Version: 6000.3
语言: 中文
在自定义编辑器窗口中创建拖放式UI
创建过渡事件

创建拖放式UI,以便在编辑器窗口之间拖动

版本: 2021.3+

此示例演示了如何使用 UI Toolkit 的拖动事件以及UnityEditor.DragAndDrop类,以启用窗口之间的拖放 UI。

示例概述

该示例创建了两个自定义编辑器窗口。您可以从项目窗口一个窗口,显示您的内容Assets文件夹(项目选项卡)更多信息
术语表中查看
进入编辑器窗口。您还可以将同一资源从一个窗口拖到另一个窗口。

拖放式 UI 预览
拖放式 UI 预览

您可以在此 GitHub 存储库中找到此示例创建的已完成文件

先决条件

本指南适用于熟悉 Unity 编辑器、UI 工具包和 C# 脚本的开发人员。在开始之前,请熟悉以下内容:

定义编辑器窗口的内容

在UXML文件中定义每个编辑器窗口的内容,并内置视觉元素实例化或派生自 C# 的可视化树的节点VisualElement类。您可以设置外观样式、定义行为并将其作为 UI 的一部分显示在屏幕上。更多信息
请参阅术语表
.每个编辑器窗口都包括背景、标题、拖放区域和文本。设置 USS 文件中视觉元素的样式。

  1. 使用任何模板创建 Unity 项目。

  2. 创建一个名为drag-and-drop-across-window以存储所有文件。

  3. 创建名为DragAndDrop.uxml内容如下:

    <ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
        <ui:VisualElement class="background">
            <ui:VisualElement class="header">
                <ui:Label text="Drag And Drop Sample" display-tooltip-when-elided="true" class="header__label" />
            </ui:VisualElement>
            <ui:VisualElement class="drop-area">
                <ui:Label text="Drag an asset here..." display-tooltip-when-elided="true" class="drop-area__label" />
            </ui:VisualElement>
        </ui:VisualElement>
    </ui:UXML>
    
  4. 创建名为DragAndDrop.uss内容如下:

    .background {
        flex-grow: 1;
        background-color: rgba(30, 30, 30, 255);
    }
    
    .header {
        align-items: center;
        margin-left: 10px;
        margin-right: 10px;
        margin-top: 10px;
        margin-bottom: 10px;
        padding-left: 5px;
        padding-right: 5px;
        padding-top: 5px;
        padding-bottom: 5px;
        background-color: rgba(112, 128, 144, 255);
        border-left-color: rgba(211, 211, 211, 255);
        border-right-color: rgba(211, 211, 211, 255);
        border-top-color: rgba(211, 211, 211, 255);
        border-bottom-color: rgba(211, 211, 211, 255);
        border-left-width: 2px;
        border-right-width: 2px;
        border-top-width: 2px;
        border-bottom-width: 2px;
    }
    
    .header__label {
        font-size: 18px;
        color: rgba(255, 255, 255, 255);
    }
    
    .drop-area {
        flex-grow: 1;
        align-items: center;
        justify-content: center;
        margin-left: 10px;
        margin-right: 10px;
        margin-top: 10px;
        margin-bottom: 10px;
        padding-left: 5px;
        padding-right: 5px;
        padding-top: 5px;
        padding-bottom: 5px;
        background-color: rgba(112, 128, 144, 255);
        border-left-color: rgba(211, 211, 211, 255);
        border-right-color: rgba(211, 211, 211, 255);
        border-top-color: rgba(211, 211, 211, 255);
        border-bottom-color: rgba(211, 211, 211, 255);
        border-left-width: 2px;
        border-right-width: 2px;
        border-top-width: 2px;
        border-bottom-width: 2px;
        border-top-left-radius: 20px;
        border-bottom-left-radius: 20px;
        border-top-right-radius: 20px;
        border-bottom-right-radius: 20px;
    }
    
    .drop-area--dropping {
        opacity: 0.4;
        background-color: rgba(0, 100, 0, 255);
    }
    
    .drop-area__label {
        -unity-font-style: italic;
        color: rgba(255, 255, 255, 255);
    }
    
  5. 双击DragAndDrop.uxml在 UI Builder 中打开它。

  6. DragAndDrop.uss作为现有的 USS。

创建用于存储事件回调的纵器

纵器是注册和取消注册与输入相关的事件回调的对象。在 C# 脚本中创建一个自定义纵器,以注册指针事件并拖动编辑器窗口的事件。

  1. drag-and-drop-across-window文件夹中,创建一个名为Editor.

