当我们在编辑界面要批量设置游戏资源的时候,就需要从UnityEditor里面继承,实现自己的窗口类. 所幸UNITY提供了最简单的一个自定义窗体类,我们直接往上扔public类型的属性就好,提供了确认和取消两种按钮. using UnityEngine; using System.Collections.Generic; using UnityEditor; public class Plugin_LoadingData : ScriptableWizard { [MenuItem ("Game
OneImage.cs public class OneImage : MonoBehaviour { public int row, col; public Rect rect; public Texture texture; public bool walkable = true; public bool isinit = false; public bool selected = false; public OneImage() { } public OneImage(Rect rect,
C#文字: public class NewBehaviourScript2 : MonoBehaviour { public Texture t; public GUISkin skin; // Use this for initialization void Start () { } void OnGUI(){ GUILayout.BeginArea(new Rect(0, 0, Screen.width, Screen.height)); GUI.skin = skin; GUILa
Slider(滑动条):是一个主要用于形象的拖动以改变目标值的控件,他的最恰当应用是用来改变一个数值,最大值和最小值自定义,拖动滑块可在此之间改变,例如改变声音大小. Scrollbar(滚动条):是一个主要用于形象的拖动以改变目标比例的控件,他的最恰当应用是用来改变一个整体值变为他的指定百分比例,最大值1(100%),最小值0(0%),拖动滑块可在此之间改变,例如改变滚动视野的显示区域. 一.Slider组件 Fill Rect(填充矩形):滑块与最小值方向所构成的填充区域所要使用的填充矩形,
有如下两种方式,第一种借助了Unity自身的LogType枚举型:第二种则是纯粹地自己定义: public class Log { public Log(string message, UnityEngine.LogType logType = LogType.Log) { switch (logType) { case LogType.Log: UnityEngine.Debug.Log(message); break; case LogType.Warning: UnityEngine.De
using UnityEngine;using UnityEditor;using System.Collections;using System.IO;using System.Collections.Generic; public class SetTools{ [MenuItem("Custom/SetMaterrial")] public static void SetMaterrial() { foreach (GameObject volumeGo in Selection
using UnityEditor;using UnityEngine;using CreateTerrainDLL; public class CreateTerrainMenu : EditorWindow{ [MenuItem("CreateTerrainMenuItem/CreatTerrain")] public static void OpenTerrainCreatWindow() { EditorWindow.GetWindow(typeof(CreateTerrain
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; using System.Xml; using UnityEditor.Experimental.AssetImporters; using UnityEditor.Experimental.U2D; public class SpriteSheetPostproces