注意事项:
- 必须在Assets/Editor文件下创建脚本
- 必须static,这样才能通过类名调用,否则需要通过对象调用
- 需要using UnityEngine;
(一)MenuItem添加菜单按钮
[MenuItem("tools/test")]
static void test()
{
Debug.Log("test");
}
效果
菜单栏出现tools,tools下有test,点击test将执行test()
(二)菜单优先级
[MenuItem("tools/test", false, 444)]
static void test()
{
Debug.Log("test");
}
[MenuItem("tools/test", false, 44)]
static void test3()
{
Debug.Log("test3");
}
[MenuItem("tools/test2", false, 3444)]
static void test2()
{
Debug.Log("test2");
}
效果
第三个参数为priority决定了优先级,越小同一级下越靠前
(三)project右键菜单
[MenuItem("Assets/test2", false, 3444)]
static void test2()
{
Debug.Log("test2");
}
效果
(四)inspect某组件区域右键菜单
[MenuItem("CONTEXT/PlayerHealth/InitHealthAndSpeed")]// CONTEXT 组件名 按钮名
static void InitHealthAndSpeed()
{
Debug.Log("Init");
}
必须是 “CONTEXT/组件名/菜单名”
以下方法可获取到操作的组件
[MenuItem("CONTEXT/PlayerHealth/InitHealthAndSpeed")]// CONTEXT 组件名 按钮名
static void InitHealthAndSpeed( MenuCommand cmd )//menucommand是当前正在操作的组件
{
//Debug.Log(cmd.context.GetType().FullName);
CompleteProject.PlayerHealth health = cmd.context as CompleteProject.PlayerHealth;
health.startingHealth = 200;
health.flashSpeed = 10;
Debug.Log("Init");
}
(五)获取选择物体,进行操作
[MenuItem("GameObject/my delete", true, 11)]
static bool MyDeleteValidate()
{
Debug.Log(Selection.activeGameObject.name );//Selection.activeGameObject是我们第一个选择的游戏物体
if (Selection.objects.Length > 0)//Selection.objects获得选择所有物体
return true;
else
return false;
}
删除选择物体
[MenuItem("GameObject/my delete", false, 11)]
static void Mydelete()
{
foreach (Object o in Selection.objects)
{
//GameObject.DestroyImmediate(o);//无法撤销
Undo.DestroyObjectImmediate(o);//利用Undo进行的删除操作 是可以撤销的
}
//需要把删除操作注册到 操作记录里面
}
(六)快捷键
[MenuItem("Tools/test2 %q",false,100)]//快捷键为ctrl+q
static void Test2()
{
Debug.Log("Test2");
}
注意事项
%=ctrl
#=shift
&=alt
记得加空格
(七)菜单是否可用
[MenuItem("GameObject/my delete", true, 11)]//true时无法点击
static bool MyDeleteValidate()//验证方法,会最先执行该方法,返回true才能执行其他方法
{
if (Selection.objects.Length > 0)
return true;
else
return false;
}
(八)ContextMenuItem和ContextMenu
不是在Editor下,而是在组件里
ContextMenu组件区域右键点击
[ContextMenu("SetColor")]
void SetColor()
{
flashColour = Color.green;
}
ContextMenuItem是给某组件某个属性右键点击添加菜单
[ContextMenuItem("Add Hp","AddHp")] //Add Hp为菜单名称
void AddHp()
{
startingHealth += 20;
}
(八)对话框
创建对话框
public class EnemyChange : ScriptableWizard {//必须继承ScriptableWizard
[MenuItem("Tools/CreateWizard")]
static void CreateWizard()
{
ScriptableWizard.DisplayWizard<EnemyChange>("统一修改敌人","Change And Close","Change");//Change And Close为按钮名字
}
检测对话框按钮点击
//检测create按钮的点击
void OnWizardCreate()
{
}
//当前对话框字段值修改的时候会被调用
void OnWizardUpdate()
{
对话框第二个按钮
ScriptableWizard.DisplayWizard<EnemyChange>("统一修改敌人","Change And Close","Change");//change为第二个button
第二个button的点击事件,other button 不同于第一个button,点击后不会自动关闭对话框
void OnWizardOtherButton()
(九)记录操作,以便撤销
Undo.RecordObject(hp, "change health and speed");
(十)显示提示信息
void OnWizardCreate()
{
ShowNotification(new GUIContent(Selection.gameObjects.Length + "个游戏物体的值被修改了"));
}
(十一)保存数据
EditorPrefs.SetInt(changeStartHealthValueKey, changeStartHealthValue);//第一个参数是key,第二个是保存的值
(十二)进度条
void OnWizardCreate()
{
GameObject[] enemyPrefabs = Selection.gameObjects;
EditorUtility.DisplayProgressBar("进度", "0/" + enemyPrefabs.Length + " 完成修改值", 0);
int count = 0;
foreach (GameObject go in enemyPrefabs)
{
CompleteProject.EnemyHealth hp = go.GetComponent<CompleteProject.EnemyHealth>();
Undo.RecordObject(hp, "change health and speed");
hp.startingHealth += changeStartHealthValue;
hp.sinkSpeed += changeSinkSpeedValue;
count++;
EditorUtility.DisplayProgressBar("进度", count+"/" + enemyPrefabs.Length + " 完成修改值", (float)count/enemyPrefabs.Length);
}
EditorUtility.DisplayProgressBar("进度", "0/" + enemyPrefabs.Length + " 完成修改值", 0);
(十三)自定义窗口
必须继承EditorWindow
public class MyWindow : EditorWindow {
[MenuItem("Window/show mywindow")]
static void ShowMyWindow()
{
MyWindow window= EditorWindow.GetWindow<MyWindow>();
window.Show();
}
private string name="";
void OnGUI()
{
GUILayout.Label("这是我的窗口");
name = GUILayout.TextField(name);
if (GUILayout.Button("创建"))
{
GameObject go = new GameObject(name);
Undo.RegisterCreatedObjectUndo(go, "create gameobject");//注册到操作记录
}
}