文章目录
- 1 GUILayout
- 2 EditorGUI 介绍
- 3 文本、层级、标签、颜色拾取
- 4 枚举选择、整数选择、按下按钮
- 5 对象关联、各类型输入
- 6 折叠、折叠组
- 7 开关、开关组
- 8 滑动条、双滑块滑动条
- 9 帮助框、间隔
- 10 动画曲线、布局
1 GUILayout
 GUILayout 是 GUI 自动布局的公共类,其中的方法和 GUI 基本类似,均用来绘制、响应各种 UI 控件,不同之处在于 GUILayout 在 GUI 的基础上加入了自动布局功能,无需过多关心 UI 控件的位置和大小。
GUILayoutOption 布局选项
- 控件的固定宽高 
  - GUILayout.Width(300);
- GUILayout.Height(200);
 
- 允许控件的最小宽高 
  - GUILayout.MinWidth(50);
- GUILayout.MinHeight(50);
 
- 允许控件的最大宽高 
  - GUILayout.MaxWidth(100);
- GUILayout.MaxHeight(100);
 
- 允许或禁止水平拓展 
  - GUILayout.ExpandWidth(true); //允许
- GUILayout.ExpandHeight(false); //禁止
- GUILayout.ExpandHeight(true); //允许
- GUILayout.ExpandHeight(false); //禁止
 
2 EditorGUI 介绍
 EditorGUI 类似 GUI,是用于绘制编辑器拓展 UI 的工具类,提供 GUI 中没有的 API(主要是编辑器功能中会用到的一些特殊控件)。
 EditorGUILayout 类似于 GUILayout,是带有自动布局功能的 EditorGUI 绘制工具类。通常,会将 EditorGUI 和 GUI 混合使用来制作编辑器拓展功能。但由于用到自动布局功能,因此接下来着重介绍 EditorGUILayout 中的功能。EditorGUI 和它的区别仅仅是需要自己设置位置而已。
 详细内容:https://docs.unity.cn/cn/2022.3/ScriptReference/EditorGUILayout.html。
3 文本、层级、标签、颜色拾取
3.1 LabelField
- EditorGUILayout.LabelField("文本标题", "文本内容");
3.2 LayerField
- int变量 = EditorGUILayout.LayerField("层级选择", int变量);
3.3 TagField
- string变量 = EditorGUILayout.TagField("标签选择", string变量);
3.4 ColorField
- color变量 = EditorGUILayout.ColorField(new GUIContent("标题"), color变量, 是否显示拾色器, 是否显示透明度通道, 是否支持HDR);
3.5 代码示例
public class Lesson3 : EditorWindow
{
    [MenuItem("Unity编辑器拓展/Lesson3/EditorGUI知识讲解窗口")]
    private static void OpenLesson3() {
        Lesson3 win = EditorWindow.GetWindow<Lesson3>("EditorGUI知识讲解窗口");
        win.Show();
    }
    int    layer;
    string tag;
    Color  color;
    private void OnGUI() {
        // 窗口中的控件相关绘制 逻辑处理相关的内容
        // EditorGUI相关的控件 同样还是需要在OnGUI当中进行实现 才能被显示出来
        // 文本
        EditorGUILayout.LabelField("文本标题", "测试内容");
        EditorGUILayout.LabelField("文本内容");
        
        // 层级
        layer = EditorGUILayout.LayerField("层级选择", layer);
        
        // 标签
        tag = EditorGUILayout.TagField("标签选择", tag);
        
        // 颜色获取
        color = EditorGUILayout.ColorField(new GUIContent("自定义颜色获取"), color, true, false, false);
    }
}
 
 
4 枚举选择、整数选择、按下按钮
4.1 EnumPopup / EnumFlagsField
-  枚举选择 枚举变量 = (枚举类型)EditorGUILayout.EnumPopup("枚举选择", 枚举变量);
-  多选枚举 注意:多选枚举进行的是或运算,声明枚举时一定注意其中的赋值,并且一定要有多种情况的搭配值。 枚举变量 = (枚举类型)EditorGUILayout.EnumFlagsField("枚举多选", 枚举变量);
4.2 IntPopup
- int变量 = EditorGUILayout.IntPopup("整数单选框", int变量, 字符串数组, int数组);
4.3 DropdownButton
- EditorGUILayout.DropdownButton(new GUIContent("按钮上文字"), FocusType.Passive)- FocusType:枚举时告诉 UI 系统能够获得键盘焦点,当用户按 Tab 键时在控件之间进行切换。
- Keyboard:该控件可接收键盘焦点。
- Passive:该控件不能接收键盘焦点。
 
