readonly 使它们也成为non-serialized -> 不在检查器中显示
注意PropertyDrawer不仅限于class类型,但也可用于struct类型。
实际上不需要CustomPropertyDrawer。
您可以拥有 public readonly properties 来访问私有字段并将它们显示在 Inspector 中使用 [SerializeField] 这使得它们只能通过 Inspector 而不能通过其他类进行编辑。
[Serializable]
public struct HexPoint : IEquatable<HexPoint>
{
// Those are not displayed in the inspector,
// readonly and accessible by other classes
public int x { get { return _x; } }
public int y { get { return _y; } }
public int z { get { return _z; } }
// if you prefer you can also use the expression body style instead
//public int x => _x;
//public int y => _y;
//public int z => _z;
// Those are displayed and editable in the Inspector
// but private and therefor not changeable by other classes
[SerializeField] private int _x;
[SerializeField] private int _y;
[SerializeField] private int _z;
public bool Equals(HexPoint other)
{
return _x == other._x && _y == other._y && _z == other._z;
}
public override bool Equals(object obj)
{
return obj is HexPoint other && Equals(other);
}
public override int GetHashCode()
{
unchecked
{
var hashCode = _x;
hashCode = (hashCode * 397) ^ _y;
hashCode = (hashCode * 397) ^ _z;
return hashCode;
}
}
}
如果您真的想使用PropertyDrawer 来另外也不允许在检查器中编辑这些值但仍然保存并查看它们,您可以添加一个,例如
[Serializable]
public struct HexPoint : IEquatable<HexPoint>
{
// Those are not displayed in the inspector,
// readonly and accessible by other classes
public int x { get { return _x; } }
public int y { get { return _y; } }
public int z { get { return _z; } }
// if you prefer you can also use the expression body style instead
//public int x => _x;
//public int y => _y;
//public int z => _z;
// Those are displayed and editable in the Inspector
// but private and therefor not changeable by other classes
[SerializeField] private int _x;
[SerializeField] private int _y;
[SerializeField] private int _z;
public bool Equals(HexPoint other)
{
return _x == other._x && _y == other._y && _z == other._z;
}
public override bool Equals(object obj)
{
return obj is HexPoint other && Equals(other);
}
public override int GetHashCode()
{
unchecked
{
var hashCode = _x;
hashCode = (hashCode * 397) ^ _y;
hashCode = (hashCode * 397) ^ _z;
return hashCode;
}
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(HexPoint))]
public class HexPointDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUIUtility.singleLineHeight * (EditorGUIUtility.wideMode ? 1 : 2);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// Find the SerializedProperties by name
var x = property.FindPropertyRelative(nameof(_x));
var y = property.FindPropertyRelative(nameof(_y));
var z = property.FindPropertyRelative(nameof(_z));
// Using BeginProperty / EndProperty on the parent property means that
// prefab override logic works on the entire property.
EditorGUI.BeginProperty(position, label, property);
{
// Makes the fields disabled / grayed out
EditorGUI.BeginDisabledGroup(true);
{
// In your case the best option would be a Vector3Field which handles the correct drawing
EditorGUI.Vector3IntField(position, label, new Vector3Int(x.intValue, y.intValue, z.intValue));
}
EditorGUI.EndDisabledGroup();
}
EditorGUI.EndProperty();
}
}
#endif
}
提示用于检查更改后的值MonoBehaviour.OnValidate 可能对您来说很有趣