Unity EditorWindow GUI裁剪
Unity2017,想在编辑器自己实现一个类似TreeView的东西
public void OnGUI(Rect rect)
{
// ...
for (int i = 0; i < 100; i++)
{
int row = Mathf.FloorToInt(i / visibleColumns);
int column = i % m_VisibleColumns;
float x = rect.x + padding.left + column * (cellSize.x + spacing.x);
float y = rect.y + padding.top + row * (cellSize.y + spacing.y);
Rect cellRect = new Rect(x, y - scrollPos, cellSize.x, cellSize.y);
GUI.Box(cellRect, i.ToString());
}
}
然后发现一个问题:在y < rect.y
时,超出了预想的区域,却画了出来,在网上没有搜到,记录一下
查阅对应源码,通过反射调用GUIClip.Push()
,GUIClip.Pop()
即可
// 反射工具类
public static class GUIClip
{
private static object CallReflection(string name, params object[] arguments)
{
Assmebly assembly = Assembly.Load("UnityEngine");
Type type = assembly.GetType("UnityEngine.GUIClip");
MethodInfo method = type.GetMethod(name, BindingFlags.Static | BindingFlags.NonPublick);
return method.Invoke(null, arguments);
}
// Push a clip rect to the stack with pixel offsets.
public static void Push(Rect screenRect, Vector2 scrollOffset, Vector2 renderOffset, bool resetOffset)
{
CallReflection("Push", screenRect, scrollOffset, renderOffset, resetOffset);
}
// Removes the topmost clipping rectangle, undoing the effect of the lastest GUIClip.Push
public static void Pop()
{
CallReflection("Pop");
}
}
一开始的OnGUI修改为
public void OnGUI(Rect rect)
{
// ...
GUIClip.Push(rect, Vector2.zero, Vector2.zero, false);
for (int i = 0; i < 100; i++)
{
int row = Mathf.FloorToInt(i / visibleColumns);
int column = i % m_VisibleColumns;
// 在clip的处理过程中不需要再手动加上rect的位置了
float x = padding.left + column * (cellSize.x + spacing.x);
float y = padding.top + row * (cellSize.y + spacing.y);
Rect cellRect = new Rect(x, y - scrollPos, cellSize.x, cellSize.y);
GUI.Box(cellRect, i.ToString());
}
GUIClip.Pop();
}
```csharp