Unity Attribute标签用法
Unity Attribute标签用法
标记字段
[ColorUsage(false, true, 0f, 8f, 1f, 1f)]
第一个参数:是否启用 Alpha 通道
第二个参数:是否启用 HDR 模式,启用后多四个参数为 最小/最大亮度,最小/最大曝光度
using UnityEngine;
public class Example : MonoBehaviour
{[ColorUsage(false, true)] public Color hdrColorWithoutAlpha = Color.white;
}
[ContextMenuItem(“显示的方法名”,“方法”)]
标记字段,在Inspector面板上给字段添加一个右键菜单,并执行指定的函数
using UnityEngine;
public class Example : MonoBehaviour
{[ContextMenuItem("Reset", "ResetBiography")][Multiline(8)]string playerBiography = ""; void ResetBiography(){playerBiography = "";}
}
[Delayed]
当使用此属性时,对于int、float、string类型的变量,在Inspector面板修改变量值时,只有按下Enter键 或 鼠标失去焦点后才会返回新数值
public class DelayedExample : MonoBehaviour {// Attribute used to make a float, int, or string variable in a script be delayed.// When this attribute is used, the float, int, or text field will not return a new value// until the user has pressed enter or focus is moved away from the field.[Delayed]public int intValue = 22;[Delayed]public float floatValue = 0.618f;[Delayed]public string stringValue = "test delayed attribute";}
[FormerlySerializedAs(“XXX”)]
可以让变量以其他名称进行序列化,并且在变量自身修改名称的时候,不会丢失之前的序列化的值
using UnityEngine;
using UnityEngine.Serialization;
public class MyMonster : MonoBehaviour
{[FormerlySerializedAs("hitpoints")]public int health;
}
[GradientUsage]
在 Gradient 类型的变量使用此属性,可以设置是否为 HDR 渐变模式
public class GradientUsageExample : MonoBehaviour {// Attribute used to configure the usage of the GradientField and Gradient Editor for a gradient.// Use this attribute on a Gradient to configure the GradientField and Gradient Editor to treat the colors as HDR colors or as normal LDR colors.[GradientUsage(true)]public Gradient gradient;}
[Header(“XXX”)]
通过Header在字段上放添加描述,会在Inspector面板上显示,可以将属性隔离开,形成分组的感觉
using UnityEngine;
public class Example : MonoBehaviour
{[Header("Health Settings")]public int health = 0;public int maxHealth = 100; [Header("Shield Settings")]public int shield = 0;public int maxShield = 0;
}
// 可以通过.header属性获取标签中配置的文本
[HideInInspector]
使属性在Inspector中隐藏,仍可序列化,赋值可以通过写程序进行赋值
using UnityEngine;
public class Example : MonoBehaviour
{// Make the variable p not show up in the inspector// but be serialized.[HideInInspector]int p = 5;
}
[Min(min)]
限制一个 float,int 类型的变量的最小值
using UnityEngine;
public class Example : MonoBehaviour
{// Set a specific minimum value.[Min(0)] public float radius = 5;
}
[Multiline]
添加在string类型的变量上,可以在Inspector面板上显示一个多行文本框
public class MultilineExample : MonoBehaviour {[Multiline(8)] // Attribute to make a string be edited with a multi-line textfield.public string value;}
[Range(min, max)]
限制数值变量的取值范围,并以滑动条在Inspector面板中显示
using UnityEngine;public class Example : MonoBehaviour
{// This integer will be shown as a slider,// with the range of 1 to 6 in the Inspector[Range(1, 6)]public int integerRange;// This float will be shown as a slider,// with the range of 0.2f to 0.8f in the Inspector[Range(0.2f, 0.8f)]public float floatRange;
}
[SerializeField]
强制序列化一个私有的变量,使其可以在Inspector面板显示,很多UI都会对private的组件进行强制序列化
using UnityEngine;public class SomePerson : MonoBehaviour
{//This field gets serialized because it is public.public string firstName = "John"; //This field does not get serialized because it is private.private int age = 40; //This field gets serialized even though it is private//because it has the SerializeField attribute applied.[SerializeField]private bool hasHealthPotion = true; void Start(){if (hasHealthPotion)Debug.Log("Person's first name: " + firstName + " Person's age: " + age);}
}
[Space]
可以与上一个属性拉开指定的空隙
using UnityEngine;public class Example : MonoBehaviour
{int health = 0;int maxHealth = 100;// 10 pixels of spacing here.[Space(10)] int shield = 0;int maxShield = 0;
}
[TextArea]
该属性可以把string在Inspector面板上变为一个带有滚动条的文本域
using UnityEngine;public class TextAreaExample : MonoBehaviour
{[TextArea]public string MyTextArea;
}
[Tooltip(“XXX”)]
当变量添加这个属性后,在Inspector面板将鼠标悬停在该变量上可以看到提示
cusing UnityEngine;
public class Example : MonoBehaviour
