Unity编辑器扩展学习 转载
https://www.xuanyusong.com/archives/category/unity/unity3deditor
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using UnityEngine; public class Test : MonoBehaviour { public Rect rect; public Texture texture; } using UnityEngine; using UnityEditor; [CustomEditor(typeof(Test))] public class MyEditor: Editor { public override void OnInspectorGUI() { Test test = (Test)target; test.rect = EditorGUILayout.RectField("窗口坐标", test.rect); test.texture = EditorGUILayout.ObjectField("增加一个贴图", test.texture, typeof(Texture), true) as Texture; } }
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using UnityEngine; using UnityEditor; public class MyEditor: EditorWindow { private string text; private Texture texture; [MenuItem("GameObject/window")] public static void AddWindow() { Rect rect = , , , ); MyEditor window = (MyEditor)EditorWindow.GetWindowWithRect(typeof(MyEditor), rect, true, "window one"); window.Show(); } public void OnGUI() { text = EditorGUILayout.TextField("输入文字:", text); ))) { ShowNotification(new GUIContent("This is a Notification")); } ))) { this.RemoveNotification(); } EditorGUILayout.LabelField("鼠标在窗口的位置", Event.current.mousePosition.ToString()); texture = EditorGUILayout.ObjectField("添加贴图", texture, typeof(Texture), true) as Texture; ))) { Close(); } } public void OnFocus() { Debug.Log("当窗口获得焦点时调用一次"); } public void OnLostFocus() { Debug.Log("当窗口丢失焦点时调用一次"); } public void OnHierarchyChange() { Debug.Log("当Hierarchy视图中的任何对象发生改变时调用一次"); } public void OnProjectChange() { Debug.Log("当Project视图中的资源发生改变时调用一次"); } public void OnInspectorUpdate() { // Debug.Log("窗口面板的更新"); // 这里开启窗口的重绘,不然窗口信息不会刷新 this.Repaint(); } public void OnSelectionChange() { foreach (Transform t in Selection.transforms) { Debug.Log("OnSelectionChange: " + t.name); } } public void OnDestroy() { Debug.Log("当窗口关闭时调用"); } }
using UnityEngine; using UnityEditor; [CustomEditor(typeof(Test))] public class MyEditor: Editor { public void OnSceneGUI() { Test test = (Test)target; Handles.Label(test.transform.position + Vector3.up * , test.transform.name + " : " + test.transform.position.ToString()); Handles.BeginGUI(); GUILayout.BeginArea(, , , )); if (GUILayout.Button("这是一个按钮!")) { Debug.Log("test"); } GUILayout.Label("我在编辑Scene视图"); GUILayout.EndArea(); Handles.EndGUI(); } }
using UnityEngine; using UnityEditor; public class MyEditor: Editor { [DrawGizmo(GizmoType.InSelectionHierarchy | GizmoType.NotInSelectionHierarchy)] public static void DrawGameObjectName(Transform transform, GizmoType gizmoType) { Handles.Label(transform.position, transform.gameObject.name); } }
using UnityEngine; using UnityEditor; public class MyEditor: Editor { [MenuItem("MyMenu/Do Test")] public static void Test() { Transform parent = Selection.activeGameObject.transform; Vector3 postion = parent.position; Quaternion rotation = parent.rotation; Vector3 scale = parent.localScale; parent.position = Vector3.zero; parent.rotation = Quaternion.Euler(Vector3.zero); parent.localScale = Vector3.one; Collider[] colliders = parent.GetComponentsInChildren<Collider>(); foreach (Collider child in colliders) { DestroyImmediate(child); } Vector3 center = Vector3.zero; Renderer[] renders = parent.GetComponentsInChildren<Renderer>(); foreach (Renderer child in renders) { center += child.bounds.center; } center /= parent.transform.childCount; Bounds bounds = new Bounds(center, Vector3.zero); foreach (Renderer child in renders) { bounds.Encapsulate(child.bounds); } BoxCollider boxCollider = parent.gameObject.AddComponent<BoxCollider>(); boxCollider.center = bounds.center - parent.position; boxCollider.size = bounds.size; parent.position = postion; parent.rotation = rotation; parent.localScale = scale; } }
