firstObject = new ReferenceTypeClass();this.withReferenceBox = this.firstObject;this.withoutReferenceBox = this.firstObject;this.firstObject.recursiveReference = this.firstObject;}public class ReferenceTypeClass{[HideDuplicateReferenceBox]public ReferenceTypeClass recursiveReference;#if UNITY_EDITOR // Editor-related code must be excluded from builds[OnInspectorGUI, PropertyOrder(-1)]private void MessageBox() {SirenixEditorGUI.WarningMessageBox("Recursively drawn references will always show the reference box regardless, to prevent infinite depth draw loops.");}
#endif}#if UNITY_EDITOR // Editor-related code must be excluded from builds[OnInspectorGUI, PropertyOrder(0)]private void MessageBox1() {SirenixEditorGUI.Title("The first reference will always be drawn normally", null, TextAlignment.Left, true);}[OnInspectorGUI, PropertyOrder(2)]private void MessageBox2() {GUILayout.Space(20);SirenixEditorGUI.Title("All subsequent references will be wrapped in a reference box", null, TextAlignment.Left, true);}[OnInspectorGUI, PropertyOrder(4)]private void MessageBox3() {GUILayout.Space(20);SirenixEditorGUI.Title("With the [HideDuplicateReferenceBox] attribute, this box is hidden", null, TextAlignment.Left, true);}
#endif
}
2.5 Indent
将对象标签向右缩进。
int indentLevel = 1
缩进大小。
// IndentExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class IndentExamplesComponent : MonoBehaviour
{[Title("Nicely organize your properties.")][Indent]public int A;[Indent(2)]public int B;[Indent(3)]public int C;[Indent(4)]public int D;[Title("Using the Indent attribute")][Indent]public int E;[Indent(0)]public int F;[Indent(-1)]public int G;
}
2.6 InfoBox
在对象上方显示文本框以注释或警告。
string message
消息内容。
SdfIconType icon
图标。
string visibleIfMemberName = null
用于显示或隐藏消息框的 bool 成员名称。
InfoMessageType infoMessageType = InfoMessageType.Info
消息类型。
// InfoBoxExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class InfoBoxExamplesComponent : MonoBehaviour
{[Title("InfoBox message types")][InfoBox("Default info box.")]public int A;[InfoBox("Warning info box.", InfoMessageType.Warning)]public int B;[InfoBox("Error info box.", InfoMessageType.Error)]public int C;[InfoBox("Info box without an icon.", InfoMessageType.None)]public int D;[Title("Conditional info boxes")]public bool ToggleInfoBoxes;[InfoBox("This info box is only shown while in editor mode.", InfoMessageType.Error, "IsInEditMode")]public float G;[InfoBox("This info box is hideable by a static field.", "ToggleInfoBoxes")]public float E;[InfoBox("This info box is hideable by a static field.", "ToggleInfoBoxes")]public float F;[Title("Info box member reference and attribute expressions")][InfoBox("$InfoBoxMessage")][InfoBox("@\"Time: \" + DateTime.Now.ToString(\"HH:mm:ss\")")]public string InfoBoxMessage = "My dynamic info box message";private static bool IsInEditMode() {return !Application.isPlaying;}
}
2.7 InlineProperty
将类型的内容显示在标签旁,而不是以折叠方式呈现。
int LabelWidth
为所有子属性指定标签宽度。
// InlinePropertyExamplesComponent.csusing Sirenix.OdinInspector;
using System;
using UnityEngine;public class InlinePropertyExamplesComponent : MonoBehaviour
{public Vector3 Vector3;public Vector3Int MyVector3Int;[InlineProperty(LabelWidth = 13)]public Vector2Int MyVector2Int;[Serializable][InlineProperty(LabelWidth = 13)]public struct Vector3Int{[HorizontalGroup]public int X;[HorizontalGroup]public int Y;[HorizontalGroup]public int Z;}[Serializable]public struct Vector2Int{[HorizontalGroup]public int X;[HorizontalGroup]public int Y;}
}
2.8 LabelText
更改对象在 Inspector 窗口中显示的标签内容。
string text
标签内容。
SdfIconType icon
图标。
// LabelTextExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class LabelTextExamplesComponent : MonoBehaviour
{[LabelText("1")]public int MyInt1 = 1;[LabelText("2")]public int MyInt2 = 12;[LabelText("3")]public int MyInt3 = 123;[InfoBox("Use $ to refer to a member string.")][LabelText("$MyInt3")]public string LabelText = "The label is taken from the number 3 above";[InfoBox("Use @ to execute an expression.")][LabelText("@DateTime.Now.ToString(\"HH:mm:ss\")")]public string DateTimeLabel;[LabelText("Test", SdfIconType.HeartFill)]public int LabelIcon1 = 123;[LabelText("", SdfIconType.HeartFill)]public int LabelIcon2 = 123;
}
2.9 LabelWidth
指定标签绘制的宽度。
float width
宽度。
// LabelWidthExampleComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class LabelWidthExampleComponent : MonoBehaviour
{public int DefaultWidth;[LabelWidth(50)]public int Thin;[LabelWidth(250)]public int Wide;
}
2.10 OnCollectionChanged
通过 Inspector 窗口更改集合时,触发指定事件回调。
适用于具有集合解析器的集合,包括数组、列表、字典、哈希集、堆栈和链表。
注意:此特性仅在编辑器中有效!由脚本更改的集合不会触发回调事件!
