Unity编辑器扩展——ReorderableList
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一:前言
我们定义一个数组或列表,默认是这样显示的
这样显示有几个缺点
——无法改表元素的顺序
——如果添加一个元素,需要增加填写size的数值
——如果要删除其中一个元素,非常麻烦
ReorderableList可以让列表或数组在Inspector面板显示得更人性化一些
二:使用
首先需要创建一个ReorderableList对象,其中有几个回调函数
——drawElementCallback:绘制每个元素的回调
——drawHeaderCallback:绘制标题的回调
——elementHeightCallback:绘制每个元素的高度的回调
——onAddCallback:添加元素时的回调
——onRemoveCallback:移除元素时的回调
最后要调用DoLayoutList方法进行绘制
三:代码实现—简单案例
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditorInternal;
using System;
using System.Linq;
public class Test : MonoBehaviour
public List<string> list = new List<string>();
[CustomEditor(typeof(Test))]
public class TestEditor : Editor
SerializedProperty m_list;
ReorderableList reorderableList;
private void OnEnable()
m_list = serializedObject.FindProperty("list");
reorderableList = new ReorderableList(serializedObject, m_list, true, true, true, true);
public override void OnInspectorGUI()
serializedObject.Update();
reorderableList.drawElementCallback = DrawElement;
reorderableList.DoLayoutList();
serializedObject.ApplyModifiedProperties();
void DrawElement(Rect rect, int index, bool isActive, bool isFocused)
SerializedProperty element = m_list.GetArrayElementAtIndex(index);
EditorGUI.PropertyField(rect, element);
四:代码实现—复杂案例
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditorInternal;
using System;
using System.Linq;
public class Test : MonoBehaviour
public List<TestChild> list = new List<TestChild>();
[Serializable]
public class TestChild
public Sprite sprite;
public string des;
public int index;
[CustomEditor(typeof(Test))]
public class TestEditor : Editor
SerializedProperty m_list;
ReorderableList reorderableList;
List<float> m_HeightCache = new List<float>();
private void OnEnable()
m_list = serializedObject.FindProperty("list");
reorderableList = new ReorderableList(serializedObject, m_list, true, true, true, true);
public override void OnInspectorGUI()
serializedObject.Update();
reorderableList.onAddCallback = OnAdd;
reorderableList.onRemoveCallback = OnRemove;
reorderableList.onReorderCallback = OnReorder;
reorderableList.onCanRemoveCallback = OnCanRemove;
reorderableList.drawHeaderCallback = DrawHeader;
reorderableList.drawElementCallback = DrawElement;
reorderableList.onSelectCallback = OnSelect;
reorderableList.onAddDropdownCallback = OnAddDropdown;
reorderableList.elementHeightCallback = DrawElementHeight;
reorderableList.DoLayoutList();
serializedObject.ApplyModifiedProperties();
void DrawHeader(Rect rect)
EditorGUI.LabelField(rect, "Test List");
void DrawElement(Rect rect, int index, bool isActive, bool isFocused)
m_HeightCache[index] = isActive ? 100 : 50;
SerializedProperty element = reorderableList.serializedProperty.GetArrayElementAtIndex(index);
SerializedProperty serializedProperty_sprite = element.FindPropertyRelative("sprite");
SerializedProperty serializedProperty_des = element.FindPropertyRelative("des");
SerializedProperty serializedProperty_index = element.FindPropertyRelative("index");
Rect rect_sprite;
Rect rect_des;
Rect rect_index;
if (isActive)
rect_sprite = new Rect(rect.x, rect.y, 100, 100);
rect_des = new Rect(rect.x + 120, rect.y, rect.width, 40);
rect_index = new Rect(rect.x + 120, rect.y + 60, rect.width, 40);
else
rect_sprite = new Rect(rect.x, rect.y, 100, 50);
rect_des = new Rect(rect.x + 120, rect.y, rect.width, 15);
rect_index = new Rect(rect.x + 120, rect.y + 20, rect.width, 15);
EditorGUI.PropertyField(rect_sprite, serializedProperty_sprite, GUIContent.none);
EditorGUI.PropertyField(rect_des, serializedProperty_des, GUIContent.none);
EditorGUI.PropertyField(rect_index, serializedProperty_index, GUIContent.none);
float DrawElementHeight(int index)
if (m_HeightCache.Count > index)
return m_HeightCache[index];
else
m_HeightCache.Add(0);
return m_HeightCache[index];
void OnAdd(ReorderableList list)
if (EditorUtility.DisplayDialog("是否添加", "是否添加", "是", "否"))
ReorderableList.defaultBehaviours.DoAddButton(list);
m_HeightCache.Add(0);
void OnRemove(ReorderableList list)
if (EditorUtility.DisplayDialog("是否移除", "是否移除", "是", "否"))
ReorderableList.defaultBehaviours.DoRemoveButton(list);
m_HeightCache.RemoveAt(list.count - 1);
bool OnCanRemove(ReorderableList list)
return list.count >= 1;
void OnReorder(ReorderableList list)
Debug.Log("顺序改变后当前选择元素的index:" + list.index);
void OnSelect(ReorderableList list)
Debug.Log("当前选择元素的index:" + list.index);
void OnAddDropdown(Rect buttonRect, ReorderableList list)
var menu = new GenericMenu();
menu.AddItem(new GUIContent("Add Default"), false, clickHandler,
new TestContextParams() des = "testDes", index = 1, );
menu.ShowAsContext();
private void clickHandler(object target)
TestContextParams param = (TestContextParams)target;
var index = m_list.arraySize;
m_list.arraySize++;
var element = m_list.GetArrayElementAtIndex(index);
element.FindPropertyRelative("des").stringValue = param.des;
element.FindPropertyRelative("index").intValue = param.index;
serializedObject.ApplyModifiedProperties();
struct TestContextParams
public string des;
public int index;
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