UNITY编辑器扩展
创建
1,先创建Editor文件夹,代码放在Editor文件夹内。
using UnityEngine;
using UnityEditor;
using System.Collections;
public class EditorTest
{
[MenuItem("MyTools/EditorTest")]
public static void ConfigDialog()
{
Debug.Log("EditorTest ToolButton is pressed!");
}
}
2,在代码里,写在这个中间。
#if UNITY_EDITOR
[UnityEditor.MenuItem("Demo")]
#endif
创建组件菜单
using UnityEngine;
using System.Collections;
using UnityEditor;
[AddComponentMenu("菜单组件/MenuTest")]
public class Test1 : MonoBehaviour {
}
上下文菜单(ContextMenu)
using UnityEngine;
using System.Collections;
using UnityEditor;
[AddComponentMenu("菜单组件/MenuTest")]
public class Test1 : MonoBehaviour {
}
附给物体后点右键
关联组件
[RequireComponent(typeof(Rigidbody))]
[AddComponentMenu("菜单组件/MenuTest")]
public class Test1 : MonoBehaviour {
void Start () {
}
// Update is called once per frame
void Update () {
}
[ContextMenu("ContextMenu")]
public void Test()
{
Debug.Log("上下文测试");
}
}
此时在一个物体上添加Test.cs组件的同时将Rigidbody组件也添加上去了。在移除这个组件的时候要先移除Test1组件,然后才能移除Rigidbody,否则不能移除成功
扩展Inspector面板
1)隐藏属性显示 (HideInInspector)
2)不显示的属性(NonSerialized)
3)关键字序列化(Serializable)
4)序列化域(SerializeField)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[HelpURL("http://www.baidu.com")]
[AddComponentMenu("People")]
public class People : MonoBehaviour
{
[Header("BaseInfo")]
[Multiline(5)]
public string name;
[Range(1,100)]
[Space(100)]//设置行间距
public int age;
[ContextMenu("OutputInfo")]
void OutputInfo()
{
print(name+"]"+age);
}
}
[ContextMenu(“OutputInfo”)]
可以非运行状态下执行函数
public class Actor : MonoBehaviour {
#region public member
public Vector3 lookAtPoint = Vector3.zero;
public int mAge;
public string mName;
public bool mIsMale;
public string mPath;
public AnimationCurve mCurve;
public Color mColor;
#endregion
}
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEditor;
[CustomEditor(typeof(Actor))] //编辑对应的脚本
public class ActorEditor : Editor
{
//private string mPath1 = "";
private Actor mActor;
public override void OnInspectorGUI()
{
Actor t = (Actor)target;
mActor = t;
t.mName = EditorGUILayout.TextField("name", t.mName);
t.mAge = EditorGUILayout.IntField("age", t.mAge);
t.mIsMale = ETCGuiTools.Toggle("male", t.mIsMale);
t.transform.position = EditorGUILayout.Vector3Field("position", t.transform.position);
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal(); //被Horizontal包的会显示在同一行
GUILayout.Label("资源路径:");
t.mPath = EditorGUILayout.TextField(t.mPath);
if (GUILayout.Button("浏览"))
EditorApplication.delayCall += Save; //点击按钮调用的方法
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
t.mCurve = EditorGUILayout.CurveField("Curves:", t.mCurve);
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Color:");
t.mColor = EditorGUILayout.ColorField(t.mColor);
EditorGUILayout.EndHorizontal();
}
/// <summary>
/// 选择资源存储路径
/// </summary>
void Save()
{
string path = EditorUtility.OpenFolderPanel("选择要存储的路径", "", "");
if (path.Length != 0)
{
//mPath1 = path;
mActor.mPath = path; //貌似这里只能通过成员实现,不能传参数。可能是异步的原因
EditorUtility.FocusProjectWindow();
}
}
自定义面板
同样也是create个脚本 TestDrag 丢在 Editor 文件夹下。TestDrag 继承 EditorWindow ,写个静态方法 Init 上面用属性标注 [MenuItem(“MyWindow/TestDrag”)],意思就是会在菜单栏 MyWindow/TestDrag中点击触发弹出TestDrag 的编辑 window,然后重写 OnGUI() 方法具体定制显示需要编辑的东东
using UnityEngine;
using System.Collections;
using UnityEditor;
public class TestDrag : EditorWindow
{
string path;
Rect rect;
bool groupEnabled = true;
string myString = “Hello World”;
bool myBool = true;
float myFloat = 1.23f;
[MenuItem("MyWindow/TestDrag")] //触发弹出TestDrag window的按钮
static void Init()
{
EditorWindow.GetWindow(typeof(TestDrag));
}
void OnGUI() //绘制window
{
EditorGUILayout.LabelField("路径", EditorStyles.boldLabel);
//获得一个长300的框
rect = EditorGUILayout.GetControlRect(GUILayout.Width(300));
//将上面的框作为文本输入框
