对于检视面板 Inspector 的面板继承方式对项目来说是很有必要的, 比如一个基类, 写了一个很好看的检视面板[CustomEditor(typeof(XXX))],
可是所有子类的面板无法直接继承这个CustomEditor, 有些人的解决方案是把子类写检视面板的代码独立出来, 然后子类面板直接去调用这些Layout,
非常浪费人力物力.
最近发现有个 DecoratorEditor 脚本, 它实现了对 Unity 自带检视面板的扩展, 看到它实现某个类型的面板Inspector的方法, 就是使用Editor.CreateEditor 这个API
创建了一个相应的Editor, 然后调用它的OnInspectorGUI() 方法来绘制原有面板的, 于是可以从这个地方着手.
从设计上来说 [CustomEditor(typeof(XXX))] 在耦合上并没有太多的耦合, Unity 开发组的想法应该就是一个Editor对应一个组件, 它们对应类型之间的继承关系不应该
互相影响, 保证泛用性和独立性.
原始的Editor脚本和类型是这样的:
基类 :
- public class TestBaseClass : MonoBehaviour
- {
- public float abc;
- }
-
- // 检视面板
- [CustomEditor(typeof(TestBaseClass))]
- public class TestBaseClassInspector : Editor
- {
- TestBaseClass _target;
-
- private void OnEnable()
- {
- _target = target as TestBaseClass;
- }
-
- public override void OnInspectorGUI()
- {
- _target.abc = EditorGUILayout.FloatField("基类变量 : ", _target.abc);
- }
- }
子类1 :
- public class TestCamera : TestBaseClass
- {
- public Camera cam;
- }
-
- // 检视面板
- [CustomEditor(typeof(TestCamera))]
- public class TestCameraInspector : Editor
- {
- TestCamera _target = null;
-
- private void OnEnable()
- {
- _target = target as TestCamera;
- }
-
- public override void OnInspectorGUI()
- {
- base.OnInspectorGUI();
-
- _target.cam = EditorGUILayout.ObjectField("一次继承变量 : ", _target.cam, typeof(Camera), true) as Camera;
- }
- }
子类2 :
- public class TestUntiy : TestCamera
- {
- public int hahah;
- }
-
- // 检视面板
- [CustomEditor(typeof(TestUntiy))]
- public class TestUntiyInspector : Editor
- {
- TestUntiy _target = null;
-
- private void OnEnable()
- {
- _target = target as TestUntiy;
- }
-
- public override void OnInspectorGUI()
- {
- base.OnInspectorGUI();
-
- _target.hahah = EditorGUILayout.IntField("二次继承变量 : ", _target.hahah);
- }
- }
- TestBaseClass
- TestCamera : TestBaseClass
- TestUntiy : TestCamera
非常简单的继承关系, TestUnity的检视面板如下, 没有继承关系

