C# 클래스 UnityEditor.Editor

상속: UnityEngine.ScriptableObject, IPreviewable
파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

Private Properties

프로퍼티 타입 설명
CanBeExpandedViaAFoldout bool
CleanupPropertyEditor void
CreateEditor Editor
DoDrawDefaultInspector bool
DoDrawDefaultInspector bool
DrawHeaderFromInsideHierarchy void
DrawHeaderGUI UnityEngine.Rect
DrawHeaderGUI UnityEngine.Rect
DrawHeaderHelpAndSettingsGUI void
GetOptimizedGUIBlock bool
GetOptimizedGUIBlockImplementation bool
GetSerializedObjectInternal SerializedObject
InternalSetHidden void
InternalSetTargets void
IsAppropriateFileOpenForEdit bool
IsAppropriateFileOpenForEdit bool
IsEnabled bool
IsOpenForEdit bool
IsOpenForEdit bool
OnAssetStoreInspectorGUI void
OnDisableINTERNAL void
OnForceReloadInspector void
OnHeaderControlsGUI void
OnHeaderIconGUI void
OnHeaderTitleGUI void
OnOptimizedInspectorGUI bool
OptimizedInspectorGUIImplementation bool

공개 메소드들

메소드 설명
CreateCachedEditor ( Object targetObject, Type editorType, Editor &previousEditor ) : void
CreateEditor ( Object targetObject, [ editorType ) : Editor

Make a custom editor for targetObject or targetObjects.

DrawDefaultInspector ( ) : bool

Draw the built-in inspector.

DrawHeader ( ) : void

Call this function to draw the header of the editor.

DrawPreview ( Rect previewArea ) : void

The first entry point for Preview Drawing.

GetInfoString ( ) : string

Implement this method to show asset information on top of the asset preview.

GetPreviewTitle ( ) : GUIContent

Override this method if you want to change the label of the Preview area.

HasPreviewGUI ( ) : bool

Override this method in subclasses if you implement OnPreviewGUI.

Initialize ( Object targets ) : void
MoveNextTarget ( ) : bool
OnInspectorGUI ( ) : void

Implement this function to make a custom inspector.

OnInteractivePreviewGUI ( Rect r, GUIStyle background ) : void

Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.

OnPreviewGUI ( Rect r, GUIStyle background ) : void

Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.

OnPreviewSettings ( ) : void

Override this method if you want to show custom controls in the preview header.

ReloadPreviewInstances ( ) : void
RenderStaticPreview ( string assetPath, Object subAssets, int width, int height ) : Texture2D

Override this method if you want to render a static preview that shows.

Repaint ( ) : void

Repaint any inspectors that shows this editor.

RequiresConstantRepaint ( ) : bool

Does this edit require to be repainted constantly in its current state?

ResetTarget ( ) : void
UseDefaultMargins ( ) : bool

Override this method in subclasses to return false if you don't want default margins.

보호된 메소드들

메소드 설명
DrawPropertiesExcluding ( SerializedObject obj ) : void
OnHeaderGUI ( ) : void

비공개 메소드들

메소드 설명
CanBeExpandedViaAFoldout ( ) : bool
CleanupPropertyEditor ( ) : void
CreateEditor ( Object targetObject ) : Editor
DoDrawDefaultInspector ( ) : bool
DoDrawDefaultInspector ( SerializedObject obj ) : bool
DrawHeaderFromInsideHierarchy ( ) : void
DrawHeaderGUI ( Editor editor, string header ) : Rect
DrawHeaderGUI ( Editor editor, string header, float leftMargin ) : Rect
DrawHeaderHelpAndSettingsGUI ( Rect r ) : void
GetOptimizedGUIBlock ( bool isDirty, bool isVisible, OptimizedGUIBlock &block, float &height ) : bool
GetOptimizedGUIBlockImplementation ( bool isDirty, bool isVisible, OptimizedGUIBlock &block, float &height ) : bool
GetSerializedObjectInternal ( ) : SerializedObject
InternalSetHidden ( bool hidden ) : void
InternalSetTargets ( Object t ) : void
IsAppropriateFileOpenForEdit ( Object assetObject ) : bool
IsAppropriateFileOpenForEdit ( Object assetObject, string &message ) : bool
IsEnabled ( ) : bool
IsOpenForEdit ( ) : bool
IsOpenForEdit ( string &message ) : bool
OnAssetStoreInspectorGUI ( ) : void
OnDisableINTERNAL ( ) : void
OnForceReloadInspector ( ) : void
OnHeaderControlsGUI ( ) : void
OnHeaderIconGUI ( Rect iconRect ) : void
OnHeaderTitleGUI ( Rect titleRect, string header ) : void
OnOptimizedInspectorGUI ( Rect contentRect ) : bool
OptimizedInspectorGUIImplementation ( Rect contentRect ) : bool