{[Tooltip("Health value between 0 and 100.")]int health = 0;
}
[NonSerialized]
在Inspector面板中隐藏public属性,不执行序列化
using UnityEngine;
public class Example : MonoBehaviour
{// p will not be shown in the inspector or serialized[System.NonSerialized]public int p = 5;
}
[System.Serializable]
使自定义的类能进行序列化,即当做一个public成员的时候可以在Inspector显示
using System;
using UnityEngine;public class Player : MonoBehaviour
{//Create a custom struct and apply [Serializable] attribute to it[Serializable]public struct PlayerStats{public int movementSpeed;public int hitPoints;public bool hasHealthPotion;}//Make the private field of our PlayerStats struct visible in the Inspector//by applying [SerializeField] attribute to it[SerializeField]private PlayerStats stats;
}
[InspectorName(“xxx”)]
通过此属性可以改变枚举值在Inspector面板上显示的名字
using UnityEngine;
public enum ModelImporterIndexFormat
{Auto = 0,[InspectorName("16 bits")]UInt16 = 1,[InspectorName("32 bits")]UInt32 = 2,
}
自定义标签
Header源代码
using System;namespace UnityEngine
{/// /// Use this PropertyAttribute to add a header above some fields in the Inspector. /// [AttributeUsage(AttributeTargets.Field, AllowMultiple = true, Inherited = true)]public class HeaderAttribute : PropertyAttribute{/// /// The header text. /// public readonly string header;/// /// Add a header above some fields in the Inspector. /// /// The header text.public HeaderAttribute(string header) => this.header = header;}
}
自定义标签
// 成对事件标签
// 使用:[Pairs(End_Event_Name)] End_Event_Name填写对应的结束事件名称
public class PairsAttribute : Attribute
{// EventType枚举事件,此处用于记录结束事件public readonly EventType pairs;public PairsAttribute(EventType pairs){this.pairs = pairs;}
}
标记类/方法
[AddComponentMenu(“XXX/XX/XXX”)]
让Component菜单下出现你自定义的类,位置是“XXX/XX/XXX”
using UnityEngine;
[AddComponentMenu("Transform/Follow Transform")]
public class FollowTransform : MonoBehaviour
{
}
[AssemblyIsEditorAssembly]
汇编级属性,使用该属性的任何类会被认为是编辑器类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;// Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.// 这个程序集下的任何类都会被引擎认为是编辑器类,
// 例如:在这个程序集里,继承MonoBehaviour的脚本都不能被挂载到GameObject上
// Add 'AssemblyIsEditorAssembly' attribute to this assembly.
[assembly: AssemblyIsEditorAssembly]
namespace UnityAttributesExample {public class AssemblyIsEditorAssemblyExample : MonoBehaviour {}
}
[ContextMenu(“xxx”)]
[MenuItem(“CONTEXT/组建名/菜单名”)]
标记函数:在Inspector面板,右击包含这条标记的脚本,出现“xxx”的菜单选项。
注:对应的函数不能是static
标记的函数可以添加 MenuCommand cmd 参数,cmd.context转换为当前组建类型后操作
using UnityEngine;public class ContextTesting : MonoBehaviour
{/// Add a context menu named "Do Something" in the inspector/// of the attached script.[ContextMenu("Do Something")]void DoSomething(){Debug.Log("Perform operation");}
}
[CreateAssetMenu(menuName = "MySubMenue/Create XXX ")]
标记类,可以给project面板下的Creat 菜单下新建一个自定义子菜单,用于新建自定义资源
[CreateAssetMenu(fileName = "xxxSetting", menuName = "xxxSetting")]
public class xxxSetting : ScriptableObject
{public List names;void DoSomething(){Debug.Log("Perform operation");}
}
[RequireComponent(typeof(ClassName))]
使用该属性的脚本被添加到GameObject上时,会自动添加ClassName这个类,能够有效避免在设置出错。
using UnityEngine;// PlayerScript requires the GameObject to have a Rigidbody component
[RequireComponent(typeof(Rigidbody))]
public class PlayerScript : MonoBehaviour
{Rigidbody rb;void Start(){rb = GetComponent();}void FixedUpdate(){rb.AddForce(Vector3.up);}
}
[ExecuteAlways]
脚本添加此属性后,无论是在 Edit Mode 还是 Play Mode 都会执行
using UnityEngine;[ExecuteAlways]
public class ExampleClass : MonoBehaviour
{void Start(){if (Application.IsPlaying(gameObject)){// Play logic}else{// Editor logic}}
}
[ExecuteInEditMode]
脚本添加此属性后,可以在Edit Mode编辑模式下执行。
// The PrintAwake script is placed on a GameObject. The Awake function is usually
// called when the GameObject is started at runtime. Due to the ExecuteInEditMode
// attribute, the script is also called by the Editor. The Awake() function will be called,
// for example, when the Scene is changed to a
// different Scene in the Project window.