string before/after
更改前 / 后触发的事件回调。
// OnCollectionChangedExamplesComponent.csusing Sirenix.OdinInspector;
using System.Collections.Generic;
using UnityEngine;#if UNITY_EDITOR // Editor namespaces can only be used in the editor.
using Sirenix.OdinInspector.Editor;
#endifpublic class OnCollectionChangedExamplesComponent : SerializedMonoBehaviour
{[InfoBox("Change the collection to get callbacks detailing the changes that are being made.")][OnCollectionChanged("Before", "After")]public List<string> list = new List<string>() { "str1", "str2", "str3" };[OnCollectionChanged("Before", "After")]public HashSet<string> hashset = new HashSet<string>() { "str1", "str2", "str3" };[OnCollectionChanged("Before", "After")]public Dictionary<string, string> dictionary = new Dictionary<string, string>() { { "key1", "str1" }, { "key2", "str2" }, { "key3", "str3" } };#if UNITY_EDITOR // Editor-related code must be excluded from buildspublic void Before(CollectionChangeInfo info, object value) {Debug.Log("Received callback BEFORE CHANGE with the following info: " + info + ", and the following collection instance: " + value);}public void After(CollectionChangeInfo info, object value) {Debug.Log("Received callback AFTER CHANGE with the following info: " + info + ", and the following collection instance: " + value);}
#endif
}
2.11 OnInspectorDispose
对象在 Inspector 窗口中被释放时(更改对象或 Inspector 窗口被隐藏 / 关闭)执行回调。
string action
要调用的方法名称,或要执行的表达式。
// OnInspectorDisposeExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class OnInspectorDisposeExamplesComponent : MonoBehaviour
{[OnInspectorDispose("@UnityEngine.Debug.Log(\"Dispose event invoked!\")")][ShowInInspector, InfoBox("When you change the type of this field, or set it to null, the former property setup is disposed. The property setup will also be disposed when you deselect this example."), DisplayAsString]public BaseClass PolymorphicField;public abstract class BaseClass { public override string ToString() { return this.GetType().Name; } }public class A : BaseClass { }public class B : BaseClass { }public class C : BaseClass { }
}
2.12 OnInspectorGUI
在 Inpsector 代码运行时调用指定方法。使用此选项为对象添加自定义 Inspector GUI。
string action
添加的绘制方法。
// OnInspectorGUIExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class OnInspectorGUIExamplesComponent : MonoBehaviour
{[OnInspectorInit("@Texture = Sirenix.Utilities.Editor.EditorIcons.OdinInspectorLogo")][OnInspectorGUI("DrawPreview", append: true)]public Texture2D Texture;private void DrawPreview() {if (this.Texture == null) return;GUILayout.BeginVertical(GUI.skin.box);GUILayout.Label(this.Texture);GUILayout.EndVertical();}#if UNITY_EDITOR // Editor-related code must be excluded from builds[OnInspectorGUI]private void OnInspectorGUI() {UnityEditor.EditorGUILayout.HelpBox("OnInspectorGUI can also be used on both methods and properties", UnityEditor.MessageType.Info);}
#endif
}
2.13 OnInspectorInit
对象在 Inspector 窗口中被初始化时(打开 / 显示 Inspector 窗口)执行回调。
string action
要调用的方法名称,或要执行的表达式。
// OnInspectorInitExamplesComponent.csusing Sirenix.OdinInspector;
using System;
using UnityEngine;#if UNITY_EDITOR // Editor namespaces can only be used in the editor.