4.4 代码示例
public enum E_TestType
{
    One         = 1,
    Two         = 2,
    Three       = 4,
    One_and_Two = 1 | 2,
}
public class Lesson3 : EditorWindow
{
    [MenuItem("Unity编辑器拓展/Lesson3/EditorGUI知识讲解窗口")]
    private static void OpenLesson3() {
        Lesson3 win = EditorWindow.GetWindow<Lesson3>("EditorGUI知识讲解窗口");
        win.Show();
    }
    E_TestType type;
    E_TestType type2;
    string[] strs = { "选择123", "选择234", "选择345" };
    int[]    ints = { 123, 234, 345 };
    int      num  = 0;
    private void OnGUI() {
        // 枚举选择
        type = (E_TestType)EditorGUILayout.EnumPopup("枚举选择", type);
        type2 = (E_TestType)EditorGUILayout.EnumFlagsField("枚举多选", type2);
        // 整数选择控件
        // 返回值是整数数组当中的某一个值
        num = EditorGUILayout.IntPopup("整数单选框", num, strs, ints);
        EditorGUILayout.LabelField(num.ToString());
        // 按下就响应的按钮
        if (EditorGUILayout.DropdownButton(new GUIContent("按钮上文字"), FocusType.Passive))
            Debug.Log("按下就响应");
    }
}
 
 
5 对象关联、各类型输入
5.1 ObjectField
- 对象变量 = EditorGUILayout.ObjectField(对象变量, typeof(对象类型), 是否允许关联场景上对象资源) as 对象类型;
5.2 各类型输入
-  int变量 = EditorGUILayout.IntField("Int输入框", int变量);
-  long变量 = EditorGUILayout.LongField("long输入框", long变量);
-  float变量 = EditorGUILayout.FloatField("Float 输入:", float变量);
-  double变量 = EditorGUILayout.DoubleField("double 输入:", double变量);
-  string变量 = EditorGUILayout.TextField("Text输入:", string变量);
-  vector2变量 = EditorGUILayout.Vector2Field("Vec2输入: ", vector2变量);
-  vector3变量 = EditorGUILayout.Vector3Field("Vec3输入: ", vector3变量);
-  vector4变量 = EditorGUILayout.Vector4Field("Vec4输入: ", vector4变量);
-  rect变量 = EditorGUILayout.RectField("rect输入: ", rect变量);
-  bounds变量 = EditorGUILayout.BoundsField("Bounds输入: ", bounds变量);
-  boundsInt变量 = EditorGUILayout.BoundsIntField("Bounds输入: ", boundsInt变量);
 注意:EditorGUILayout 中 Delayed 开头的输入控件和普通输入控件最主要的区别是:在用户按 Enter 键或将焦点从字段移开之前,返回值不会更改。
5.3 代码示例
public class Lesson3 : EditorWindow
{
    [MenuItem("Unity编辑器拓展/Lesson3/EditorGUI知识讲解窗口")]
    private static void OpenLesson3() {
        Lesson3 win = EditorWindow.GetWindow<Lesson3>("EditorGUI知识讲解窗口");
        win.Show();
    }
    GameObject obj;
    int    i;
    int    i2;
    float  f;
    double d;
    long   l;
    string  str;
    Vector2 vec2;
    Vector3 vec3;
    Vector4 vec4;
    Rect      rect;
    Bounds    bounds;
    BoundsInt boundsInt;
    private void OnGUI() {
        // 对象关联
        obj = EditorGUILayout.ObjectField("关联资源对象", obj, typeof(GameObject), false) as GameObject;
        // 各类型输入
        i = EditorGUILayout.IntField("Int输入框", i);
        EditorGUILayout.LabelField(i.ToString());
        l = EditorGUILayout.LongField("long输入框", l);
        f = EditorGUILayout.FloatField("Float 输入:", f);
        d = EditorGUILayout.DoubleField("double 输入:", d);
        str = EditorGUILayout.TextField("Text输入:", str);
        vec2 = EditorGUILayout.Vector2Field("Vec2输入: ", vec2);
        vec3 = EditorGUILayout.Vector3Field("Vec3输入: ", vec3);
        vec4 = EditorGUILayout.Vector4Field("Vec4输入: ", vec4);
        rect = EditorGUILayout.RectField("rect输入: ", rect);
        bounds = EditorGUILayout.BoundsField("Bounds输入: ", bounds);
        boundsInt = EditorGUILayout.BoundsIntField("Bounds输入: ", boundsInt);
        // 注意:EditorGUILayout 中 Delayed 开头的输入控件和普通输入控件最主要的区别是:
        //      在用户按 Enter 键或将焦点从字段移开之前,返回值不会更改。
        i2 = EditorGUILayout.DelayedIntField("Int输入框", i2);
        EditorGUILayout.LabelField(i2.ToString());
    }
}
 