// The Update() function is called, for example, when the GameObject transform
// position is changed in the Editor.using UnityEngine;[ExecuteInEditMode]
public class PrintAwake : MonoBehaviour
{void Awake(){Debug.Log("Editor causes this Awake");}void Update(){Debug.Log("Editor causes this Update");}
}
[CustomEditor(typeof(ClassName))]
声明一个Class为自定义Editor的Class,可以制作一个自定义编辑器
[MenuItem(“一级菜单名/二级菜单名 _全局快捷键”]
标记函数:在菜单中出现选项栏,执行对应功能。注:对应的函数必须是static
[MenuItem(“一级菜单名/二级菜单名”,false,1)]
第三个参数决定菜单的优先级。间隔超过10,就另开一组,用下划线分隔
第二个参数是true则是是给该菜单项添加验证,分别标记两个函数,true标记的函数作为false 标记的函数能否启用并执行的验证,菜单名,优先级要相同
GameObject菜单与Hierarchy面板右键菜单一样,优先级在10左右。
Assets菜单与project面板右键菜单一样
菜单名 + _快捷键,给菜单指定单一快捷键
菜单名 + %快捷键,给菜单指定组合快捷键 %-Ctrl #-Shift &-Alt
[PreferBinarySerialization]
只能用于 ScriptableObject 的派生类,使用二进制进行序列化。这个属性可以提升大量数据资源文件的读写性能。可以搭配 CreateAssetMenu 属性一起使用
[SerializeReference]
序列化时共享相同的对象数据,可以用来减少序列化的内容
[GUITarget(0)]
标记OnGUI()函数,控制对应的 OnGUI 在哪个 Display 显示
[HelpURL(“http://www.baidu.com”)]
标记一个类提供一个帮助文档的URL,点击后可以跳转到该网址(与自带组件点击小树效果相同)
[DisallowMultipleComponent]
对一个MonoBehaviour的子类使用这个属性,那么在同一个GameObject上面,最多只能添加一个该Class的实例。尝试添加多个的时候,会出现Can't add script提示。
[ImageEffectOpaque]
在OnRenderImage上使用,可以让渲染顺序在非透明物体之后,透明物体之前
using UnityEngine;
public class ExampleClass : MonoBehaviour
{void Start(){}[ImageEffectOpaque]void OnRenderImage (RenderTexture source, RenderTexture destination){}
}
[ImageEffectTransformsToLDR]
渲染从从HDR变为LDR 具体使用方法不明
[RuntimeInitializeOnLoadMethod(loadType)]
此属性仅在Unity5上可用。在游戏启动时(runtime),会自动调用添加了该属性的方法(Awake之后)。要注意的是使用这个属性的方法的调用顺序是不确定的,同时要求方法为静态
loadType可选参数,用来决定方法在场景加载前还是后调用
using UnityEngine;
public class ExampleClass : MonoBehaviour
{[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]static void OnBeforeSceneLoadRuntimeMethod(){Debug.Log("Before first Scene loaded");}[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]static void OnAfterSceneLoadRuntimeMethod(){Debug.Log("After first Scene loaded");}[RuntimeInitializeOnLoadMethod]static void OnRuntimeMethodLoad(){Debug.Log("RuntimeMethodLoad: After first Scene loaded");}
}
[SelectionBase]
当一个GameObject含有使用了该属性的Component的时候,在SceneView中选择该GameObject,Hierarchy上面会自动选中该GameObject的Parent
[SharedBetweenAnimators]
用于StateMachineBehaviour上,指定该StateMachineBehavior只实例化一次,不同的Animator将共享这一个StateMachineBehaviour的实例,可以减少内存占用
[UnityAPICompatibilityVersion]
用来声明API的版本兼容性
[CallbackOrderAttribute]
定义Callback的顺序
[UnityAPICompatibilityVersion]
用来声明API的版本兼容性
[CanEditMultipleObjects]
Editor同时编辑多个Component的功能
[CustomPreview(typeof(GameObject))]
将一个class标记为指定类型的自定义预览
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class MyObject : MonoBehaviour {
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;using UnityEditor;[CustomPreview(typeof(MyObject))]
public class MyPreview : ObjectPreview {public override bool HasPreviewGUI() {return true;}public override void OnPreviewGUI(Rect r, GUIStyle background) {GUI.Label(r, target.name + " is being previewed");}
}
[CustomPropertyDrawer]
标记自定义PropertyDrawer时候使用。当自己创建一个
PropertyDrawe或者DecoratorDrawer的时候,使用该属性来标记
[DrawGizmo (GizmoType.Selected | GizmoType.Active)]
以在Scene视图中显示自定义的Gizmo,Gizmo的图片需要放入Assets/Gizmo目录中
