编译器扩展
1. 关于编译器扩展的脚本应该放在editor文件夹下面
2. 使用这个 using UnityEditor;
3. EditorWindow 继承与该class 目的是自定义一个unity窗体程序
4. 用于编辑菜单栏的 [MenuItem(“Tools/GetWindow”)]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class LGHTools : EditorWindow
{
string myString = "Hello World";
bool groupEnabled;
bool myBool = true;
float myFloat = 1.23f;
public LGHTools()
{
//构造函数
this.titleContent = new GUIContent("Test window");
}
[MenuItem("Tools/GetWindow")]
static void InitWindow()
{
//
//固定格式 显示UI窗口的
GetWindow(typeof(LGHTools));
}
[MenuItem("Tools/呵呵呵哒")] // 菜单栏扩展的
static void TestPrint()
{
Debug.LogError("开始进行输出测试");
}
void OnGUI()
{
GUILayout.Label("Base Settings", EditorStyles.boldLabel);
myString = EditorGUILayout.TextField("Text Field", myString);
groupEnabled = EditorGUILayout.BeginToggleGroup("Optional Settings", groupEnabled);
myBool = EditorGUILayout.Toggle("Toggle", myBool);
myFloat = EditorGUILayout.Slider("Slider", myFloat, -3, 3);
EditorGUILayout.EndToggleGroup();
}
}