using Sirenix.Utilities.Editor;
#endifpublic class OnInspectorInitExamplesComponent : MonoBehaviour
{// Display current time for reference.[ShowInInspector, DisplayAsString, PropertyOrder(-1)]public string CurrentTime {get {
#if UNITY_EDITOR // Editor-related code must be excluded from buildsGUIHelper.RequestRepaint();
#endifreturn DateTime.Now.ToString();}}// OnInspectorInit executes the first time this string is about to be drawn in the inspector.// It will execute again when the example is reselected.[OnInspectorInit("@TimeWhenExampleWasOpened = DateTime.Now.ToString()")]public string TimeWhenExampleWasOpened;// OnInspectorInit will not execute before the property is actually "resolved" in the inspector.// Remember, Odin's property system is lazily evaluated, and so a property does not actually exist// and is not initialized before something is actually asking for it.// // Therefore, this OnInspectorInit attribute won't execute until the foldout is expanded.[FoldoutGroup("Delayed Initialization", Expanded = false, HideWhenChildrenAreInvisible = false)][OnInspectorInit("@TimeFoldoutWasOpened = DateTime.Now.ToString()")]public string TimeFoldoutWasOpened;
}
2.14 OnStateUpdate
在 Inspector 窗口中每帧监听对象的状态。
通常每帧至少发生一次监听,即使对象不可见时也会。
string action
监听执行的方法。
// AnotherPropertysStateExampleComponent.csusing Sirenix.OdinInspector;
using System.Collections.Generic;
using UnityEngine;public class AnotherPropertysStateExampleComponent : MonoBehaviour
{public List<string> list;[OnStateUpdate("@#(list).State.Expanded = $value")]public bool ExpandList;
}
2.15 OnValueChanged
适用于属性和字段,每当通过 Inspector 窗口更改对象时,都会调用指定的函数。
注意:此特性仅在编辑器中有效!通过脚本更改的属性不会调用该函数。
// OnValueChangedExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class OnValueChangedExamplesComponent : MonoBehaviour
{[OnValueChanged("CreateMaterial")]public Shader Shader;[ReadOnly, InlineEditor(InlineEditorModes.LargePreview)]public Material Material;private void CreateMaterial() {if (this.Material != null) {Material.DestroyImmediate(this.Material);}if (this.Shader != null) {this.Material = new Material(this.Shader);}}
}
2.16 TypeSelectorSettings
提供 Type 类型的绘制选择器。
bool ShowCategories
下拉选择 Type 时是否分类显示可选项。
bool PreferNamespaces
是否依据命名空间显示分类。默认依据程序集名称分类。
bool ShowNoneItem
是否显示 “None”。
string FilterTypesFunction
用于过滤类型选择器中显示的类型的函数。
// TypeSelectorSettingsExampleComponent.csusing System;
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using UnityEngine;public class TypeSelectorSettingsExampleComponent : MonoBehaviour
{[ShowInInspector]public Type Default;[Title("Show Categories"), ShowInInspector, LabelText("On")][TypeSelectorSettings(ShowCategories = true)]public Type ShowCategories_On;[ShowInInspector, LabelText("Off")][TypeSelectorSettings(ShowCategories = false)]public Type ShowCategories_Off;[Title("Prefer Namespaces"), ShowInInspector, LabelText("On")][TypeSelectorSettings(PreferNamespaces = true, ShowCategories = true)]public Type PreferNamespaces_On;[ShowInInspector, LabelText("Off")][TypeSelectorSettings(PreferNamespaces = false, ShowCategories = true)]public Type PreferNamespaces_Off;[Title("Show None Item"), ShowInInspector, LabelText("On")][TypeSelectorSettings(ShowNoneItem = true)]public Type ShowNoneItem_On;[ShowInInspector, LabelText("Off")][TypeSelectorSettings(ShowNoneItem = false)]public Type ShowNoneItem_Off;[Title("Custom Type Filter"), ShowInInspector][TypeSelectorSettings(FilterTypesFunction = nameof(TypeFilter), ShowCategories = false)]public Type CustomTypeFilterExample;private bool TypeFilter(Type type) {return type.GetInterfaces().Any(i => i.IsGenericType && i.GetGenericTypeDefinition() == typeof(IEnumerable<>));}
}
2.17 TypeRegistryItem
为类型注册 Inspector 窗口的显示器。
string Name = null
显示名称。
string CategoryPath = null
分类路径。
SdfIconType Icon = SdfIconType.None
左侧图标。
