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unity-編輯器擴充套件

  • unity編輯器擴充套件很方便,可以省掉很多製作其他工具的時間(比如技能編輯器,特效編輯器等,都是資料結構的匯入匯出)
  • 可以直接在 SceneInspector 或者新建一個 Window 中編輯

1、Inspector

  1. Inspector 中最簡單的就是直接把指令碼中的成員變數設定為 public,直接就可以在顯示出來編輯。

    public class Actor : MonoBehaviour {
    
        #region public member
        public Vector3 lookAtPoint = Vector3.zero;
        public
    int mAge; public string mName; public bool mIsMale; public string mPath; public AnimationCurve mCurve; public Color mColor; #endregion }

    這裡寫圖片描述

  2. 針對指令碼定製編輯panel

    • 新建一個 Editor 資料夾(啥地方都行),unity會自動監測,自動生成vs的工程目錄結構。
    • Editor 資料夾下create個編輯器指令碼 ActorEditor.cs (可以隨意,一般以Editor為字尾),指令碼繼承 Editor
      ,重寫 OnInspectorGUI 方法,這個方法每幀呼叫繪製 編輯panel
      using UnityEngine;
      using UnityEngine.UI;
      using System.Collections;
      using UnityEditor;
      
      [CustomEditor(typeof(Actor))] //編輯對應的指令碼
      public class ActorEditor : Editor
      {
      
          //private string mPath1 = "";
          private Actor mActor;
      
          public override void OnInspectorGUI()
          {
              Actor t = (Actor)target;
      mActor = t; t.mName = EditorGUILayout.TextField("name", t.mName); t.mAge = EditorGUILayout.IntField("age", t.mAge); t.mIsMale = ETCGuiTools.Toggle("male", t.mIsMale); t.transform.position = EditorGUILayout.Vector3Field("position", t.transform.position); EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(); //被Horizontal包的會顯示在同一行 GUILayout.Label("資源路徑:"); t.mPath = EditorGUILayout.TextField(t.mPath); if (GUILayout.Button("瀏覽")) EditorApplication.delayCall += Save; //點選按鈕呼叫的方法 EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(); t.mCurve = EditorGUILayout.CurveField("Curves:", t.mCurve); EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Color:"); t.mColor = EditorGUILayout.ColorField(t.mColor); EditorGUILayout.EndHorizontal(); } /// <summary> /// 選擇資源儲存路徑 /// </summary> void Save() { string path = EditorUtility.OpenFolderPanel("選擇要儲存的路徑", "", ""); if (path.Length != 0) { //mPath1 = path; mActor.mPath = path; //貌似這裡只能通過成員實現,不能傳引數。可能是非同步的原因 EditorUtility.FocusProjectWindow(); } }

    這裡寫圖片描述

2、Window

同樣也是create個指令碼 TestDrag 丟在 Editor 資料夾下。TestDrag 繼承 EditorWindow ,寫個靜態方法 Init 上面用屬性標註 [MenuItem("MyWindow/TestDrag")],意思就是會在選單欄 MyWindow/TestDrag中點選觸發彈出TestDrag 的編輯 window,然後重寫 OnGUI() 方法具體定製顯示需要編輯的東東

using UnityEngine;
using System.Collections;
using UnityEditor;

public class TestDrag : EditorWindow
{
    string path;
    Rect rect;
    bool groupEnabled = true;
    string myString = "Hello World";
    bool myBool = true;
    float myFloat = 1.23f;

    [MenuItem("MyWindow/TestDrag")] //觸發彈出TestDrag window的按鈕
    static void Init()
    {
        EditorWindow.GetWindow(typeof(TestDrag));
    }

    void OnGUI() //繪製window
    {
        EditorGUILayout.LabelField("路徑", EditorStyles.boldLabel);
        //獲得一個長300的框
        rect = EditorGUILayout.GetControlRect(GUILayout.Width(300));
        //將上面的框作為文字輸入框
        path = EditorGUI.TextField(rect, path);

        //如果滑鼠正在拖拽中或拖拽結束時,並且滑鼠所在位置在文字輸入框內
        if ((Event.current.type == EventType.DragUpdated
        || Event.current.type == EventType.DragExited)
        && rect.Contains(Event.current.mousePosition))
        {
            //改變滑鼠的外表
            DragAndDrop.visualMode = DragAndDropVisualMode.Generic;
            if (DragAndDrop.paths != null && DragAndDrop.paths.Length > 0)
            {
                path = DragAndDrop.paths[0];
            }
        }

        //---------
        GUILayout.Label("Base Settings", EditorStyles.boldLabel);
        myString = EditorGUILayout.TextField("Text Field", myString);

        groupEnabled = EditorGUILayout.BeginToggleGroup("Optional Settings", groupEnabled);
        myBool = EditorGUILayout.Toggle("Toggle", myBool);
        myFloat = EditorGUILayout.Slider("Slider", myFloat, -3, 3);
        EditorGUILayout.EndToggleGroup();
    }
}

