unity 选择不同的枚举在面板上显示不同的属性

一、创建一个普通类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class MyJointManager : MonoBehaviour {


    private enum Hand
    {
        LeftHand,
        RightHand
    }


    private enum LeftJoint
    {
        LeftWrist,
        LeftElbow,
        LeftShoulder
    }


    private enum RightJoint
    {
        RightWrist,
        RightElbow,
        RightShoulder
    }


    [HideInInspector] //要在面板中隐藏,否则的话会重复显示在面板上
    [SerializeField, Tooltip("手")]
    private Hand hand = Hand.LeftHand;


    [HideInInspector]
    [SerializeField, Tooltip("左手关节")]
    private LeftJoint leftJoint = LeftJoint.LeftElbow;


    [HideInInspector]
    [SerializeField, Tooltip("右手关节")]
    private RightJoint rightJoint = RightJoint.RightElbow;


// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}
}


二、创建一个editor文件夹,在里边创建一个类


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;


[CustomEditor(typeof(MyJointManager))] //关联之前的脚本
public class MyJointEditor : Editor {


    private SerializedObject obj; //序列化


    private SerializedProperty hand, leftJoint, rightJoint; //定义变量


    void OnEnable()
    {
        obj = new SerializedObject(target);


        hand = obj.FindProperty("hand");


        leftJoint = obj.FindProperty("leftJoint");


        rightJoint = obj.FindProperty("rightJoint");
    }


    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();


        obj.Update();


        EditorGUILayout.PropertyField(hand);


        if (hand.enumValueIndex == 0)
        {
            EditorGUILayout.PropertyField(leftJoint);
        }
        else if (hand.enumValueIndex == 1)
        {
            EditorGUILayout.PropertyField(rightJoint);
        }


        obj.ApplyModifiedProperties();
         
    }


}

三、面板上的效果

              

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转载自blog.csdn.net/qq_39353597/article/details/78582677