首先创建名字为Editor的Folder(文件夹),
第一种编辑模式:在该文件夹下创建名为BuildeAsset的脚本文件,初始代码如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;//引入命名空间
public class BuildAsset : MonoBehaviour {
[MenuItem("Itools/Builde1", false, 50)]//在窗口创建菜单栏
public static void BuildBundle1()
{
}
[MenuItem("Itools/Builde2", false, 100)]
public static void BuildBundle2()
{
}
}
窗口创建菜单路径实现效果如下:
第二种编辑模式:在该文件夹下创建名为TransformEditor的脚本文件,更改Transform类的属性字段初始代码如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(Transform))]//定义可编辑对象为Transform
public class TransformEditor : Editor {
Transform trans;
private void OnEnable()
{
trans = (Transform)target;//被检查的对象是Transform;
}
public override void OnInspectorGUI()
{
EditorGUILayout.BeginVertical();//垂直布局
trans.localPosition = EditorGUILayout.Vector3Field("Position", trans.localPosition);//三维输入
trans.localEulerAngles = EditorGUILayout.Vector3Field("Rotation", trans.localEulerAngles);
trans.localScale = EditorGUILayout.Vector3Field("Scale", trans.localScale);
新增一个Worldposition
trans.position = EditorGUILayout.Vector3Field("WorldPosition", trans.position);
EditorGUILayout.EndVertical();
}
}
效果如下:可以对Transform进行更改:
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