 
6 折叠、折叠组
6.1 Foldout
- bool变量 = EditorGUILayout.Foldout(bool变量, "标题名");
6.2 BeginFoldoutHeaderGroup / EndFoldoutHeaderGroup
-  bool变量 = EditorGUILayout.BeginFoldoutHeaderGroup(bool变量, "标题名");...EditorGUILayout.EndFoldoutHeaderGroup();
 折叠组会有高亮加粗的显示,而普通折叠没有。
 
 
6.3 代码示例
public enum E_TestType
{
    One         = 1,
    Two         = 2,
    Three       = 4,
    One_and_Two = 1 | 2,
}
public class Lesson3 : EditorWindow
{
    [MenuItem("Unity编辑器拓展/Lesson3/EditorGUI知识讲解窗口")]
    private static void OpenLesson3() {
        Lesson3 win = EditorWindow.GetWindow<Lesson3>("EditorGUI知识讲解窗口");
        win.Show();
    }
    E_TestType type;
    E_TestType type2;
    string[] strs = { "选择123", "选择234", "选择345" };
    int[]    ints = { 123, 234, 345 };
    int      num  = 0;
    GameObject obj;
    int    i;
    int    i2;
    float  f;
    double d;
    long   l;
    string  str;
    Vector2 vec2;
    Vector3 vec3;
    Vector4 vec4;
    Rect      rect;
    Bounds    bounds;
    BoundsInt boundsInt;
    bool isHide;
    bool isHideGroup;
    private void OnGUI() {
        isHide = EditorGUILayout.Foldout(isHide, "折叠控件", false);
        if (isHide) {
            // 枚举选择
            type = (E_TestType)EditorGUILayout.EnumPopup("枚举选择", type);
            type2 = (E_TestType)EditorGUILayout.EnumFlagsField("枚举多选", type2);
            // 整数选择控件
            // 返回值是整数数组当中的某一个值
            num = EditorGUILayout.IntPopup("整数单选框", num, strs, ints);
            EditorGUILayout.LabelField(num.ToString());
            // 按下就响应的按钮
            if (EditorGUILayout.DropdownButton(new GUIContent("按钮上文字"), FocusType.Passive))
                Debug.Log("按下就响应");
        }
        isHideGroup = EditorGUILayout.BeginFoldoutHeaderGroup(isHideGroup, "折叠组控件");
        if (isHideGroup) {
            // 对象关联
            obj = EditorGUILayout.ObjectField("关联资源对象", obj, typeof(GameObject), false) as GameObject;
            // 各类型输入
            i = EditorGUILayout.IntField("Int输入框", i);
            EditorGUILayout.LabelField(i.ToString());
            l = EditorGUILayout.LongField("long输入框", l);
            f = EditorGUILayout.FloatField("Float 输入:", f);
            d = EditorGUILayout.DoubleField("double 输入:", d);
            str = EditorGUILayout.TextField("Text输入:", str);
            vec2 = EditorGUILayout.Vector2Field("Vec2输入: ", vec2);
            vec3 = EditorGUILayout.Vector3Field("Vec3输入: ", vec3);
            vec4 = EditorGUILayout.Vector4Field("Vec4输入: ", vec4);
            rect = EditorGUILayout.RectField("rect输入: ", rect);
            bounds = EditorGUILayout.BoundsField("Bounds输入: ", bounds);
            boundsInt = EditorGUILayout.BoundsIntField("Bounds输入: ", boundsInt);
            // 注意:EditorGUILayout 中 Delayed 开头的输入控件和普通输入控件最主要的区别是:
            //      在用户按 Enter 键或将焦点从字段移开之前,返回值不会更改。
            i2 = EditorGUILayout.DelayedIntField("Int输入框", i2);
            EditorGUILayout.LabelField(i2.ToString());
        }
        EditorGUILayout.EndFoldoutHeaderGroup();
    }
}
 