float lightIconColorR/G/B/A = 0.0f
在浅色模式下图标颜色的 RGBA 分量。
float darkIconColorR/G/B/A = 0.0f
在深色模式下图标颜色的 RGBA 分量。
int Priority = 0
显示优先级。
// TypeRegistryItemSettingsExampleComponent.csusing System;
using Sirenix.OdinInspector;
using UnityEngine;public class TypeRegistryItemSettingsExampleComponent : MonoBehaviour
{private const string CATEGORY_PATH = "Sirenix.TypeSelector.Demo";private const string BASE_ITEM_NAME = "Painting Tools";private const string PATH = CATEGORY_PATH + "/" + BASE_ITEM_NAME;[TypeRegistryItem(Name = BASE_ITEM_NAME, Icon = SdfIconType.Tools, CategoryPath = CATEGORY_PATH, Priority = Int32.MinValue)]public abstract class Base{ }[TypeRegistryItem(darkIconColorR: 0.8f, darkIconColorG: 0.3f,lightIconColorR: 0.3f, lightIconColorG: 0.1f,Name = "Brush", CategoryPath = PATH, Icon = SdfIconType.BrushFill, Priority = Int32.MinValue)]public class InheritorA : Base{public Color Color = Color.red;public float PaintRemaining = 0.4f;}[TypeRegistryItem(darkIconColorG: 0.8f, darkIconColorB: 0.3f,lightIconColorG: 0.3f, lightIconColorB: 0.1f,Name = "Paint Bucket", CategoryPath = PATH, Icon = SdfIconType.PaintBucket, Priority = Int32.MinValue)]public class InheritorB : Base{public Color Color = Color.green;public float PaintRemaining = 0.8f;}[TypeRegistryItem(darkIconColorB: 0.8f, darkIconColorG: 0.3f,lightIconColorB: 0.3f, lightIconColorG: 0.1f,Name = "Palette", CategoryPath = PATH, Icon = SdfIconType.PaletteFill, Priority = Int32.MinValue)]public class InheritorC : Base{public ColorPaletteItem[] Colors = {new ColorPaletteItem(Color.blue, 0.8f),new ColorPaletteItem(Color.red, 0.5f),new ColorPaletteItem(Color.green, 1.0f),new ColorPaletteItem(Color.white, 0.6f),};}[ShowInInspector][PolymorphicDrawerSettings(ShowBaseType = false)][InlineProperty]public Base PaintingItem;public struct ColorPaletteItem{public Color Color;public float Remaining;public ColorPaletteItem(Color color, float remaining) {this.Color = color;this.Remaining = remaining;}}
}
2.18 PropertyTooltip
在 Inspector 窗口中鼠标悬停在对象上时创建工具提示。
注意:类似于 Unity 的 TooltipAttribute,但可以应用于属性。
string tooltip
悬停提示。
// PropertyTooltipExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class PropertyTooltipExamplesComponent : MonoBehaviour
{[PropertyTooltip("This is tooltip on an int property.")]public int MyInt;[InfoBox("Use $ to refer to a member string.")][PropertyTooltip("$Tooltip")]public string Tooltip = "Dynamic tooltip.";[Button, PropertyTooltip("Button Tooltip")]private void ButtonWithTooltip() {// ...}
}
2.19 SuffixLabel
在对象末尾绘制后缀标签,用于传达对象的数值含义。
string label
后缀标签名。
SdfIconType icon
图标。
bool overlay = false
后缀标签将绘制在对象值的内部,而不是外面。
string IconColor
图标颜色。
// SuffixLabelExamplesComponent.csusing Sirenix.OdinInspector;
using UnityEngine;public class SuffixLabelExamplesComponent : MonoBehaviour
{[SuffixLabel("Prefab")]public GameObject GameObject;[Space(15)][InfoBox("Using the Overlay property, the suffix label will be drawn on top of the property instead of behind it.\n" +"Use this for a neat inline look.")][SuffixLabel("ms", Overlay = true)]public float Speed;[SuffixLabel("radians", Overlay = true)]public float Angle;[Space(15)][InfoBox("The Suffix attribute also supports referencing a member string field, property, or method by using $.")][SuffixLabel("$Suffix", Overlay = true)]public string Suffix = "Dynamic suffix label";[InfoBox("The Suffix attribute also supports expressions by using @.")][SuffixLabel("@DateTime.Now.ToString(\"HH:mm:ss\")", true)]public string Expression;[SuffixLabel("Suffix with icon", SdfIconType.HeartFill)]public string IconAndText1;[SuffixLabel(SdfIconType.HeartFill)]public string OnlyIcon1;[SuffixLabel("Suffix with icon", SdfIconType.HeartFill, Overlay = true)]public string IconAndText2;[SuffixLabel(SdfIconType.HeartFill, Overlay = true)]public string OnlyIcon2;
}