Unity3d编辑器扩展学习笔记
编辑器扩展
1.添加菜单栏:把特性应用于静态方法
参数1:菜单名的空格后面是定义快捷键(单符号得用"_"开头,组合键%=Ctrl,#=Shift,&=Alt)
参数2:通过定义一个验证方法来控制是否启用菜单栏(如:当有选择到物体时,启用,否则禁用)
参数3:菜单栏中显示的顺序(优先级),按这个值可以分组(大概相差10就分一组)
可以为已有菜单添加子菜单,如Assets/MyTools,将显示在Assets菜单栏内,同时也会在Projiect窗口的右键菜单内显示。
[MenuItem("MyTools/test1 _t", false, 12)]
[MenuItem("MyTools/test2 %t", false, 12)]
2.利用Selection类的静态方法,可以在编辑器中获取到当前所选择的对象
3.利用Undo类的静态方法,可以执行一些可以撤销的操作
Undo.DestroyObjectImmediate(Selection.activeGameObject);
4.为组件添加右键菜单栏
方式1:可以为自定义组件、内置组件添加
必须以“CONTEXT”开始,方法的参数MenuCommand mc会被自动赋值为该组件所挂载的游戏物体
[MenuItem("CONTEXT/PlayerController/菜单名")]
static void ResetSize(MenuCommand mc)
{
PlayerController pc = mc.context as PlayerController;
//接下来就可以修改组件对象pc的属性了
pc.Size = 12;
}
方式2:只能为自定义组件添加(可以编辑代码的组件),直接在该组件的代码内添加。
ContextMenu和ContextMenuItem类在UnityEngine命名空间下,与UnityEditor无关
a.为组件添加右键菜单栏
[ContextMenu("Set Color")]
void SetColor()
{
bodyColor = Color.red;
}
b.为组件的属性添加右键菜单栏
[ContextMenuItem("Menu name", "AddSize")]
public int Size = 0;
void AddSize()
{
Size += 10;
}
5.自定义Inspector面板
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
// 为组件EnemyManager自定义Inspector面板显示,CanEditorMutipleObjects 表示可以同时编辑多个物体
[CustomEditor(typeof(EnemyManager)),CanEditMultipleObjects]
public class EnemyManagerInspector : Editor
{
// 这里用简单的显示控制来让大家理解自定义编辑器的流程
public static SerializedProperty enemyList, bossEnemyList,size;
void OnEnable()
{
enemyList = serializedObject.FindProperty("EnemyList");
bossEnemyList = serializedObject.FindProperty("BossEnemyList");
}
private bool isOpenDelete = false;
private bool isOpenAdd = true;
private bool isShow = false;
public override void OnInspectorGUI()
{
//表示只做附加显示,可为内置组件附加新的Inspector面板属性
base.DrawDefaultInspector();
// 更新编辑器显示的序列化属性
serializedObject.Update();
//获取组件对象
EnemyManager enemyManager = (EnemyManager)target;
//显示属性,true表示显示所有包含的成员
EditorGUILayout.PropertyField(enemyList,true);
//开始新的一行
EditorGUILayout.BeginHorizontal();
isOpenDelete = EditorGUILayout.BeginToggleGroup("是否允许删除", isOpenDelete); //包含一组元素,整体控制他们是否可编辑
if (GUILayout.Button("删除成员"))
{
}
EditorGUILayout.EndToggleGroup();
EditorGUILayout.EndHorizontal();
GUILayout.Label("**********分割线*********");
// 接受序列化赋值
serializedObject.ApplyModifiedProperties();
}
}
6.自定义窗口
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
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);
//纪录操作,便于撤销
Undo.RegisterCreatedObjectUndo(go, "create gameobject");
}
}
}
7.自定义对话窗口
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class EnemyChange : ScriptableWizard {
[MenuItem("Tools/CreateWizard")]
static void CreateWizard()
{
ScriptableWizard.DisplayWizard<EnemyChange>("统一修改敌人","Change And Close","Change");
}
public int changeStartHealthValue = 10;
public int changeSinkSpeedValue = 1;
const string changeStartHealthValueKey = "EnemyChange.changeStartHealthValue";
const string changeSinkSpeedValueKey = "EnemyChange.changeSinkSpeedValue";
//当窗口被创建出来的时候调用的
void OnEnable()
{
changeStartHealthValue = EditorPrefs.GetInt(changeStartHealthValueKey, changeStartHealthValue);
changeSinkSpeedValue = EditorPrefs.GetInt(changeSinkSpeedValueKey, changeSinkSpeedValue);
}
//检测create按钮的点击
void OnWizardCreate()
{
GameObject[] enemyPrefabs = Selection.gameObjects; //获得选择的物体对象
//显示进度条
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.ClearProgressBar();
//显示提示信息
ShowNotification(new GUIContent(Selection.gameObjects.Length + "个游戏物体的值被修改了"));
}
//检测Other按钮的点击
void OnWizardOtherButton()
{
OnWizardCreate();
}
//当前字段值修改的时候会被调用
void OnWizardUpdate()
{
errorString = null;
helpString = null;
if (Selection.gameObjects.Length > 0)
{
helpString = "您当前选择了" + Selection.gameObjects.Length + "个敌人"; //头部提示信息
}
else
{
errorString = "请选择至少一个敌人"; //底部警告信息
}
//保存面板的修改
EditorPrefs.SetInt(changeStartHealthValueKey, changeStartHealthValue);
EditorPrefs.SetInt(changeSinkSpeedValueKey, changeSinkSpeedValue);
}
void OnSelectionChange()
{
OnWizardUpdate();
}
}
8.其它
当脚本挂载到物体上时,自动为它添加指定组件,如:[RequireComponent(typeof(Rigidbody))]
添加进菜单Component中,[AddComponentMenu("companentPathAndName")]
posted on 2017-05-27 12:23 SuriFuture 阅读(503) 评论(0) 编辑 收藏 举报