 
7 开关、开关组
7.1 Toggle / ToggleLeft
-  普通开关 bool变量 = EditorGUILayout.Toggle("普通开关", bool变量);
-  左侧开关 bool变量 = EditorGUILayout.ToggleLeft("开关在左侧", bool变量);
7.2 BeginToggleGroup / EndToggleGroup
-  bool变量 = EditorGUILayout.BeginToggleGroup("开关组", bool变量);...EditorGUILayout.EndToggleGroup();
7.3 代码示例
public class Lesson3 : EditorWindow
{
    [MenuItem("Unity编辑器拓展/Lesson3/EditorGUI知识讲解窗口")]
    private static void OpenLesson3() {
        Lesson3 win = EditorWindow.GetWindow<Lesson3>("EditorGUI知识讲解窗口");
        win.Show();
    }
    bool isTog;
    bool isTogLeft;
    bool isTogGroup;
    private void OnGUI() {
        // 开关组控件
        isTogGroup = EditorGUILayout.BeginToggleGroup("开关组控件", isTogGroup);
        
        // 开关控件
        isTog = EditorGUILayout.Toggle("开关控件", isTog);
        isTogLeft = EditorGUILayout.ToggleLeft("左侧开关", isTogLeft);
        EditorGUILayout.EndToggleGroup();
    }
}
 
 
8 滑动条、双滑块滑动条
8.1 Slider / IntSlider
- float变量 = EditorGUILayout.Slider("滑动条", float变量, 最小值, 最大值);
- int变量 = EditorGUILayout.IntSlider("整数值滑动条", int变量, 最小值, 最大值);
8.2 MinMaxSlider
- EditorGUILayout.MinMaxSlider("双块滑动条", ref 左侧值, ref 右侧值, 最小值, 最大值);
 没有返回值,通过 ref 关键字修改数值。
8.3 代码示例
public class Lesson3 : EditorWindow
{
    [MenuItem("Unity编辑器拓展/Lesson3/EditorGUI知识讲解窗口")]
    private static void OpenLesson3() {
        Lesson3 win = EditorWindow.GetWindow<Lesson3>("EditorGUI知识讲解窗口");
        win.Show();
    }
    float fSlider;
    int   iSlider;
    float leftV;
    float rightV;
    private void OnGUI() {
        // 滑动条
        fSlider = EditorGUILayout.Slider("滑动条", fSlider, 0, 10);
        iSlider = EditorGUILayout.IntSlider("整形滑动条", iSlider, 0, 10);
        
        // 双块滑动条
        EditorGUILayout.MinMaxSlider("双块滑动条", ref leftV, ref rightV, 0, 10);
        EditorGUILayout.LabelField(leftV.ToString());
        EditorGUILayout.LabelField(rightV.ToString());
    }
}
 