  2. Editor文件夹中,创建一个名为DragAndDropManipulator.cs内容如下:

    using UnityEngine;
    using UnityEditor;
    using UnityEngine.UIElements;
    
    namespace Samples.Editor.General
    {
        // The DragAndDropManipulator class is a private class within DragAndDropWindow.
        public partial class DragAndDropWindow
        {
            // DragAndDropManipulator is a manipulator that stores pointer-related callbacks, so it inherits from
            // PointerManipulator.
            class DragAndDropManipulator : PointerManipulator
            {
                // The Label in the window that shows the stored asset, if any.
                Label dropLabel;
                // The stored asset object, if any.
                Object droppedObject = null;
                // The path of the stored asset, or the empty string if there isn't one.
                string assetPath = string.Empty;
    
                public DragAndDropManipulator(VisualElement root)
                {
                    // The target of the manipulator, the object to which to register all callbacks, is the drop area.
                    target = root.Q<VisualElement>(className: "drop-area");
                    dropLabel = root.Q<Label>(className: "drop-area__label");
                }
    
                protected override void RegisterCallbacksOnTarget()
                {
                    // Register a callback when the user presses the pointer down.
                    target.RegisterCallback<PointerDownEvent>(OnPointerDown);
                    // Register callbacks for various stages in the drag process.
                    target.RegisterCallback<DragEnterEvent>(OnDragEnter);
                    target.RegisterCallback<DragLeaveEvent>(OnDragLeave);
                    target.RegisterCallback<DragUpdatedEvent>(OnDragUpdate);
                    target.RegisterCallback<DragPerformEvent>(OnDragPerform);
                }
    
                protected override void UnregisterCallbacksFromTarget()
                {
                    // Unregister all callbacks that you registered in RegisterCallbacksOnTarget().
                    target.UnregisterCallback<PointerDownEvent>(OnPointerDown);
                    target.UnregisterCallback<DragEnterEvent>(OnDragEnter);
                    target.UnregisterCallback<DragLeaveEvent>(OnDragLeave);
                    target.UnregisterCallback<DragUpdatedEvent>(OnDragUpdate);
                    target.UnregisterCallback<DragPerformEvent>(OnDragPerform);
                }
    
                // This method runs when a user presses a pointer down on the drop area.
                void OnPointerDown(PointerDownEvent _)
                {
                    // Only do something if the window currently has a reference to an asset object.
                    if (droppedObject != null)
                    {
                        // Clear existing data in DragAndDrop class.
                        DragAndDrop.PrepareStartDrag();
    
                        // Store reference to object and path to object in DragAndDrop static fields.
                        DragAndDrop.objectReferences = new[] { droppedObject };
                        if (assetPath != string.Empty)
                        {
                            DragAndDrop.paths = new[] { assetPath };
                        }
                        else
                        {
                            DragAndDrop.paths = new string[] { };
                        }
    
                        // Start a drag.
                        DragAndDrop.StartDrag(string.Empty);
                    }
                }
    
                // This method runs if a user brings the pointer over the target while a drag is in progress.
                void OnDragEnter(DragEnterEvent _)
                {
                    // Get the name of the object the user is dragging.
                    var draggedName = string.Empty;
                    if (DragAndDrop.paths.Length > 0)
                    {
                        assetPath = DragAndDrop.paths[0];
                        var splitPath = assetPath.Split('/');
                        draggedName = splitPath[splitPath.Length - 1];
                    }
                    else if (DragAndDrop.objectReferences.Length > 0)
                    {
                        draggedName = DragAndDrop.objectReferences[0].name;
                    }
    
                    // Change the appearance of the drop area if the user drags something over the drop area and holds it
                    // there.
                    dropLabel.text = $"Dropping '{draggedName}'...";
                    target.AddToClassList("drop-area--dropping");
                }
    
