引入命名空间 UnityEditor,类继承 EditorWindow 函数必须为静态方法,Selection.gameObjects是选中的游戏对象,首先获取选中物体上此组件,判断是否游戏对象上有无此组件,如果没有就加上,然后初始化此组件的对应参数。using UnityEngine; using UnityEditor; using System.Collections; [ExecuteInEditMode] public class AIEditor : EditorWindow { [MenuItem("AI/状态/走_进程")] static void Zou() { foreach (GameObject g in Selection.gameObjects) { Zou z = g.GetComponent<Zou>() ; if (z== null) { z = g.AddComponent<Zou>(); } z.mTiaoJia = TiaoJian.A; z.mQHZT = enZhangTai.gongji ; } } [MenuItem("AI/状态/走_远程")] static void Zou_yuan_cheng() { foreach (GameObject g in Selection.gameObjects) { Zou z = g.GetComponent<Zou>(); if (z == null) { z = g.AddComponent<Zou>(); } z.mTiaoJia = TiaoJian.A; z.mQHZT = enZhangTai.yuanchenggongji; } }
为unity添加自定义菜单
最新推荐文章于 2024-02-08 23:10:34 发布