(Unity 编辑器扩充(一))右键设置父节点
脚本放在Editor文件夹下面,首先在Hierarchy视图中右键点击需要设置成为父节点的object,选择SetParentAndChildren/Set Parent 。然后在右键点击需要成为该父节点的子节点的object,选择SetParentAndChildren/ Set It Parent。
该脚本可以防止拖拽设置子节点时由于跨度太大等原因造成的不便
using UnityEngine;
using UnityEditor;
using System.Collections;
public class MyHierarchyMenu
{
public static GameObject parent;
[MenuItem("Assets/SetParentAndChildren/Set It Parent")]
static void Test()
{
if (parent != null)
{
((GameObject)(Selection.activeObject)).transform.SetParent(parent.transform);
}
//Debug.Log(Selection.activeObject.name+" "+ parent.name);
}
[MenuItem("Assets/SetParentAndChildren/Set Parent")]
static void Test1()
{
if (((GameObject)(Selection.activeObject)) != parent)
{
parent = Selection.activeObject as GameObject;
Debug.Log("Parent point is : " + parent.name);
}
}
[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 == 1 && Event.current.type <= EventType.mouseUp)
{
GameObject selectedGameObject = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
if (selectedGameObject)
{
Vector2 mousePosition = Event.current.mousePosition;
EditorUtility.DisplayPopupMenu(new Rect(mousePosition.x, mousePosition.y, 0, 0), "Assets", null);
Event.current.Use();
}
}
}
}