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Unity Editor Toolbar 编辑器扩展

时间:2021-05-22 03:26:33

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Unity Editor Toolbar 编辑器扩展

/zhaoqingqing/p/3812368.html

1、Apply to Prefab [把改动应用到Prefab]

if (GUILayout.Button("Apply Collider To Prefab")){PrefabUtility.ReplacePrefab(simActor.Preview, PrefabUtility.GetPrefabParent(simActor.Preview), ReplacePrefabOptions.ConnectToPrefab);}

2、Current SceneView Center Position :获取Scene中间坐标

比如每次 New Actor时,都出现在Scene视图的中间

SceneView.onSceneGUIDelegate -= OnCustomSceneGUI;void OnCustomSceneGUI(SceneView sceneview){SceneViewPos = sceneview.pivot;}

//创建Actorpublic void CreateMapActor()

{GameObject gameLogic = GameObject.Find("MapLogic");GameObject newActor = GameObject.CreatePrimitive(PrimitiveType.Sphere);newActor.name = "Actor-" + UnityEngine.Random.Range(1, 999999);CBaseTool.SetChild(newActor.transform, gameLogic.transform);Selection.activeGameObject = newActor;CSimActor simActor = newActor.AddComponent<CSimActor>();newActor.transform.position = SceneViewPos;}

3、Scene Context Menu[场景视图右键菜单]

可以参考NGUI的 UIWidgetContainerEditor. NGUIEditorTools.ShowSpriteSelectionMenu(e.mousePosition); 我这儿实现的,还没有做处理

using UnityEngine;using UnityEditor;[InitializeOnLoad][ExecuteInEditMode]public class MySceneContext : MonoBehaviour{void Update() { SceneView.onSceneGUIDelegate = SceneContext; } void SceneContext(SceneView sceneview) { if (Selection.activeTransform == null) return; Transform selectTrans = Selection.activeTransform; Vector3 curPos = selectTrans.position; Event evt = Event.current; if (evt.type == EventType.ContextClick) { GenericMenu menu = new GenericMenu(); menu.AddItem(new GUIContent("MenuItem1"), false, CallBack, "item 1"); menu.AddItem(new GUIContent("MenuItem2"), false, CallBack, "item 2"); menu.ShowAsContext(); evt.Use(); } } void CallBack(object userData) { } }

4、Inspector Context Menu

[MenuItem("CONTEXT/Transform/MyContext1")]public static void MyContext(MenuCommand command){CBase.Log("context menu"); }

参见:/ScriptReference/MenuCommand-context.html

/questions/22947/adding-to-the-context-menu-of-the-hierarchy-tab.html

The CONTEXT/{string} seems to work for components within the Inspector

同时可查看 NGUI\Editor\NGUIContextMenu.cs

Asset Store工具推荐:https://www./en/#!/content/10424

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