[Unity] 在软件标题栏显示工作路径
(一)问题
项目开发中常会有开多个分支,同时启动多个 Unity 程序的情况,来回切换的时候就容易混淆,有时候还需要用 Show In Explorer 或者其他标志来确认当前使用的是哪个分支。
于是想在标题栏上直接显示出当前的工作目录:
-
修改前:
原本的标题栏由项目名、场景、工作平台等文本组成 -
修改后:
额外显示工作路径
(二)代码
1. 声明要调用的系统接口
using System;
using System.Runtime.InteropServices;
using System.Text;
public partial class UpdateUnityEditorProcess
{
public delegate bool EnumThreadWindowsCallback(IntPtr hWnd, IntPtr lParam);
[DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true)]
public static extern bool EnumWindows(EnumThreadWindowsCallback callback, IntPtr extraData);
[DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true)]
public static extern int GetWindowThreadProcessId(HandleRef handle, out int processId);
[DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true)]
public static extern IntPtr GetWindow(HandleRef hWnd, int uCmd);
[DllImport("user32.dll", CharSet = CharSet.Auto)]
public static extern bool IsWindowVisible(HandleRef hWnd);
[DllImport("user32.dll")]
private static extern bool GetWindowText(int hWnd, StringBuilder title, int maxBufSize);
[DllImport("user32.dll", CharSet = CharSet.Auto)]
private extern static int GetWindowTextLength(IntPtr hWnd);
[DllImport("user32.dll", EntryPoint = "SetWindowText", CharSet = CharSet.Auto)]
public extern static int SetWindowText(int hwnd, string lpString);
}
2. 工具类
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;
public partial class UpdateUnityEditorProcess
{
public IntPtr hwnd = IntPtr.Zero;
private bool haveMainWindow = false;
private IntPtr mainWindowHandle = IntPtr.Zero;
private int processId = 0;
private IntPtr hwCurr = IntPtr.Zero;
private static StringBuilder sbtitle = new StringBuilder(255);
private static string UTitle = Application.dataPath;
public static float lasttime = 0;
private static UpdateUnityEditorProcess _instance;
public static UpdateUnityEditorProcess Instance
{
get
{
if (_instance == null)
{
_instance = new UpdateUnityEditorProcess();
_instance.hwnd = _instance.GetMainWindowHandle(Process.GetCurrentProcess().Id);
}
return _instance;
}
}
public void SetTitle()
{
//UnityEngine.Debug.Log(string.Format("{0} - {1}", Time.realtimeSinceStartup, lasttime));
if (Time.realtimeSinceStartup > lasttime)
{
sbtitle.Length = 0;
lasttime = Time.realtimeSinceStartup + 2f;
int length = GetWindowTextLength(hwnd);
GetWindowText(hwnd.ToInt32(), sbtitle, 255);
string strTitle = sbtitle.ToString();
string[] ss = strTitle.Split('-');
if (ss.Length > 0 && !strTitle.Contains(UTitle))
{
SetWindowText(hwnd.ToInt32(), string.Format("{0} - {1}", UTitle, strTitle));
UnityEngine.Debug.Log("Current Unity Title: " + UTitle);
}
}
}
public IntPtr GetMainWindowHandle(int processId)
{
if (!this.haveMainWindow)
{
this.mainWindowHandle = IntPtr.Zero;
this.processId = processId;
EnumThreadWindowsCallback callback = new EnumThreadWindowsCallback(this.EnumWindowsCallback);
EnumWindows(callback, IntPtr.Zero);
GC.KeepAlive(callback);
this.haveMainWindow = true;
}
return this.mainWindowHandle;
}
private bool EnumWindowsCallback(IntPtr handle, IntPtr extraParameter)
{
int num;
GetWindowThreadProcessId(new HandleRef(this, handle), out num);
if ((num == this.processId) && this.IsMainWindow(handle))
{
this.mainWindowHandle = handle;
return false;
}
return true;
}
private bool IsMainWindow(IntPtr handle)
{
return (!(GetWindow(new HandleRef(this, handle), 4) != IntPtr.Zero) && IsWindowVisible(new HandleRef(this, handle)));
}
}
3. Editor 回调设置
#if UNITY_EDITOR_WIN
using UnityEditor;
[InitializeOnLoad]
class UpdateUnityEditorTitle
{
private static bool isInGame = false;
static UpdateUnityEditorTitle()
{
EditorApplication.delayCall += DoUpdateTitleFunc;
EditorApplication.playmodeStateChanged += OnPlaymodeStateChanged;
}
static void OnPlaymodeStateChanged()
{
if (EditorApplication.isPlaying == isInGame) return;
isInGame = EditorApplication.isPlaying;
UpdateUnityEditorProcess.lasttime = 0;
DoUpdateTitleFunc();
}
static void DoUpdateTitleFunc()
{
//UnityEngine.Debug.Log("DoUpdateTitleFunc");
UpdateUnityEditorProcess.Instance.SetTitle();
}
}
#endif
(三)备注
[InitializeOnLoad]
的调用时机是在 Unity 初始化标题之前,所以直接在UpdateUnityEditorTitle()
中设置标题的话会被覆盖掉,这里利用EditorApplication.delayCall 调用标题修改- 进入退出 GameMode 会触发 Unity 软件初始化标题,利用
EditorApplication.playmodeStateChanged
来调用自定义的标题修改