Unity编辑器拓展7_扩展Project视图面板

1、拓展右键菜单

主要用到[MenuIteam(“Assets/名字”,bool(为真则禁用),int(排序,值小在最上面)]

代码示例

using UnityEditor;

using UnityEngine;



public class Test7_Project : MonoBehaviour

{



    [MenuItem("Assets/MyTools/Tool1", false, 10)]

    public static void MyTool1()

    {

        Debug.Log("MyTool1" + Selection.activeObject.name);

    }



    [MenuItem("Assets/MyTools/Tool2", false, 11)]

    public static void MyTool2()

    {

        Debug.Log("MyTool2" + Selection.activeObject.name);

    }



    [MenuItem("Assets/MyTools/Tool3", false, 100)]

    public static void MyTool3()

    {

        Debug.Log("MyTool2" + Selection.activeObject.name);

    }



}

效果展示

2、拓展 Create创建菜单

主要用到[MenuIteam(“Assets/Create/名字”,bool(为真则禁用),int(排序,值小在最上面)]

代码示例

using UnityEditor;

using UnityEngine;



public class Test7_Project : MonoBehaviour

{



    [MenuItem("Assets/Create/MyCreate/Test1", false, 10)]

    public static void MyCreate()

    {

        Debug.Log("MyCreate1" + Selection.activeObject.name);

    }



    [MenuItem("Assets/Create/MyCreate/Test2", false, 11)]

    public static void MyCreate2()

    {

        Debug.Log("MyCreate2" + Selection.activeObject.name);

    }



}

效果展示

3、拓展布局

需要使用到事件EditorApplication.projectWindowItemOnGUI

在Project视图中对象的右侧拓展自定义按钮

打印选中文件的name

代码示例

using Codice.Client.BaseCommands;

using UnityEditor;

using UnityEngine;



public class Test7_ControllerEditor

{

    static Rect rect;



    [InitializeOnLoadMethod]

    static void InitOnLoadMethod()

    {

        EditorApplication.projectWindowItemOnGUI += (string guid, Rect selectionRect) =>

        {

            if(Selection.activeObject

            && guid == AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(Selection.activeObject)))

            {

                if(Selection.assetGUIDs.Length > 0)

                {

                    if (Selection.assetGUIDs[0] != guid)

                        return;



                    if (selectionRect.height > 20)

                    {

                        rect = new Rect(selectionRect)

                        {

                            y = selectionRect.y + selectionRect.height,

                            height = 20

                        };

                    }

                    else

                    {

                        rect = new Rect(selectionRect)

                        {

                            x = selectionRect.x + selectionRect.width - 50,

                            width = 50

                        };

                    }



                    GUI.color = Color.yellow;

                    //点击按钮

                    if (GUI.Button(rect, "Print"))

                    {

                        Debug.LogFormat("Print:{0}", Selection.activeObject.name);



                    }

                    GUI.color = Color.white;

                }

            }

        };

    }



}

效果展示

4、监听Project面板事件

监听面板资源的创建删除移动和保存,Unity提供了监听的基类,继承UnityEditor.AssetModificationProcessor,接着重新监听资源创建、删除、一定和保存方法

代码示例

using UnityEditor;

using UnityEngine;



public class Test7_ControllerProjectLisener : UnityEditor.AssetModificationProcessor

{

    //双击打开、资源被创建、资源被保存、资源被移动、资源被删除





    [InitializeOnLoadMethod]//编译完成后首先执行该方法

    static void InitializeOnLoadMethod()

    {

        //全局监听Project视图下的资源是否发生变化

        EditorApplication.projectChanged += delegate ()

        {

            Debug.Log("Change");

        };

    }

    /// <summary>

    /// 监听“双击鼠标左键打开资源”事件

    /// </summary>

    /// <param name="assetPath"></param>

    /// <param name="message"></param>

    /// <returns></returns>

    public static bool IsOpenForEdit(string assetPath, out string message)

    {

        message = null;

        Debug.LogFormat("assetPath:{0}", assetPath);

        return true;

    }

    /// <summary>

    /// 监听资源即将被创建事件

    /// </summary>

    /// <param name="path"></param>

    public static void OnWillCreateAsset(string path)

    {

        Debug.LogFormat("path:{0}", path);

    }

    /// <summary>

    /// 监听资源即将被保存

    /// </summary>

    /// <param name="paths"></param>

    /// <returns></returns>

    public static string[] OnWillSaveAssets(string[] paths)

    {

        if (paths != null)

        {

            Debug.LogFormat("path:{0}", string.Join(",", paths));

        }

        return paths;

    }

    /// <summary>

    /// 监听资源被移动事件

    /// </summary>

    /// <param name="oldpath"></param>

    /// <param name="newpath"></param>

    /// <returns></returns>

    public static AssetMoveResult OnWillMoveAsset(string oldpath, string newpath)

    {

        Debug.LogFormat("form:{0}   to:   {1}", oldpath, newpath);

        return AssetMoveResult.DidMove;

    }

    /// <summary>

    /// 监听资源即将被删除

    /// </summary>

    /// <param name="assetPath"></param>

    /// <param name="options"></param>

    /// <returns></returns>

    public static AssetDeleteResult OnWillDeleteAsset(string assetPath, RemoveAssetOptions options)

    {

        Debug.LogFormat("delete:{0}", assetPath);

        return AssetDeleteResult.DidNotDelete;

    }



}

效果展示

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