 
9 帮助框、间隔
9.1 HelpBox
- EditorGUILayout.HelpBox("一般提示", MessageType.None);
- EditorGUILayout.HelpBox("感叹号提示", MessageType.Info);
- EditorGUILayout.HelpBox("警告符号提示", MessageType.Warning);
- EditorGUILayout.HelpBox("错误符号提示", MessageType.Error);
9.2 Space
- EditorGUILayout.Space(10); // 间隔 10 个单位
9.3 代码示例
public class Lesson3 : EditorWindow
{
    [MenuItem("Unity编辑器拓展/Lesson3/EditorGUI知识讲解窗口")]
    private static void OpenLesson3() {
        Lesson3 win = EditorWindow.GetWindow<Lesson3>("EditorGUI知识讲解窗口");
        win.Show();
    }
    private void OnGUI() {
        EditorGUILayout.HelpBox("一般提示", MessageType.None);
        EditorGUILayout.Space(10);
        EditorGUILayout.HelpBox("感叹号提示", MessageType.Info);
        EditorGUILayout.Space(50);
        EditorGUILayout.HelpBox("警告符号提示", MessageType.Warning);
        EditorGUILayout.Space(100);
        EditorGUILayout.HelpBox("错误符号提示", MessageType.Error);
    }
}
 
 
10 动画曲线、布局
10.1 CurveField
- AnimationCurve变量 = EditorGUILayout.CurveField("动画曲线:", AnimationCurve变量);
10.2 布局相关 API
-  水平布局 EditorGUILayout.BeginHorizontal(); // 开始水平布局...
 EditorGUILayout.EndHorizontal(); // 结束水平布局
-  垂直布局 EditorGUILayout.BeginVertical(); // 开始垂直布局
 ...
 EditorGUILayout.EndVertical(); // 结束垂直布局
-  滚动视图 Vector2布局 = EditorGUILayout.BeginScrollView(Vector2布局); // 开启滚动视图...
 EditorGUILayout.EndScrollView(); // 结束滚动视图
10.3 代码示例
public class Lesson3 : EditorWindow
{
    [MenuItem("Unity编辑器拓展/Lesson3/EditorGUI知识讲解窗口")]
    private static void OpenLesson3() {
        Lesson3 win = EditorWindow.GetWindow<Lesson3>("EditorGUI知识讲解窗口");
        win.Show();
    }
    bool isTog;
    bool isTogLeft;
    bool isTogGroup;
    float fSlider;
    int   iSlider;
    float leftV;
    float rightV;
    AnimationCurve curve = new AnimationCurve();
    Vector2 vec2Pos;
    private void OnGUI() {
        vec2Pos = EditorGUILayout.BeginScrollView(vec2Pos); // 开启滚动视图
        // 开关组控件
        isTogGroup = EditorGUILayout.BeginToggleGroup("开关组控件", isTogGroup);
        // 开关控件
        isTog = EditorGUILayout.Toggle("开关控件", isTog);
        isTogLeft = EditorGUILayout.ToggleLeft("左侧开关", isTogLeft);
        EditorGUILayout.EndToggleGroup();
        // 滑动条
        fSlider = EditorGUILayout.Slider("滑动条", fSlider, 0, 10);
        iSlider = EditorGUILayout.IntSlider("整形滑动条", iSlider, 0, 10);
        // 双块滑动条
        EditorGUILayout.MinMaxSlider("双块滑动条", ref leftV, ref rightV, 0, 10);
        EditorGUILayout.LabelField(leftV.ToString());
        EditorGUILayout.LabelField(rightV.ToString());
        // 帮助框控件
        EditorGUILayout.HelpBox("一般提示", MessageType.None);
        EditorGUILayout.Space(10);
        EditorGUILayout.HelpBox("感叹号提示", MessageType.Info);
        EditorGUILayout.Space(50);
        EditorGUILayout.HelpBox("警告符号提示", MessageType.Warning);
        EditorGUILayout.Space(100);
        EditorGUILayout.HelpBox("错误符号提示", MessageType.Error);
        // 间隔控件
        EditorGUILayout.EndScrollView(); // 结束滚动视图
        // 动画曲线控件
        curve = EditorGUILayout.CurveField("曲线控件", curve);
        // 布局API
        EditorGUILayout.BeginHorizontal(); // 开始水平布局
        EditorGUILayout.LabelField("123123");
        EditorGUILayout.LabelField("123123");
        EditorGUILayout.LabelField("123123");
        EditorGUILayout.EndHorizontal(); // 结束水平布局
        EditorGUILayout.BeginVertical(); // 开始垂直布局
        EditorGUILayout.LabelField("123123");
        EditorGUILayout.LabelField("123123");
        EditorGUILayout.LabelField("123123");
        EditorGUILayout.EndVertical(); // 结束垂直布局
    }
}











