把Sorting Order显示到Hierarchy左侧

using UnityEditor;
using UnityEngine;

public class ShowSortingOrderInHierarchy
{
    const string editorMenuPath = "Tools/Show SortingOrder In Hierarchy";
    static bool isShowSortingOrder = false;

    //priority > 10 ? 菜单将会显示在Hierarchy中
    [MenuItem(editorMenuPath)]
    static void ShowSortingOrder()
    {
        isShowSortingOrder = !isShowSortingOrder;
        EditorApplication.hierarchyWindowItemOnGUI -= HierarchyItemCb2ShowSortingOrder;
        if (isShowSortingOrder)
            EditorApplication.hierarchyWindowItemOnGUI += HierarchyItemCb2ShowSortingOrder;

        //设置菜单勾选状态,注意在Hierarchy中是无法显示勾选状态
        Menu.SetChecked(editorMenuPath, isShowSortingOrder);
    }

    /// <summary>
    /// 显示菜单的时候同步一下 isShowSortingOrder, 否则Editor运行后状态对应不上
    /// </summary>
    [MenuItem(editorMenuPath, true)]
    static bool ShowSortingOrderCheck()
    {
        Menu.SetChecked(editorMenuPath, isShowSortingOrder);
        return true;
    }

    private static void HierarchyItemCb2ShowSortingOrder(int instanceID, Rect selectionRect)
    {
        var obj = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
        if (obj == null)
            return;
        var renderer = obj.GetComponent<Renderer>();
        if (renderer != null)
        {
            ShowGUILable(selectionRect, renderer.sortingOrder.ToString());
            return;
        }

        if (obj.GetComponent<RectTransform>() != null)
        {
            var canvas = GetComponentInParentRecursive<Canvas>(obj);
            if (canvas != null)
                ShowGUILable(selectionRect, canvas.sortingOrder.ToString());
        }
    }

    /// <summary>
    /// 递归获取自己或者父级节点控件
    /// </summary>
    /// <typeparam name="T">控件类型</typeparam>
    /// <param name="go">当前节点</param>
    /// <returns></returns>
    static T GetComponentInParentRecursive<T>(GameObject go) where T : Component
    {
        var com = go.GetComponent<T>();

        //Tips:不加泛型约束where T : Component会导致null比较失败
        if (com != null)
            return com;

        var parent = go.transform.parent;
        if (parent)
            return GetComponentInParentRecursive<T>(parent.gameObject);

        return default;
    }

    static void ShowGUILable(Rect selectRect, string lableText)
    {
        Rect temp = new Rect(selectRect);
        //一个数字宽度是5,偏移30能显示6个数字
        temp.x = selectRect.xMax - 30;

        //红色文本显示
        var style = new GUIStyle();
        style.normal.textColor = Color.red;
        GUI.Label(temp, lableText, style);
    }
}

 

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