unity, SerializedObject.FindProperty不要写在Editor的OnEnable里,要写在OnInspectorGUI里
如果像下面这样写:
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
using UnityEngine.Assertions.Must;
[CustomEditor(typeof(xxxControl))]
public class xxxControlEditor : Editor
{
SerializedProperty m_a;
void OnEnable(){
m_a=serializedObject.FindProperty ("m_a");
}
public override void OnInspectorGUI()
{
/////DrawDefaultInspector();
serializedObject.Update ();
EditorGUILayout.PropertyField(m_a,true);
serializedObject.ApplyModifiedProperties ();
}
}
则在其它Editor或EditorWindow脚本的中调用
Editor _editor=Editor.CreateEditor(xxxObj.GetComponent<xxxControl>());
就会报如下错误:
NullReferenceException: (null)
UnityEditor.SerializedObject..ctor (UnityEngine.Object[] objs) (at C:/buildslave/unity/build/artifacts/generated/common/editor/SerializedPropertyBindings.gen.cs:72)
UnityEditor.Editor.GetSerializedObjectInternal () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:151)
UnityEditor.Editor.get_serializedObject () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:144)
xxxControlEditor.OnEnable () (at Assets/??/Editor/xxxControlEditor.cs:??)
如果将SerializedObject.FindProperty从OnEnable中改到OnInspectorGUI中,即:
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
using UnityEngine.Assertions.Must;
[CustomEditor(typeof(xxxControl))]
public class xxxControlEditor : Editor
{
SerializedProperty m_a;
void OnEnable(){
}
public override void OnInspectorGUI()
{
/////DrawDefaultInspector();
m_a=serializedObject.FindProperty ("m_a");//serializedObject.FindProperty should be called in OnInspectorGUI() instead of OnEnable()
serializedObject.Update ();
EditorGUILayout.PropertyField(m_a,true);
serializedObject.ApplyModifiedProperties ();
}
}
则不会出现上述错误。