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using UnityEngine; using UnityEditor; using System.IO; using System.Collections.Generic; [CustomEditor(typeof(UnityEditor.DefaultAsset))] public class FolderInspector : Editor { Data data; Data selectData; void OnEnable() { if (Directory.Exists(AssetDatabase.GetAssetPath(target))) { data = new Data(); LoadFiles(data, AssetDatabase.GetAssetPath(Selection.activeObject)); } } public override void OnInspectorGUI() { if (Directory.Exists(AssetDatabase.GetAssetPath(target))) { GUI.enabled = true; EditorGUIUtility.SetIconSize(Vector2.one * ); DrawData(data); } } ) { GUIContent content = GetGUIContent(currentPath); if (content != null) { data.indent = indent; data.content = content; data.assetPath = currentPath; } foreach (var path in Directory.GetFiles(currentPath)) { content = GetGUIContent(path); if (content != null) { Data child = new Data(); child.indent = indent + ; child.content = content; child.assetPath = path; data.childs.Add(child); } } foreach (var path in Directory.GetDirectories(currentPath)) { Data childDir = new Data(); data.childs.Add(childDir); LoadFiles(childDir, path, indent + ); } } void DrawData(Data data) { if (data.content != null) { EditorGUI.indentLevel = data.indent; DrawGUIData(data); } ; i < data.childs.Count; i++) { Data child = data.childs[i]; if (child.content != null) { EditorGUI.indentLevel = child.indent; ) DrawData(child); else DrawGUIData(child); } } } void DrawGUIData(Data data) { GUIStyle style = "Label"; Rect rt = GUILayoutUtility.GetRect(data.content, style); if (data.isSelected) { EditorGUI.DrawRect(rt, Color.gray); } rt.x += ( * EditorGUI.indentLevel); if (GUI.Button(rt, data.content, style)) { if (selectData != null) { selectData.isSelected = false; } data.isSelected = true; selectData = data; Debug.Log(data.assetPath); } } GUIContent GetGUIContent(string path) { Object asset = AssetDatabase.LoadAssetAtPath(path, typeof(Object)); if (asset) { return new GUIContent(asset.name, AssetDatabase.GetCachedIcon(path)); } return null; } class Data { public bool isSelected = false; ; public GUIContent content; public string assetPath; public List<Data> childs = new List<Data>(); } }
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using UnityEngine; using UnityEditor; using System.Collections; using System; public class MyEditor { [InitializeOnLoadMethod] static void Start() { Action OnEvent = delegate { Event e = Event.current; switch (e.type) { // case EventType.mouseDown: // Debug.Log ("mousedown"); // e.Use (); // break; // case EventType.mouseUp: // Debug.Log ("mouseup"); // e.Use (); // break; // case EventType.MouseMove: // Debug.Log ("move"); // e.Use (); // break; case EventType.DragPerform: Debug.Log("DragPerform"); e.Use(); break; case EventType.DragUpdated: Debug.Log("DragUpdated"); e.Use(); break; case EventType.DragExited: Debug.Log("DragExited"); e.Use(); break; } }; EditorApplication.hierarchyWindowItemOnGUI = delegate (int instanceID, Rect selectionRect) { OnEvent(); }; EditorApplication.projectWindowItemOnGUI = delegate (string guid, Rect selectionRect) { OnEvent(); }; } }
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using UnityEngine; using UnityEditor; using System.Collections; public class MyHierarchyMenu { [MenuItem("Window/Test/yusong")] static void Test() { } [MenuItem("Window/Test/momo")] static void Test1() { } [MenuItem("Window/Test/雨松/MOMO")] static void Test2() { } [InitializeOnLoadMethod] static void StartInitializeOnLoadMethod() { EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI; } static void OnHierarchyGUI(int instanceID, Rect selectionRect) { if (Event.current != null && selectionRect.Contains(Event.current.mousePosition) && Event.current.button == && Event.current.type <= EventType.MouseUp) { GameObject selectedGameObject = EditorUtility.InstanceIDToObject(instanceID) as GameObject; //这里可以判断selectedGameObject的条件 if (selectedGameObject.name == "SceneRoot") { Vector2 mousePosition = Event.current.mousePosition; EditorUtility.DisplayPopupMenu(, ), "Window/Test", null); Event.current.Use(); } } } }
using UnityEngine; using UnityEditor; using System.Collections; using System.Reflection; using UnityEngine.Profiling; public class MyHierarchyMenu { [MenuItem("1/1")] public static void menu() { Texture target = Selection.activeObject as Texture; var type = System.Reflection.Assembly.Load("UnityEditor.dll").GetType("UnityEditor.TextureUtil"); //var type = Types.GetType("UnityEditor.TextureUtil", "UnityEditor.dll"); MethodInfo methodInfo = type.GetMethod("GetStorageMemorySize", BindingFlags.Static | BindingFlags.Instance | BindingFlags.Public); Debug.Log("内存占用:" + EditorUtility.FormatBytes(Profiler.GetRuntimeMemorySizeLong(Selection.activeObject))); Debug.Log("硬盘占用:" + EditorUtility.FormatBytes((int)methodInfo.Invoke(null, new object[] { target }))); } }
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