那么在继承的设计上, 也应该遵循Unity的设计原则, 在继承类型 : Editor 以及 base.OnInspectorGUI(); 绘制基类方法上做文章.
如果使用简单的继承比如:
- [CustomEditor(typeof(TestCamera))]
- public class TestCameraInspector : TestBaseClassInspector
- {
- TestCamera _target = null;
-
- private void OnEnable()
- {
- _target = target as TestCamera;
- }
-
- public override void OnInspectorGUI()
- {
- base.OnInspectorGUI();
-
- _target.cam = EditorGUILayout.ObjectField("一次继承变量 : ", _target.cam, typeof(Camera), true) as Camera;
- }
- }
会出现很多问题, 如基类的OnEnable方法没有被触发, 基类面板报错等, 所有生命周期都要写虚方法, 每个重写方法都要注意, 很麻烦.
而Editor.CreateEditor创建的Editor是有生命周期的. 创建一个中间类型 InspectorDecoratorEditor, 大家都继承它就可以了, 而绘制基类对象的方法就改为
DrawBaseInspectorGUI<T>(), 这样就能方便地自己定义需要绘制的基类了.
- public class InspectorDecoratorEditor : Editor
- {
- public static readonly System.Type EndType = typeof(UnityEngine.MonoBehaviour); // end type dont need show in inspector
- public static readonly System.Type BaseEditorType = typeof(UnityEditor.Editor); // CustomEditor must inherit from it, filter
- public static readonly BindingFlags CustomEditorFieldFlags = BindingFlags.NonPublic | BindingFlags.Instance; // flag
-
- // type cache[Assembly, [scriptType, customEditorType]]
- protected static Dictionary<Assembly, Dictionary<System.Type, System.Type>> ms_editorReferenceScript
- = new Dictionary<Assembly, Dictionary<System.Type, System.Type>>();
-
- protected List<Editor> m_inheritEditors = null; // cached editors
-
- // ctor, use ctor instead Mono life circle, more user friendly
- public InspectorDecoratorEditor()
- {
- CacheEditorReferenceScript();
- }
-
- #region Main Funcs
- /// <summary>
- /// Cache all CustomEditor in current Assembly
- /// </summary>
- protected void CacheEditorReferenceScript()
- {
- var editorAssembly = Assembly.GetAssembly(this.GetType()); // editor may in diferent assemblies
- if(ms_editorReferenceScript.ContainsKey(editorAssembly) == false)
- {
- Dictionary<System.Type, System.Type> cachedData = new Dictionary<System.Type, System.Type>();
- var types = editorAssembly.GetExportedTypes();
- foreach(var editorType in types)
- {
- if(editorType.IsSubclassOf(BaseEditorType))
- {
- var scriptType = GetTypeFormCustomEditor(editorType);
- if(scriptType != null)
- {
- cachedData[scriptType] = editorType;
- }
- }
- }
- ms_editorReferenceScript[editorAssembly] = cachedData;
- }
- }
-
- /// <summary>
- /// Draw a Target Type Inspector, call OnInspectorGUI
- /// </summary>
- /// <typeparam name="T"></typeparam>
- protected virtual void DrawBaseInspectorGUI<T>() where T : InspectorDecoratorEditor
- {
- if(m_inheritEditors == null)
- {
- m_inheritEditors = new List<Editor>();
- Dictionary<System.Type, System.Type> scriptEditorCache = null;
- if(ms_editorReferenceScript.TryGetValue(Assembly.GetAssembly(this.GetType()), out scriptEditorCache) && scriptEditorCache != null)
- {
- var baseType = target.GetType().BaseType;
- while(baseType != null && baseType != EndType)
- {
- System.Type editorType = null;
- if(scriptEditorCache.TryGetValue(baseType, out editorType) && editorType != null)
- {
- m_inheritEditors.Add(Editor.CreateEditor(targets, editorType));
- }
- baseType = baseType.BaseType;
- }
- }
- }
- if(m_inheritEditors.Count > 0)
- {
- for(int i = m_inheritEditors.Count - 1; i >= 0; i--)
- {
- var drawTarget = m_inheritEditors[i];
- if(drawTarget && drawTarget.GetType() == typeof(T))
- {
- drawTarget.OnInspectorGUI(); // draw target type only, avoid endless loop
- break;
- }
- }
- }
- }
- #endregion
-
- #region Help Funcs
- public static System.Type GetTypeFormCustomEditor(System.Type editorType)
- {
- var attributes = editorType.GetCustomAttributes(typeof(CustomEditor), false) as CustomEditor[];
- if(attributes != null && attributes.Length > 0)
- {
- var attribute = attributes[0];
- var type = attribute.GetType().GetField("m_InspectedType", CustomEditorFieldFlags).GetValue(attribute) as System.Type;
- return type;
- }
- return null;
- }
- #endregion
- }
修改后的Editor代码如下, 修改的只有继承类以及DrawBaseInspectorGUI<T>函数, 注意这里对于T来说是没有类型检查的, 可是在函数中是有类型匹配的,
就算传入错误类型也是安全的 :
- [CustomEditor(typeof(TestBaseClass))]
- public class TestBaseClassInspector : InspectorDecoratorEditor
- {
- TestBaseClass _target;
-
- private void OnEnable()
- {
- _target = target as TestBaseClass;
- }
-
- public override void OnInspectorGUI()
- {
- _target.abc = EditorGUILayout.FloatField("基类变量 : ", _target.abc);
- }
- }
-
- [CustomEditor(typeof(TestCamera))]
- public class TestCameraInspector : InspectorDecoratorEditor
- {
- TestCamera _target = null;
-
- private void OnEnable()
- {
- _target = target as TestCamera;
- }
-
- public override void OnInspectorGUI()
- {
- DrawBaseInspectorGUI<TestBaseClassInspector>();
-
- _target.cam = EditorGUILayout.ObjectField("一次继承变量 : ", _target.cam, typeof(Camera), true) as Camera;
- }
- }
-
- [CustomEditor(typeof(TestUntiy))]
- public class TestUntiyInspector : InspectorDecoratorEditor
- {
- TestUntiy _target = null;
-
- private void OnEnable()
- {
- _target = target as TestUntiy;
- }
-
- public override void OnInspectorGUI()
- {
- DrawBaseInspectorGUI<TestCameraInspector>();
-
- _target.hahah = EditorGUILayout.IntField("二次继承变量 : ", _target.hahah);
- }
- }
然后看看检视面板现在的样子, 完美绘制了基类面板:

DrawBaseInspectorGUI<T>() 这个绘制基类的请求强大的地方就是可以选择从哪个类型开始绘制, 比如
DrawBaseInspectorGUI<TestCameraInspector>();
换成
DrawBaseInspectorGUI<TestBaseClassInspector>();
那么 TestCameraInspector 这个检视面板就被跳过去了 :

虽然有很多方式能够绘制或者继承子类检视面板, 不过这个应该是个泛用度很高的方案. Over.