                // This method runs if a user makes the pointer leave the bounds of the target while a drag is in progress.
                void OnDragLeave(DragLeaveEvent _)
                {
                    assetPath = string.Empty;
                    droppedObject = null;
                    dropLabel.text = "Drag an asset here...";
                    target.RemoveFromClassList("drop-area--dropping");
                }
    
                // This method runs every frame while a drag is in progress.
                void OnDragUpdate(DragUpdatedEvent _)
                {
                    DragAndDrop.visualMode = DragAndDropVisualMode.Generic;
                }
    
                // This method runs when a user drops a dragged object onto the target.
                void OnDragPerform(DragPerformEvent _)
                {
                    // Set droppedObject and draggedName fields to refer to dragged object.
                    droppedObject = DragAndDrop.objectReferences[0];
                    string draggedName;
                    if (assetPath != string.Empty)
                    {
                        var splitPath = assetPath.Split('/');
                        draggedName = splitPath[splitPath.Length - 1];
                    }
                    else
                    {
                        draggedName = droppedObject.name;
                    }
    
                    // Visually update target to indicate that it now stores an asset.
                    dropLabel.text = $"Containing '{draggedName}'...\n\n" +
                        $"(You can also drag from here)";
                    target.RemoveFromClassList("drop-area--dropping");
                }
            }
        }
    }
    

创建编辑器窗口并实例化纵器

在 C# 脚本中创建两个自定义编辑器窗口,并为每个编辑器窗口实例化一个纵器。

  1. 创建一个名为DragAndDropWindow.cs内容如下:

    using UnityEditor;
    using UnityEngine;
    using UnityEngine.UIElements;
    
    namespace Samples.Editor.General
    {
        public partial class DragAndDropWindow : EditorWindow
        {
            // This is the visual tree that contains the UI structure of the window.
            [SerializeField]
            VisualTreeAsset uxmlAsset;
    
            // This manipulator contains all of the event logic for this window.
            DragAndDropManipulator manipulator;
    
            // This is the minimum size of both windows.
            readonly static Vector2 windowMinSize = new(300, 180);
    
            // These are the starting positions of the windows.
            readonly static Vector2 windowAPosition = new(50, 50);
            readonly static Vector2 windowBPosition = new(450, 100);
    
            // These are the titles of the windows.
            const string windowATitle = "Drag and Drop A";
            const string windowBTitle = "Drag and Drop B";
    
            // This method opens two DragAndDropWindows when a user selects the specified menu item.
            [MenuItem("Window/UI Toolkit/Drag And Drop (Editor)")]
            public static void OpenDragAndDropWindows()
            {
                // Create the windows.
                var windowA = CreateInstance<DragAndDropWindow>();
                var windowB = CreateInstance<DragAndDropWindow>();
    
                // Define the attributes of the windows and display them.
                windowA.minSize = windowMinSize;
                windowB.minSize = windowMinSize;
                windowA.Show();
                windowB.Show();
                windowA.titleContent = new(windowATitle);
                windowB.titleContent = new(windowBTitle);
                windowA.position = new(windowAPosition, windowMinSize);
                windowB.position = new(windowBPosition, windowMinSize);
            }
    
            void OnEnable()
            {
                if (uxmlAsset != null)
                {
                    uxmlAsset.CloneTree(rootVisualElement);
                }
    
                // Instantiate manipulator.
                manipulator = new(rootVisualElement);
            }
    
            void OnDisable()
            {
                // The RemoveManipulator() method calls the Manipulator's UnregisterCallbacksFromTarget() method.
                manipulator.target.RemoveManipulator(manipulator);
            }
        }
    }
    
  2. 在“项目”窗口中,选择DragAndDropWindow.cs并拖动DragAndDrop.uxmlUxml 资产检查器一个Unity 窗口,显示有关当前选定游戏对象、资产或项目设置的信息,允许您检查和编辑值。更多信息
    请参阅术语表
    .

  3. 从菜单中,选择 窗口(Window) > UI 工具包(UI Toolkit) > 拖放(编辑器)(Drag and Drop (Editor))。打开两个拖放窗口。您可以将资产从“项目”窗口拖动到这些窗口中的放置区域。您还可以将同一资源从一个窗口拖到另一个窗口。

其他资源

在自定义编辑器窗口中创建拖放式UI
创建过渡事件