U3D编辑器学习

Editor下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

[CustomEditor (typeof(EditorTest))]
[ExecuteInEditMode]
public class MyEditor : Editor {
    public override void OnInspectorGUI()
    {
        EditorTest editorTest = (EditorTest)target;

        editorTest.mRectValue = EditorGUILayout.RectField("windows positions", editorTest.mRectValue);

        editorTest.texture = EditorGUILayout.ObjectField("add textures", editorTest.texture, typeof(Texture), true) as Texture;
    }
}
Scripts
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EditorTest : MonoBehaviour {

    public Rect mRectValue;
    public Texture texture;


}


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class EditorWindowTest : EditorWindow {

    [MenuItem("MyMenu/OpenWIndow")]
    static void OpenWindow()
    {
        Rect wr = new Rect(0, 0, 600, 600);

        EditorWindowTest window = (EditorWindowTest)EditorWindow.GetWindowWithRect(typeof(EditorWindowTest), wr, true, "测试创建窗口");
        window.Show();
    }
    private string text;
    private Texture texture;

    public void Awake()
    {
        texture = Resources.Load("1") as Texture;
    }
    private void OnGUI()
    {
        text = EditorGUILayout.TextField("输入文字:", text);
        if(GUILayout.Button("打开通知",GUILayout.Width(200 ) ))
        {
            this.ShowNotification(new GUIContent(text));
        }
        if (GUILayout.Button("关闭通知", GUILayout.Width(200)))
        {
            this.RemoveNotification();
        }
        //文本框显示鼠标在窗口位置
        EditorGUILayout.LabelField("鼠标在窗口位置", Event.current.mousePosition.ToString());
        //选择贴图
        texture = EditorGUILayout.ObjectField("添加贴图", texture, typeof(Texture), true) as Texture;

        if (GUILayout.Button("关闭按钮", GUILayout.Width(200)))
        {
            this.Close();
        } 
    }
    private void Update()
    {
        
    }
    private void OnFocus()
    {
        Debug.Log("当窗口获得焦点时再调用一次");
    }
    private void OnLostFocus()
    {
        Debug.Log("当窗口失去焦点时调用一次");        
    }
    private void OnHierarchyChange()
    {
        Debug.Log("当Hierarchy视图中的任何对象发生改变时调用一次");
    }
    private void OnProjectChange()
    {
        Debug.Log("当Project视图中的资源发生改变时调用一次");
    }
    private void OnInspectorUpdate()
    {
        Debug.Log("窗口面板的更新");

        this.Repaint();

    }
    private void OnSelectionChange()
    {
        foreach(Transform t in Selection.transforms)
        {
            Debug.Log("OnSelectionChange" + t.name);
        }
    }
    private void OnDestroy()
    {
        Debug.Log("当窗口关闭时调用");
    }
}

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