Unity监听Hierachy视图变化

经过一番百度我找到了两种方法。

一、是EditorWindow.OnHierarchyChang这种要创建一个窗口,而且这个窗口关闭了就失效了,不管那么多来看实现代码:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class HierachyChange : EditorWindow {
    [MenuItem("Tools/HierachyChangeWindow")]
    static void AddWindow()
    {
        Rect wr = new Rect(0, 0, 500, 500);
        HierachyChange window = (HierachyChange)EditorWindow.GetWindowWithRect(typeof(HierachyChange), wr, true, "widow name");
        window.Show();
    }
    void OnHierarchyChange()
    {
        Debug.Log("当Hierarchy视图中的任何对象发生改变时调用一次,改变后保存当前场景还会调用一次");
    }

}
该脚本要放在Editor文件夹下。

二、是我在雨松MOMO的一篇文章里看到的,这里我也把他的代码贴出来,有兴趣的可以去他的原文http://www.xuanyusong.com/archives/3053  注明:以下代码出自  雨松MOMO的Unity3D研究院之监听Hierachy、Project等视图结构变化的事件这篇文章:

//这个是基类

using System;
using System.Collections;
using System.Reflection;
using UnityEditor;
using UnityEngine;

[InitializeOnLoad]
public class EditorMonoBehaviour
{
    static EditorMonoBehaviour()
    {
        var type = Types.GetType("UnityEditor.EditorAssemblies", "UnityEditor.dll");
        var method = type.GetMethod("SubclassesOf", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Instance, null, new Type[] { typeof(Type) }, null);
        var e = method.Invoke(null, new object[] { typeof(EditorMonoBehaviour) }) as IEnumerable;
        foreach (Type editorMonoBehaviourClass in e)
        {
            method = editorMonoBehaviourClass.BaseType.GetMethod("OnEditorMonoBehaviour", BindingFlags.NonPublic | BindingFlags.Instance);
            if (method != null)
            {
                method.Invoke(System.Activator.CreateInstance(editorMonoBehaviourClass), new object[0]);
            }
        }
    }

    private void OnEditorMonoBehaviour()
    {

        EditorApplication.update += Update;
        EditorApplication.hierarchyWindowChanged += OnHierarchyWindowChanged;
        EditorApplication.hierarchyWindowItemOnGUI += HierarchyWindowItemOnGUI;
        EditorApplication.projectWindowChanged += OnProjectWindowChanged;
        EditorApplication.projectWindowItemOnGUI += ProjectWindowItemOnGUI;
        EditorApplication.modifierKeysChanged += OnModifierKeysChanged;


        // globalEventHandler
        EditorApplication.CallbackFunction function = () => OnGlobalEventHandler(Event.current);
        FieldInfo info = typeof(EditorApplication).GetField("globalEventHandler", BindingFlags.Static | BindingFlags.Instance | BindingFlags.NonPublic);
        EditorApplication.CallbackFunction functions = (EditorApplication.CallbackFunction)info.GetValue(null);
        functions += function;
        info.SetValue(null, (object)functions);


        EditorApplication.searchChanged += OnSearchChanged;

        EditorApplication.playmodeStateChanged += () => {
            if (EditorApplication.isPaused)
            {
                OnPlaymodeStateChanged(PlayModeState.Paused);
            }
            if (EditorApplication.isPlaying)
            {
                OnPlaymodeStateChanged(PlayModeState.Playing);
            }
            if (EditorApplication.isPlayingOrWillChangePlaymode)
            {
                OnPlaymodeStateChanged(PlayModeState.PlayingOrWillChangePlaymode);
            }
        };

    }

    public virtual void Update()
    {

    }

    public virtual void OnHierarchyWindowChanged()
    {

    }

    public virtual void HierarchyWindowItemOnGUI(int instanceID, Rect selectionRect)
    {

    }

    public virtual void OnProjectWindowChanged()
    {

    }

    public virtual void ProjectWindowItemOnGUI(string guid, Rect selectionRect)
    {

    }

    public virtual void OnModifierKeysChanged()
    {

    }

    public virtual void OnGlobalEventHandler(Event e)
    {

    }

    public virtual void OnSearchChanged()
    {
    }

    public virtual void OnPlaymodeStateChanged(PlayModeState playModeState)
    {

    }

    public enum PlayModeState
    {
        Playing,
        Paused,
        Stop,
        PlayingOrWillChangePlaymode
    }
}
下面是子类他实现了上面的虚函数。
using UnityEditor;
using UnityEngine;

public class NewBehaviourScript : EditorMonoBehaviour
{
    public override void Update()
    {
        //Debug.Log ("每一帧回调一次");
    }

    public override void OnPlaymodeStateChanged(PlayModeState playModeState)
    {
        //Debug.Log ("游戏运行模式发生改变, 点击 运行游戏 或者暂停游戏或者 帧运行游戏 按钮时触发: " + playModeState);
    }

    public override void OnGlobalEventHandler(Event e)
    {
        //Debug.Log ("全局事件回调: " + e);
    }

    public override void HierarchyWindowItemOnGUI(int instanceID, Rect selectionRect)
    {
        //	Debug.Log (string.Format ("{0} : {1} - {2}", EditorUtility.InstanceIDToObject (instanceID), instanceID, selectionRect));
    }

    public override void OnHierarchyWindowChanged()
    {
        Debug.Log("层次视图发生变化");
    }

    public override void OnModifierKeysChanged()
    {
        //	Debug.Log ("当触发键盘事件");
    }

    public override void OnProjectWindowChanged()
    {
        //	Debug.Log ("当资源视图发生变化");
    }

    public override void ProjectWindowItemOnGUI(string guid, Rect selectionRect)
    {
        //根据GUID得到资源的准确路径
        //Debug.Log (string.Format ("{0} : {1} - {2}", AssetDatabase.GUIDToAssetPath (guid), guid, selectionRect));
    }
}
把这两个类放在Editor文件夹里就行了。

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