這裡寫圖片描述

這裡寫圖片描述

3、Scene

同樣也是create個指令碼 SceneRealTimeFocusEditor 丟在 Editor 資料夾下。
在場景中顯示一些按鈕、文字什麼的

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEditor;

/// <summary>
/// Scene中的按鈕擴充套件:
/// </summary>
[CustomEditor(typeof(MonoBehaviour), true)]
public class SceneRealTimeFocusEditor : Editor
{
    public void OnEnable()
    {
        active = false;
    }
    public void OnDisable()
    {
        active = false;
    }

    private bool active = false;
    void OnSceneGUI()
    {
        GameObject[] gos = Selection.gameObjects;
        if (gos != null)
        //if (Selection.activeTransform != null)
        {

            Handles.BeginGUI();
            GUILayout.BeginArea(new Rect(0, 0, 200, 200));
            if (!active)
            {
                if (GUILayout.Button("Active Real Time Trace", GUILayout.Height(30)))
                {
                    active = true;
                }
            }
            else
            {
                if (GUILayout.Button("Close Real Time Trace", GUILayout.Height(30)))
                {
                    active = false;
                }
            }
            GUILayout.EndArea();
            Handles.EndGUI();

            if (active)
            {
                SceneView.lastActiveSceneView.pivot = gos[0].transform.position;
                //SceneView.lastActiveSceneView.pivot = Selection.activeTransform.position;
                SceneView.lastActiveSceneView.Repaint();
            }
        }
    }
}

這裡寫圖片描述

4、附上一個場景物件實時追蹤

using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Text;

/// <summary>
/// 實時顯示場景中的物件
/// </summary>
public class SceneEditorWindow : EditorWindow
{

    RaycastHit _hitInfo;
    SceneView.OnSceneFunc _delegate;
    static SceneEditorWindow _windowInstance;

    private GameObject[] mSelectObjs = null;

    [MenuItem("MyWindow/Scene Editor #`")] //快捷方式:shift+`
    static void Init()
    {
        if (_windowInstance == null)
        {
            _windowInstance = EditorWindow.GetWindow(typeof(SceneEditorWindow)) as SceneEditorWindow;
            _windowInstance._delegate = new SceneView.OnSceneFunc(OnSceneFunc);
            SceneView.onSceneGUIDelegate += _windowInstance._delegate;

        }
    }

    void OnEnable()
    {
    }

    void OnDisable()
    {
    }

    void OnDestroy()
    {
        if (_delegate != null)
        {
            SceneView.onSceneGUIDelegate -= _delegate;
        }
    }

    void OnSelectionChange()
    {
        mSelectObjs = Selection.gameObjects;
    }

    void OnGUI()
    {
        EditorGUILayout.LabelField("All Selected Objects", EditorStyles.boldLabel);

        if (mSelectObjs != null)
        {
            for (int i = 0; i < mSelectObjs.Length; ++i)
            {
                EditorGUILayout.BeginHorizontal();
                GameObject go = mSelectObjs[i];
                EditorGUILayout.Vector3Field(go.name, go.transform.position);
                EditorGUILayout.EndHorizontal();
            }
        }
    }

    void OnInspectorGUI()
    {
        Debug.Log("OnInspectorGUI");
    }

    static public void OnSceneFunc(SceneView sceneView)
    {
        _windowInstance.CustomSceneGUI(sceneView);
    }

    void CustomSceneGUI(SceneView sceneView)
    {
        Camera cameara = sceneView.camera;
        Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
        if (Physics.Raycast(ray, out _hitInfo, 10000, -1))
        {
            //Debug.DrawRay(ray.origin, ray.direction, Color.yellow);
            Vector3 origin = _hitInfo.point;
            origin.y += 100;
            if (Physics.Raycast(origin, Vector3.down, out _hitInfo))
            {
                Handles.color = Color.yellow;
                Handles.DrawLine(_hitInfo.point, origin);
                float arrowSize = 1;
                Vector3 pos = _hitInfo.point;
                Quaternion quat;
                Handles.color = Color.green;
                quat = Quaternion.LookRotation(Vector3.up, Vector3.up);
                Handles.ArrowCap(0, pos, quat, arrowSize);
                Handles.color = Color.red;
                quat = Quaternion.LookRotation(Vector3.right, Vector3.up);
                Handles.ArrowCap(0, pos, quat, arrowSize);
                Handles.color = Color.blue;
                quat = Quaternion.LookRotation(Vector3.forward, Vector3.up);
                Handles.ArrowCap(0, pos, quat, arrowSize);
                //Handles.DrawLine(pos + new Vector3(0, 3, 0), pos);
            }
        }
        SceneView.RepaintAll();
    }
}

這裡寫圖片描述

這裡寫圖片描述