1. 程式人生 > >Unity 在project view快速定位類和編輯器類

Unity 在project view快速定位類和編輯器類

gui += bool toa 分享 pre tab root sta

技術分享圖片

原本作為資源放在asset store 上賣,現在我把它免費了, 因為沒啥技術含量的哈哈,不過很方便開發

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
public class vicUtility  {

    [MenuItem(
"Edit/RunOrPause _F3")] // shortcut key F3 to Play (and exit playmode also) static void PlayGame() { if (!EditorApplication.isPlaying) EditorApplication.ExecuteMenuItem("Edit/Play"); else EditorApplication.ExecuteMenuItem("Edit/Pause"); } [MenuItem(
"CONTEXT/MonoBehaviour/Pin Script", false, 620)] private static void PinScript(MenuCommand mc) { EditorApplication.ExecuteMenuItem("Window/Project"); var script= MonoScript.FromMonoBehaviour(mc.context as MonoBehaviour); EditorGUIUtility.PingObject(script); } [MenuItem(
"CONTEXT/MonoBehaviour/Pin Editor", false, 619)] private static void PinEditor(MenuCommand mc) { Object editorClass; EditorApplication.ExecuteMenuItem("Window/Project"); var script= MonoScript.FromMonoBehaviour(mc.context as MonoBehaviour); var guidStrs= AssetDatabase.FindAssets(script.name+"Editor"); if(guidStrs.Length==0) guidStrs= AssetDatabase.FindAssets(script.name+"Inspector"); if(guidStrs.Length>0){ var path = AssetDatabase.GUIDToAssetPath(guidStrs[0]); editorClass = AssetDatabase.LoadAssetAtPath<Object>(path); EditorGUIUtility.PingObject(editorClass); }else { Debug.LogWarning("No Editor Class for this script!!!"); } } private static string undoText = "Group Selection"; private static bool groupCreated; [MenuItem("GameObject/Group %g", true, 0)] private static bool ValidateGroupSelection() { groupCreated = false; return Selection.transforms.Length > 0; } [MenuItem("GameObject/Group %g", false, 0)] private static void GroupSelection() { if (!groupCreated) { GameObject gameObject = new GameObject("Group"); Undo.RegisterCreatedObjectUndo(gameObject, undoText); if ((Object)Selection.activeTransform != (Object)null) { Undo.SetTransformParent(gameObject.GetComponent<Transform>(), Selection.activeTransform.parent, undoText); } Transform[] transforms = Selection.transforms; Vector3 a = Vector3.zero; for (int i = 0; i < transforms.Length; i++) { a += transforms[i].position; } a /= (float)transforms.Length; gameObject.GetComponent<Transform>().position = a; for (int j = 0; j < transforms.Length; j++) { Undo.SetTransformParent(transforms[j], gameObject.GetComponent<Transform>(), undoText); } groupCreated = true; Selection.activeGameObject = gameObject; } } [MenuItem("Assets/Copy Asset Path", true, 102)] private static bool ValidateCopyAssetPath() { return Selection.activeObject != (Object)null; } [MenuItem("Assets/Copy Asset Path", false, 102)] private static void CopyAssetPath() { PropertyInfo property = typeof(GUIUtility).GetProperty("systemCopyBuffer", BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic); property.SetValue(null, GetAssetPath(Selection.activeObject), null); } private static string GetAssetPath(Object obj) { string text = AssetDatabase.GetAssetPath(obj); if (!Path.IsPathRooted(text)) { string dataPath = Application.dataPath; dataPath = dataPath.Substring(0, dataPath.Length - "/Assets".Length); text = dataPath + "/" + text; } if (SystemInfo.operatingSystem.IndexOf("Windows") >= 0) { text = text.Replace("/", "\\"); } Debug.Log("<color=aqua>"+text+"</color>"); return text; } [MenuItem("Assets/Duplicate", true, 2000)] private static bool ValidateDuplicate() { return Selection.assetGUIDs.Length > 0; } [MenuItem("Assets/Duplicate", false, 2000)] private static void Duplicate() { List<Object> list = new List<Object>(); Object[] objects = Selection.objects; foreach (Object @object in objects) { Object object2 = null; object2 = ((!((Object)(@object as MonoScript) != (Object)null)) ? DuplicateAsset(@object) : DuplicateScript(@object as MonoScript)); if (object2 != (Object)null) { list.Add(object2); } } Selection.objects = list.ToArray(); } private static Object DuplicateScript(MonoScript script) { if ((Object)script == (Object)null) { return null; } string assetPath = AssetDatabase.GetAssetPath(script); if (assetPath == string.Empty) { return null; } string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(assetPath); string copyPath = GetCopyPath(assetPath, string.Empty); string fileNameWithoutExtension2 = Path.GetFileNameWithoutExtension(copyPath); string text = File.ReadAllText(assetPath); text = text.Replace(fileNameWithoutExtension, fileNameWithoutExtension2); File.WriteAllText(copyPath, text); AssetDatabase.Refresh(); return AssetDatabase.LoadAssetAtPath(copyPath, typeof(MonoScript)); } private static Object DuplicateAsset(Object obj) { if (obj == (Object)null) { return null; } string assetPath = AssetDatabase.GetAssetPath(obj); if (assetPath == string.Empty) { return null; } string copyPath = GetCopyPath(assetPath, " "); AssetDatabase.CopyAsset(assetPath, copyPath); AssetDatabase.Refresh(); return AssetDatabase.LoadAssetAtPath(copyPath, obj.GetType()); } private static string GetCopyPath(string sourcePath, string separator = "") { string directoryName = Path.GetDirectoryName(sourcePath); string extension = Path.GetExtension(sourcePath); string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(sourcePath); string text = fileNameWithoutExtension; string text2 = sourcePath; int num = 0; while (File.Exists(text2)) { num++; text = fileNameWithoutExtension + separator + num; text2 = directoryName + "/" + text + extension; } return text2; } [MenuItem("Edit/MaxWindow &1", false, 700)] private static void MaxWindow() { //var editorWindowType = typeof(EditorWindow); //if (editorWindowType == null) // return; //var maximizedProperty = editorWindowType.GetProperty("maximized", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public|BindingFlags.GetProperty); //Debug.Log(curInspector.titleContent.text); //Debug.Log(maximizedProperty.Name); //bool isMax=(bool)( maximizedProperty.GetValue(curInspector,null) ); //maximizedProperty.SetValue(curInspector,!isMax,null); var curWindow = EditorWindow.mouseOverWindow; if(curWindow) curWindow.maximized = ! curWindow.maximized; } [MenuItem("Edit/ShowASelectionInNewInspector &2", false, 700)] private static void ShowActiveObjectInNewInspector() { if (!Selection.activeObject) return; var inspectorWindowType = typeof(Editor).Assembly.GetType("UnityEditor.InspectorWindow"); if (inspectorWindowType == null) return; var flipLockedMethod = inspectorWindowType.GetMethod("FlipLocked", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); var newInspector = (EditorWindow)EditorWindow.CreateInstance(inspectorWindowType); newInspector.Show(true); newInspector.Repaint(); if (flipLockedMethod != null) flipLockedMethod.Invoke(newInspector, null); } [MenuItem("Edit/Test &3", false, 700)] private static void Fuck() { if (!Selection.activeObject) return; var xx= typeof(GameObject).GetProperty("name").GetValue(Selection.activeObject,null); Debug.Log("<color=aqua>"+(string)xx+"</color>"); } }

這是一整個工具集,加了很多其他功能

Unity 在project view快速定位類和編輯器類