using UnityEditor;
public class Edit_Tools
{
[MenuItem(
"EditTools/ShowTest")]
static void ShowTest()
{
Debug.LogError(
"show");
}
[MenuItem(
"EditTools/ShowTestNew",
false,
15)]
static void ShowTestNew()
{
Debug.LogWarning(
"MenuItem 最后一个参数是 显示的优先集,相差11 之后就会出一条线");
}
[MenuItem(
"Window/ShowWindowTool")]
static void WindowTools()
{
Debug.LogWarning(
"系统内置那一栏的");
}
[MenuItem(
"Assets/assetbuttonShow")]
static void ShowAssetsButton()
{
Debug.LogWarning(
"Assest 内置那一栏的,在Project中右击可以出现");
}
[MenuItem(
"GameObject/ShowMyGO",
false,
10)]
static void ShowGameObjectButton()
{
Debug.LogWarning(
"GameObject 内置那一栏的,在Hierarch视图中右击可以出现,第三个参数在10左右才能出现");
}
}
[MenuItem(
"CONTEXT/PlayerHealth/ModifyHealth")]
static void ScriptAddComponent()
{
Debug.LogError(
"在属性面板针对某一脚本右键显示出ModifyHealth,进行操作");
}
//自己写的脚本,很多地方用到,很多值,一个个输入,麻烦,直接用Editor操作
[MenuItem(
"CONTEXT/PlayerHealth/ModifyHealthValue")]
static void ScriptComponentHealth(MenuCommand cmd)//cmd当前操作的组件
{
Debug
.LogError(
"修改值啦,类型="+cmd
.context.GetType()
.FullName)
CompleteProject
.PlayerHealth helath = (CompleteProject
.PlayerHealth)cmd
.context
helath
.startingHealth =
10
helath
.flashSpeed =
10
}
[MenuItem(
"CONTEXT/Rigidbody/ClearMass")]//清除重力
static void CleartMassAndGravity(MenuCommand cmd)
{
Rigidbody rb = cmd
.context as Rigidbody
rb
.mass =
0
rb
.useGravity = false
Debug
.LogError(
"清除组件的重力")
}