Unity—编辑器拓展

编辑器拓展


一、菜单栏拓展

1.Menultem

[Menultem("Test/CreatePanel/func1 %_Q"),true,1]

1、路径+快捷键,是否启用,排列顺序

2、配合Selection.Object选中物体文件夹时启用

3、方法必须是静态方法

[MenuItem("Test/OpenPanel %_Q",true)]
public static bool IsSelected()
{
 if (Selection.objects.Length > 0)
 return  true;
 else 
 return false;
}
[MenuItem("Test/OpenPanel %_Q",false)]
public static void OpenPanel()
{
Undo.DestroyObjectImmediate(object);
}

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4、快捷键

符号 字符
% Ctrl
# Shift
& Alt
LEFT/RIGHT/UP/DOWN 方向键
F1-F12 F功能键
_g 字母g

二、鼠标右键拓展

1.CONTEXT

[MenuItem("CONTEXT/组件名/方法名(按钮名)")]

方法前加这句特性,可以在组件的鼠标右键菜单中添加相应的按钮方法,方法必须有参数MenuCommand

[MenuItem("CONTEXT/Rigidbody/Clear")]
static void ClearMassAndGravity(MenuCommand cmd)
{
    Rigidbody rgd = cmd.context as Rigidbody;
    rgd.mass = 0.1f;
    rgd.useGravity = false;
}

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Assets

[MenuItem("Assets/一级目录/二级目录",default/fasle, 显示优先级)]

Assets面板中添加鼠标右键快捷操作;

[MenuItem("Assets/aaa/bbb",default,1)]
public static void TestFunc2()
{
    Debug.Log("aaa");
}

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2.ContextMenu

1.ContextMenu("选项名")——脚本添加右键菜单按钮;

2.ContextMenuItem("字段名","方法名")+字段+方法——脚本属性添加右键按钮;

自行尝试,以上都可给脚本添加鼠标右键菜单栏


三、创建面板

1.固定大小

EditorWindow.GetWindow<T>(面板类型,是否可浮动,"Title",聚焦窗口)

2.自定义大小

EditorWindow.GetWindowWithRect<T>(rect,可浮动,"Title",聚焦窗口)

T需要继承EditorWindow

[MenuItem("Test/OpenPanel %_Q")]
public static void OpenPanel()
{
    Rect wr =new Rect(0,0,300,700);
    //TestPanel win = EditorWindow.GetWindow<TestPanel>(false, "UGUIConfig", false);
    TestPanel win = EditorWindow.GetWindowWithRect<TestPanel>(wr, false, "UGUIConfig", false);
    win.Show();
}

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四、Insptector界面拓展

在Example脚本的insptector界面添加执行按钮

[CustomEditor(typeof(Example))]
public class InpectorEditor:Editor
{
	public override void OnInspectorGUI()
	{
    	base.OnInspectorGUI();
    	Example _example = target as Example;
    	if (GUILayout.Button("执行Example方法"))
    	{
       		_example.LogError();
    	}
	}
}

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五、GUILayout

1.布局

GUILayout.BeginVertical

GUILayout.EndVertical

GUILayout.BeginHorizontal

GUILayout.EndHorizontal

GUILayout.Option[]——以下都属于该分类,自定义布局大小

GUILayout.Width(10)

GUILayout.Height

GUILayout.MaxWidth/MinWidth

GUILayout.ExpandWidth...

2.控件

GUILayout.Button("name",option)

GUILayout.SelectionGrid(gridId,new []{"","","",""},每行个数)

GUILayout.PasswordField(string,'*')

六、EditorGUILayout

1.控件

ObjectField

IntField

FloatField

LabelField

TextField

TextArea

ColorField

CurveField

EnumFlagsField

LayerField

TagField

BoundsField

Vector2Field

2.滑条

Slider

MinMaxSlider

3.布局

BeginFadeGroup(float) 百分比

EndFadeGroup

BeginToggleGroup("name",bool) 开关

EndToggleGroup

BeginScrollView(vector2,option) 位置,滚动区域大小

EndScrollView

4.下拉框

EnumPopup(EnumIndex)

Popup(index,string[])

public class EditorTest:UnityEditor
{
	public void OnGUI()
	{
		GUILayout.BeginVertical();
		
		GUILayout.BeginHorizontal();
		font = EditorGUILayout.ObjectField(font, typeof(Font), false) as Font;
		fontSize = EditorGUILayout.IntField(fontSize);
		GUILayout.EndHorizontal();
		
		EditorGUILayout.LabelField("计时: ",EditorApplication.timeSinceStartup.ToString());
		
		floatValue = EditorGUILayout.FloatField("浮点数", floatValue);
		
		num = EditorGUILayout.Slider ("Slider", num, -3, 3);
		//IntSlider
		EditorGUILayout.BeginFadeGroup(1f); // 组开始
		GUILayout.Button("Button0"); // 组中的内容,我这写了3个按钮
		GUILayout.Button("Button1");
		GUILayout.Button("Button2");
		EditorGUILayout.EndFadeGroup(); // 组结束
		
		toggleOpen = EditorGUILayout.BeginToggleGroup("Toggle", toggleOpen); // 组开始
		_color= EditorGUILayout.ColorField("Color", _color); // 组中的内容
		str = EditorGUILayout.TextField("Text", str);
		EditorGUILayout.EndToggleGroup();
		
		_scrollPos = EditorGUILayout.BeginScrollView(_scrollPos,GUILayout.MaxHeight(60)); // 组开始
		EditorGUILayout.LabelField("1212 12 312 1244124"); // 组中的内容
		EditorGUILayout.LabelField("123123123123123");
		EditorGUILayout.TextArea("12312312\n 3123123");
		EditorGUILayout.LabelField("123123123123123");
		EditorGUILayout.LabelField("123123123123123");
		EditorGUILayout.LabelField("123123123123123");
		EditorGUILayout.LabelField("123123123123123");
		EditorGUILayout.EndScrollView(); // 组结束
		
		_animationCurve = EditorGUILayout.CurveField("AnimationCurve", _animationCurve);
		
		gridId = GUILayout.SelectionGrid(gridId, new[] {"1", "2", "3","4","5","6"}, 3);
		
		GUILayout.BeginHorizontal();
		EditorGUILayout.LabelField("密码:",GUILayout.Width(50));
		password = GUILayout.PasswordField(password, '*');
		GUILayout.EndHorizontal();
		
		EditorGUILayout.MinMaxSlider("MinMaxSlider",ref sliderValue2,ref sliderValue3,10,20);
		
		flagtype=(flagTestType)EditorGUILayout.EnumFlagsField(flagtype);
		
		popupindex=(flagTestType)EditorGUILayout.EnumPopup(popupindex);
		
		layer = EditorGUILayout.LayerField("LayerField", layer);
		tag = EditorGUILayout.TagField("TagField", tag);
		go = EditorGUILayout.ObjectField("ObjectField", go, typeof(GameObject), true);
		EditorGUILayout.Space();
		
		boundsv=EditorGUILayout.BoundsField("BoundsField",boundsv);
		
		//EditorGUILayout.PropertyField();
		
		index =EditorGUILayout.Popup(index, options);
		if(GUILayout.Button("Create"))
			InstantiatePrimitive();
		
		p1 =EditorGUILayout.Vector2Field("Point 1:", p1);
		
		GUILayout.EndVertical();
	}
}

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Demo我上传到Gitee,可以自行下载学习;

https://gitee.com/small-perilla/littleperillaEditorExpand.git

posted @ 2021-09-18 10:14  小紫苏  阅读(327)  评论(0编辑  收藏  举报