可以通过在EditorWindow的OnEnable()函数中设置minSize和maxSize来限制EditorWindow的大小,并在OnGUI()函数中设置EditorWindow的初始大小。

以下是一个示例代码:

using UnityEngine;
using UnityEditor;

public class MyWindow : EditorWindow
{
    private static readonly Vector2 WINDOW_SIZE = new Vector2(800f, 600f);

    [MenuItem("Window/My Window")]
    public static void ShowWindow()
    {
        var window = GetWindow<MyWindow>();
        window.titleContent = new GUIContent("My Window");
        window.minSize = WINDOW_SIZE;
        window.maxSize = WINDOW_SIZE;
    }

    private void OnEnable()
    {
        position = new Rect(position.position, WINDOW_SIZE);
    }

    private void OnGUI()
    {
        // EditorWindow content here
    }
}

在该示例中,我们将EditorWindow的大小限制为固定的800x600,并在OnEnable()函数中设置EditorWindow的初始大小为800x600。在OnGUI()函数中,添加自定义EditorWindow内容

unity 自定义EitorWindow的初始大小且不能改变

原文地址: https://www.cveoy.top/t/topic/hklP 著作权归作者所有。请勿转载和采集!

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