메소드 상세

CreateCachedEditor() 공개 정적인 메소드

public static CreateCachedEditor ( Object targetObject, Type editorType, Editor &previousEditor ) : void
targetObject Object
editorType System.Type
previousEditor Editor
리턴 void

CreateEditor() 공개 정적인 메소드

Make a custom editor for targetObject or targetObjects.

public static CreateEditor ( Object targetObject, [ editorType ) : Editor
targetObject Object
editorType [
리턴 Editor

DrawDefaultInspector() 공개 메소드

Draw the built-in inspector.

public DrawDefaultInspector ( ) : bool
리턴 bool

DrawHeader() 공개 메소드

Call this function to draw the header of the editor.

public DrawHeader ( ) : void
리턴 void

DrawPreview() 공개 메소드

The first entry point for Preview Drawing.

public DrawPreview ( Rect previewArea ) : void
previewArea UnityEngine.Rect
리턴 void

DrawPropertiesExcluding() 보호된 정적인 메소드

protected static DrawPropertiesExcluding ( SerializedObject obj ) : void
obj SerializedObject
리턴 void

GetInfoString() 공개 메소드

Implement this method to show asset information on top of the asset preview.

public GetInfoString ( ) : string
리턴 string

GetPreviewTitle() 공개 메소드

Override this method if you want to change the label of the Preview area.

public GetPreviewTitle ( ) : GUIContent
리턴 UnityEngine.GUIContent

HasPreviewGUI() 공개 메소드

Override this method in subclasses if you implement OnPreviewGUI.

public HasPreviewGUI ( ) : bool
리턴 bool

Initialize() 공개 메소드

public Initialize ( Object targets ) : void
targets Object
리턴 void

MoveNextTarget() 공개 메소드

public MoveNextTarget ( ) : bool
리턴 bool

OnHeaderGUI() 보호된 메소드

protected OnHeaderGUI ( ) : void
리턴 void

OnInspectorGUI() 공개 메소드

Implement this function to make a custom inspector.

public OnInspectorGUI ( ) : void
리턴 void

OnInteractivePreviewGUI() 공개 메소드

Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.

public OnInteractivePreviewGUI ( Rect r, GUIStyle background ) : void
r UnityEngine.Rect Rectangle in which to draw the preview.
background UnityEngine.GUIStyle Background image.
리턴 void

OnPreviewGUI() 공개 메소드

Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector.

public OnPreviewGUI ( Rect r, GUIStyle background ) : void
r UnityEngine.Rect Rectangle in which to draw the preview.
background UnityEngine.GUIStyle Background image.
리턴 void

OnPreviewSettings() 공개 메소드

Override this method if you want to show custom controls in the preview header.

public OnPreviewSettings ( ) : void
리턴 void

ReloadPreviewInstances() 공개 메소드

public ReloadPreviewInstances ( ) : void
리턴 void

RenderStaticPreview() 공개 메소드

Override this method if you want to render a static preview that shows.

public RenderStaticPreview ( string assetPath, Object subAssets, int width, int height ) : Texture2D
assetPath string
subAssets Object
width int
height int
리턴 UnityEngine.Texture2D

Repaint() 공개 메소드

Repaint any inspectors that shows this editor.

public Repaint ( ) : void
리턴 void

RequiresConstantRepaint() 공개 메소드

Does this edit require to be repainted constantly in its current state?

public RequiresConstantRepaint ( ) : bool
리턴 bool

ResetTarget() 공개 메소드

public ResetTarget ( ) : void
리턴 void

UseDefaultMargins() 공개 메소드

Override this method in subclasses to return false if you don't want default margins.

public UseDefaultMargins ( ) : bool
리턴 bool