editor部分脚本设为私有,避免污染补全上下文。
添加按钮的重写结构
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using UnityEditor;
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using UnityEditor.UI;
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using XericUI.OverrideUI;
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namespace XericUIEditor.OverrideUI
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{
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[CustomEditor(typeof(XericButton), true)]
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[CanEditMultipleObjects]
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/// <summary>
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/// Custom Editor for the Button Component.
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/// Extend this class to write a custom editor for a component derived from Button.
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/// </summary>
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internal class XericButtonEditor : SelectableEditor
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{
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SerializedProperty m_OnClickProperty;
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SerializedProperty m_TextProperty;
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SerializedProperty m_EnableTextColorTransitionProperty;
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SerializedProperty m_TextTransitionColorModeProperty;
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SerializedProperty m_enableTextContextTransitionProperty;
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SerializedProperty m_textTransitionContextModeProperty;
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protected override void OnEnable()
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{
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base.OnEnable();
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m_OnClickProperty = serializedObject.FindProperty("m_OnClick");
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m_TextProperty = serializedObject.FindProperty("m_text");
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m_EnableTextColorTransitionProperty = serializedObject.FindProperty("m_enableTextColorTransition");
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m_TextTransitionColorModeProperty = serializedObject.FindProperty("m_textTransitionColorMode");
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m_enableTextContextTransitionProperty = serializedObject.FindProperty("m_enableTextContextTransition");
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m_textTransitionContextModeProperty = serializedObject.FindProperty("m_textTransitionContextMode");
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}
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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EditorGUILayout.Space();
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_TextProperty);
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EditorGUILayout.PropertyField(m_EnableTextColorTransitionProperty);
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if (m_EnableTextColorTransitionProperty.boolValue)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_TextTransitionColorModeProperty);
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EditorGUI.indentLevel--;
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}
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EditorGUILayout.PropertyField(m_enableTextContextTransitionProperty);
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if (m_enableTextContextTransitionProperty.boolValue)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_textTransitionContextModeProperty);
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EditorGUI.indentLevel--;
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}
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EditorGUILayout.PropertyField(m_OnClickProperty);
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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