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class MyScript : MonoBehaviour {
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;using UnityEditor;public class MyScriptGizmoDrawer {[DrawGizmo(GizmoType.Selected | GizmoType.Active)]static void DrawGizmoForMyScript(MyScript scr, GizmoType gizmoType) {Vector3 position = scr.transform.position;if (Vector3.Distance(position, Camera.current.transform.position) > 10f)Gizmos.DrawIcon(position, "MyScript Gizmo.png", true);}
}
[InitializeOnLoad]
在Class上使用,可以在Unity启动的时候,运行Editor脚本。需要该Class拥有静态的构造函数。
[InitializeOnLoadMethod]
在Method上使用,是InitializeOnLoad的Method版本。Method必须是static的
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;///
/// https://docs.unity3d.com/ScriptReference/InitializeOnLoadAttribute.html
///
/// Allows you to initialize an Editor class when Unity loads,
/// and when your scripts are recompiled.
/// Static constructors with this attribute are called
/// when scripts in the project are recompiled (also known as a Domain Reload).
/// when Unity first loads your project,
/// but also when Unity detects modifications to scripts
/// (depending on your Auto Refresh preferences),
/// and when you enter Play Mode (depending on your Play Mode configuration).
/// // Running Editor Script Code on Launch
[InitializeOnLoad]
public class InitializeOnLoadExample
{static InitializeOnLoadExample(){/// https://docs.unity3d.com/Manual/RunningEditorCodeOnLaunch.html//Debug.Log("Up and running");// editor frame update//EditorApplication.update += Update;}//static void Update() {// Debug.Log("Updating");//}[InitializeOnLoadMethod]static void OnProjectLoadedInEditor(){/// https://docs.unity3d.com/ScriptReference/InitializeOnLoadMethodAttribute.html//Debug.Log("Project loaded in Unity Editor");}
}
[OnOpenAsset()]
在打开一个Asset后被调用
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;public class MyAssetHandler
{[OnOpenAssetAttribute(1)]public static bool step1(int instanceID, int line){string name = EditorUtility.InstanceIDToObject(instanceID).name;Debug.Log("Open Asset step: 1 (" + name + ")");return false; // we did not handle the open}// step2 has an attribute with index 2, so will be called after step1[OnOpenAssetAttribute(2)]public static bool step2(int instanceID, int line){Debug.Log("Open Asset step: 2 (" + instanceID + ")");return false; // we did not handle the open}
}
[PostProcessBuild(n)]
使用该属性的函数,在build完成后被调用。同时具有多个的时候,可以通过n指定先后顺序。
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;public class MyBuildPostprocessor {[PostProcessBuildAttribute(1)]public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) {Debug.Log( pathToBuiltProject );}
}
[PostProcessScene()]
使用该属性的函数,在scene构建完成之后被调用。具体使用方法和PostProcessBuild类似
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;public class MyScenePostprocessor {[PostProcessSceneAttribute (2)]public static void OnPostprocessScene() {GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);cube.transform.position = new Vector3(0.0f, 0.5f, 0.0f);}
}
参考资料
Unity Documentation
Unity-Attributes-Example
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