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unity编辑器扩展_07(创建对话框,检测按钮的点击,点击按钮后提示信息,保存设置的数据,显示点击按钮后的处理的进度条信息)

代码:

using UnityEditor;
using UnityEngine;

public class ChangeValue : ScriptableWizard {
                          
    public int health = 10;
    public int speed = 23;
   
    [MenuItem("Tools/CreateWizard")]
    static void CreateWizard()
    {
        ScriptableWizard.DisplayWizard<ChangeValue>("这是自己创建的标题", "按钮1的名字","按钮2的名字");
    }
    void OnWizardCreate()
    {
        ShowNotification(new GUIContent(Selection.gameObjects.Length + "多个游戏物体被改变"));//显示提示信息
        GameObject[] gameObject = Selection.gameObjects;
        EditorUtility.DisplayProgressBar("这是进度条的标题", "进度信息", 0);
        int count = 0;
        foreach (GameObject go in gameObject)
        {
            count++;
            CompleteProject.PlayerHealth ph = go.GetComponent<CompleteProject.PlayerHealth>();
            Undo.RecordObject(ph,"ph");//对点击事件的撤销功能
            ph.startingHealth += health;
            ph.flashSpeed += speed;
            EditorUtility.DisplayProgressBar("这是进度条标题", "进度信息", count / Selection.gameObjects.Length);
        }
        EditorUtility.ClearProgressBar();
    }
    void OnWizardOtherButton()
    {
        OnWizardCreate();
    }
    const string healtKey = "health";
    const string speedKey = "speed";
    void OnEnable()
    {
        health = EditorPrefs.GetInt(healtKey, health);
        speed = EditorPrefs.GetInt(speedKey, speed);   
    }
    void OnWizardUpdate()
    {
        string helpString = null;
        string errorString = null;
        if (Selection.gameObjects.Length > 0)
        {
            helpString = "您当前选择了" + Selection.gameObjects.Length + "个游戏物体";

        }
        else
        {
            errorString = "请选择至少一个游戏物体";
        }
        EditorPrefs.SetInt(healtKey, health);
        EditorPrefs.SetInt(speedKey, speed);           
    }
    void OnSelectionChange()
    {
        OnWizardUpdate();
    }
}

说明:使用ScriptableWizard.DisplayWizard创建对话框<类名>(“对话框名标题”,“按钮1”,“按钮2”),当参数不设置按钮1是,则默认按钮名字为Create。按钮2根据实际情况决定是否需要。

     使用Undo.RecordObject对点击事件的撤销功能,第一个参数为需要保存的值,第二为该值保存后的名字。

   使用ShowNotification显示提示信息

   使用EditorPrefs保存数据

   使用EditorUtility.DisplayProgressBar显示进度

posted @ 2017-11-16 11:19  爱上游戏开发  阅读(643)  评论(0编辑  收藏  举报
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