path = EditorGUI.TextField(rect, path);
//如果鼠标正在拖拽中或拖拽结束时,并且鼠标所在位置在文本输入框内
if ((Event.current.type == EventType.DragUpdated
|| Event.current.type == EventType.DragExited)
&& rect.Contains(Event.current.mousePosition))
{
//改变鼠标的外表
DragAndDrop.visualMode = DragAndDropVisualMode.Generic;
if (DragAndDrop.paths != null && DragAndDrop.paths.Length > 0)
{
path = DragAndDrop.paths[0];
}
}
//---------
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();
}
}
sence
同样也是create个脚本 SceneRealTimeFocusEditor 丢在 Editor 文件夹下。
在场景中显示一些按钮、文字什么的
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEditor;
///
/// Scene中的按钮扩展:
///
[CustomEditor(typeof(MonoBehaviour), true)]
public class SceneRealTimeFocusEditor : Editor
{
public void OnEnable()
{
active = false;
}
public void OnDisable()
{
active = false;
}
private bool active = false;
void OnSceneGUI()
{
GameObject[] gos = Selection.gameObjects;
if (gos != null)
//if (Selection.activeTransform != null)
{
Handles.BeginGUI();
GUILayout.BeginArea(new Rect(0, 0, 200, 200));
if (!active)
{
if (GUILayout.Button("Active Real Time Trace", GUILayout.Height(30)))
{
active = true;
}
}
else
{
if (GUILayout.Button("Close Real Time Trace", GUILayout.Height(30)))
{
active = false;
}
}
GUILayout.EndArea();
Handles.EndGUI();
if (active)
{
SceneView.lastActiveSceneView.pivot = gos[0].transform.position;
//SceneView.lastActiveSceneView.pivot = Selection.activeTransform.position;
SceneView.lastActiveSceneView.Repaint();
}
}
}
}
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Text;
///
/// 实时显示场景中的对象
///
public class SceneEditorWindow : EditorWindow
{
RaycastHit _hitInfo;
SceneView.OnSceneFunc _delegate;
static SceneEditorWindow _windowInstance;
private GameObject[] mSelectObjs = null;
[MenuItem("MyWindow/Scene Editor #`")] //快捷方式:shift+`
static void Init()
{
if (_windowInstance == null)
{
_windowInstance = EditorWindow.GetWindow(typeof(SceneEditorWindow)) as SceneEditorWindow;
_windowInstance._delegate = new SceneView.OnSceneFunc(OnSceneFunc);
SceneView.onSceneGUIDelegate += _windowInstance._delegate;
}
}
void OnEnable()
{
}
void OnDisable()
{
}
void OnDestroy()
{
if (_delegate != null)
{
SceneView.onSceneGUIDelegate -= _delegate;
}
}
void OnSelectionChange()
{
mSelectObjs = Selection.gameObjects;
}
void OnGUI()
{
EditorGUILayout.LabelField("All Selected Objects", EditorStyles.boldLabel);
if (mSelectObjs != null)
{
for (int i = 0; i < mSelectObjs.Length; ++i)
{
EditorGUILayout.BeginHorizontal();
GameObject go = mSelectObjs[i];
EditorGUILayout.Vector3Field(go.name, go.transform.position);
EditorGUILayout.EndHorizontal();
}
}
}
void OnInspectorGUI()
{
Debug.Log("OnInspectorGUI");
}
static public void OnSceneFunc(SceneView sceneView)
{
_windowInstance.CustomSceneGUI(sceneView);
}
void CustomSceneGUI(SceneView sceneView)
{
Camera cameara = sceneView.camera;
Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
if (Physics.Raycast(ray, out _hitInfo, 10000, -1))
{
//Debug.DrawRay(ray.origin, ray.direction, Color.yellow);
Vector3 origin = _hitInfo.point;
origin.y += 100;
if (Physics.Raycast(origin, Vector3.down, out _hitInfo))
{
Handles.color = Color.yellow;
Handles.DrawLine(_hitInfo.point, origin);
float arrowSize = 1;
Vector3 pos = _hitInfo.point;
Quaternion quat;
Handles.color = Color.green;
quat = Quaternion.LookRotation(Vector3.up, Vector3.up);
Handles.ArrowCap(0, pos, quat, arrowSize);
Handles.color = Color.red;
quat = Quaternion.LookRotation(Vector3.right, Vector3.up);
Handles.ArrowCap(0, pos, quat, arrowSize);
Handles.color = Color.blue;
quat = Quaternion.LookRotation(Vector3.forward, Vector3.up);
Handles.ArrowCap(0, pos, quat, arrowSize);
//Handles.DrawLine(pos + new Vector3(0, 3, 0), pos);
}
}
SceneView.RepaintAll();
}
}