Unity Editor 编辑器扩展 十三 自定义创建资源

目录

  • 初级资源创建
  • 中级资源创建
  • 更自由的自定义资源创建

初级资源创建

Editor文件夹下创建脚本:

using UnityEngine;
using UnityEditor;

public class CreateTest
{
    [MenuItem ("Assets/Create ExampleAssets")]
    static void CreateExampleAssets ()
    {
        var material = new Material (Shader.Find ("Standard"));

        ProjectWindowUtil.CreateAsset (material, "New Material.mat");
    }
}

点击Assets--Create ExampleAssets 就会发现一个材质球被创建

中级资源创建

Editor文件夹下创建脚本:

using UnityEngine;
using UnityEditor;

public class CreateMaterial
{
    [MenuItem ("Assets/Create Material")]
    static void CreateExampleAssets ()
    {
        var material = new Material (Shader.Find ("Standard"));
        var instanceID = material.GetInstanceID ();

        var icon = AssetPreview.GetMiniThumbnail (material);

        var endNameEditAction =
            ScriptableObject.CreateInstance ();

        ProjectWindowUtil.StartNameEditingIfProjectWindowExists (instanceID,
            endNameEditAction, "New Material.mat", icon, "");
    }
}

点击Assets--Create Material 创建一个特定的材质球

更自由的自定义资源创建

Editor文件夹下创建脚本:

using UnityEngine;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;

public class DoCreateMaterialAsset : EndNameEditAction
{
    public override void Action (int instanceId, string pathName, string resourceFile)
    {
        var mat = (Material)EditorUtility.InstanceIDToObject (instanceId);

        mat.color = Color.red;

        AssetDatabase.CreateAsset (mat, pathName);
        AssetDatabase.ImportAsset (pathName);
        ProjectWindowUtil.ShowCreatedAsset (mat);
    }
}

Editor文件夹下创建脚本:

using System.IO;
using System.Text;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
using System;

public class DoCreateScriptAsset : EndNameEditAction
{
    public override void Action (int instanceId, string pathName, string resourceFile)
    {
        var text = File.ReadAllText (resourceFile);

        var className = Path.GetFileNameWithoutExtension (pathName);

        //清除空格
        className = className.Replace (" ", "");


        text ="//Programer: "+"porgramerName"+"\n//code date:"+DateTime.Now.Date.ToShortDateString()+"\n"
        +text.Replace ("#SCRIPTNAME#", className);

        text += "\n//自己添加Something!"+"\n";

        //utf8
        var encoding = new UTF8Encoding (true, false);

        File.WriteAllText (pathName, text, encoding);

        AssetDatabase.ImportAsset (pathName);
        var asset = AssetDatabase.LoadAssetAtPath (pathName);
        ProjectWindowUtil.ShowCreatedAsset (asset);
    }
}

Editor文件夹下创建脚本:

using UnityEditor;
using UnityEngine;
using System.IO;

public class CreateAssets : EditorWindow
{

    [MenuItem("Window/CreatAssets")]
    static void Open ()
    {
        GetWindow ();
    }

    public string scriptName,materialName;
    void OnGUI()
    {
        var options = new []{GUILayout.Width (100), GUILayout.Height (20)};

        GUILayout.Label ("CreateScripts");
        EditorGUILayout.Space ();
        EditorGUILayout.BeginHorizontal ();
        EditorGUILayout.LabelField ("ScriptName",options);
        scriptName= EditorGUILayout.TextArea (scriptName);
        EditorGUILayout.EndHorizontal ();


        if (GUILayout.Button ("Create")) {

            CreateScript (scriptName);
        }

        GUILayout.Label ("CreateMaterial");
        EditorGUILayout .Space ();
        EditorGUILayout.BeginHorizontal ();
        EditorGUILayout.LabelField ("materialName",options);
        materialName=   EditorGUILayout.TextArea (materialName);
        EditorGUILayout.EndHorizontal ();


        if (GUILayout.Button ("Create")) {
            CreateMaterial (materialName);
        }

    }
//  新建自定义脚本
    static void CreateScript (string scriptName)
    {
        var resourceFile = Path.Combine (EditorApplication.applicationContentsPath,
            "Resources/ScriptTemplates/81-C# Script-NewBehaviourScript.cs.txt");

        Debug.Log (resourceFile);
        Texture2D csIcon =
            EditorGUIUtility.IconContent ("cs Script Icon").image as Texture2D;

        var endNameEditAction =
            ScriptableObject.CreateInstance ();

        ProjectWindowUtil.StartNameEditingIfProjectWindowExists (0, endNameEditAction,
            scriptName+".cs", csIcon, resourceFile);
    }

    //新建Material
    static void CreateMaterial (string materialName)
    {
        var material = new Material (Shader.Find ("Standard"));
        var instanceID = material.GetInstanceID ();
        var icon = AssetPreview.GetMiniThumbnail (material);

        var endNameEditAction =
            ScriptableObject.CreateInstance ();

        ProjectWindowUtil.StartNameEditingIfProjectWindowExists (instanceID,
            endNameEditAction, materialName+".mat", icon, "");
    }

}

Window–Create Assets打开如下窗口

Unity Editor 编辑器扩展 十三 自定义创建资源_第1张图片

这个是自定义生成的脚本

Unity Editor 编辑器扩展 十三 自定义创建资源_第2张图片

关于自定义脚本中间的内容,需要更改它的生成模版,在Unity安装文件内,这里就不啰嗦了,大家可参照这篇文章:http://blog.csdn.net/warrenmondeville/article/details/53577085。

本文链接:http://blog.csdn.net/WarrenMondeville/article/details/53807926

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