Unity Attribute标签用法
作者:互联网
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面板上给字段右键段添加一个菜单,不能是静态函数
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
cusing 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,
}
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(“菜单选项名”)]
[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“菜单名”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<string> 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<Rigidbody>();
}
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
[ImageEffectTransformsToLDR]
渲染从从HDR变为LDR 具体使用方法不明
[RuntimeInitializeOnLoadMethod]
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
[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
[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
[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
[PreferenceItem (“My Preferences”)]
使用该属性可以定制Unity的Preference界面
[OnOpenAsset()]
在打开一个Asset后被调用
[PostProcessBuild()]
该属性是在build完成后,被调用的callback。同时具有多个的时候,可以指定先后顺序
[PostProcessScene()]
使用该属性的函数,在scene被build之前,会被调用。具体使用方法和PostProcessBuildAttribute类似
参考资料
Unity Documentation
Unity-Attributes-Example
标签:UnityEngine,int,Attribute,public,Unity,标签,using,MonoBehaviour,class 来源: https://www.cnblogs.com/ZTianming/p/16074046.html