unity编辑器扩展学习笔记

xiaoxiao2021-02-28  100

注意事项:

必须在Assets/Editor文件下创建脚本必须static,这样才能通过类名调用,否则需要通过对象调用 需要using UnityEngine;

(一)MenuItem添加菜单按钮

[MenuItem("tools/test")] static void test() { Debug.Log("test"); }

效果 菜单栏出现tools,tools下有test,点击test将执行test()

(二)菜单优先级

[MenuItem("tools/test", false, 444)] static void test() { Debug.Log("test"); } [MenuItem("tools/test", false, 44)] static void test3() { Debug.Log("test3"); } [MenuItem("tools/test2", false, 3444)] static void test2() { Debug.Log("test2"); }

效果

第三个参数为priority决定了优先级,越小同一级下越靠前

(三)project右键菜单

[MenuItem("Assets/test2", false, 3444)] static void test2() { Debug.Log("test2"); }

效果

(四)inspect某组件区域右键菜单

[MenuItem("CONTEXT/PlayerHealth/InitHealthAndSpeed")]// CONTEXT 组件名 按钮名 static void InitHealthAndSpeed() { Debug.Log("Init"); }

必须是 “CONTEXT/组件名/菜单名”

以下方法可获取到操作的组件

[MenuItem("CONTEXT/PlayerHealth/InitHealthAndSpeed")]// CONTEXT 组件名 按钮名 static void InitHealthAndSpeed( MenuCommand cmd )//menucommand是当前正在操作的组件 { //Debug.Log(cmd.context.GetType().FullName); CompleteProject.PlayerHealth health = cmd.context as CompleteProject.PlayerHealth; health.startingHealth = 200; health.flashSpeed = 10; Debug.Log("Init"); }

(五)获取选择物体,进行操作

[MenuItem("GameObject/my delete", true, 11)] static bool MyDeleteValidate() { Debug.Log(Selection.activeGameObject.name );//Selection.activeGameObject是我们第一个选择的游戏物体 if (Selection.objects.Length > 0)//Selection.objects获得选择所有物体 return true; else return false; }

删除选择物体

[MenuItem("GameObject/my delete", false, 11)] static void Mydelete() { foreach (Object o in Selection.objects) { //GameObject.DestroyImmediate(o);//无法撤销 Undo.DestroyObjectImmediate(o);//利用Undo进行的删除操作 是可以撤销的 } //需要把删除操作注册到 操作记录里面 }

(六)快捷键

[MenuItem("Tools/test2 %q",false,100)]//快捷键为ctrl+q static void Test2() { Debug.Log("Test2"); }

注意事项 %=ctrl #=shift &=alt 记得加空格

(七)菜单是否可用

[MenuItem("GameObject/my delete", true, 11)]//true时无法点击 static bool MyDeleteValidate()//验证方法,会最先执行该方法,返回true才能执行其他方法 { if (Selection.objects.Length > 0) return true; else return false; }

(八)ContextMenuItem和ContextMenu 不是在Editor下,而是在组件里 ContextMenu组件区域右键点击

[ContextMenu("SetColor")] void SetColor() { flashColour = Color.green; }

ContextMenuItem是给某组件某个属性右键点击添加菜单

[ContextMenuItem("Add Hp","AddHp")] //Add Hp为菜单名称 void AddHp() { startingHealth += 20; }

(八)对话框 创建对话框

public class EnemyChange : ScriptableWizard {//必须继承ScriptableWizard [MenuItem("Tools/CreateWizard")] static void CreateWizard() { ScriptableWizard.DisplayWizard<EnemyChange>("统一修改敌人","Change And Close","Change");//Change And Close为按钮名字 }

检测对话框按钮点击

//检测create按钮的点击 void OnWizardCreate() { } //当前对话框字段值修改的时候会被调用 void OnWizardUpdate() {

对话框第二个按钮

ScriptableWizard.DisplayWizard<EnemyChange>("统一修改敌人","Change And Close","Change");//change为第二个button

第二个button的点击事件,other button 不同于第一个button,点击后不会自动关闭对话框

void OnWizardOtherButton()

(九)记录操作,以便撤销

Undo.RecordObject(hp, "change health and speed");

(十)显示提示信息

void OnWizardCreate() { ShowNotification(new GUIContent(Selection.gameObjects.Length + "个游戏物体的值被修改了")); }

(十一)保存数据

EditorPrefs.SetInt(changeStartHealthValueKey, changeStartHealthValue);//第一个参数是key,第二个是保存的值

(十二)进度条

void OnWizardCreate() { GameObject[] enemyPrefabs = Selection.gameObjects; EditorUtility.DisplayProgressBar("进度", "0/" + enemyPrefabs.Length + " 完成修改值", 0); int count = 0; foreach (GameObject go in enemyPrefabs) { CompleteProject.EnemyHealth hp = go.GetComponent<CompleteProject.EnemyHealth>(); Undo.RecordObject(hp, "change health and speed"); hp.startingHealth += changeStartHealthValue; hp.sinkSpeed += changeSinkSpeedValue; count++; EditorUtility.DisplayProgressBar("进度", count+"/" + enemyPrefabs.Length + " 完成修改值", (float)count/enemyPrefabs.Length); } EditorUtility.DisplayProgressBar("进度", "0/" + enemyPrefabs.Length + " 完成修改值", 0);

(十三)自定义窗口 必须继承EditorWindow

public class MyWindow : EditorWindow { [MenuItem("Window/show mywindow")] static void ShowMyWindow() { MyWindow window= EditorWindow.GetWindow<MyWindow>(); window.Show(); } private string name=""; void OnGUI() { GUILayout.Label("这是我的窗口"); name = GUILayout.TextField(name); if (GUILayout.Button("创建")) { GameObject go = new GameObject(name); Undo.RegisterCreatedObjectUndo(go, "create gameobject");//注册到操作记录 } }
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