EditorUtility 编辑器工具
转自:http://blog.csdn.net/liqiangeastsun/article/details/42174339,请查看原文,尊重楼主原创版权。
这是一个编辑器类,如果想使用它你需要把它放到工程目录下的Assets/Editor文件夹下。
编辑器类在UnityEditor命名空间下。所以当使用C#脚本时,你需要在脚本前面加上 "using UnityEditor"引用。
1.ProgressBar 进度条
在Editor文件夹中添加脚本:
using UnityEngine;
using System.Collections;
using UnityEditor;
public class TestEditor : EditorWindow
{
float secs = 10.0f;
double startVal = 0;
double progress = 0;
bool isShow = false;
[MenuItem("Examples/Cancelable Progress Bar Usage")]
static void Init()
{
var window = GetWindow(typeof(TestEditor));
window.Show();
}
void OnGUI()
{
secs = EditorGUILayout.FloatField("Time to wait:", secs);
if (GUILayout.Button("Display bar"))
{
startVal = EditorApplication.timeSinceStartup; //开始编译到现在的时间
isShow = !isShow;
}
if (GUILayout.Button("Clear bar"))
{
EditorUtility.ClearProgressBar(); //清空进度条的值, 基本没什么用
}
if (progress < secs && isShow == true)
{
//使用这句代码,在进度条后边会有一个 关闭按钮,但是用这句话会直接卡死,切记不要用
// EditorUtility.DisplayCancelableProgressBar("Simple Progress Bar", "Show a progress bar for the given seconds", (float)(progress / secs));
//使用这句创建一个进度条, 参数1 为标题,参数2为提示,参数3为 进度百分比 0~1 之间
EditorUtility.DisplayProgressBar("Simple Progress Bar", "Show a progress bar for the given seconds", (float)(progress / secs));
}
else {
startVal = EditorApplication.timeSinceStartup;
progress = 0.0f;
return;
}
progress = EditorApplication.timeSinceStartup - startVal;
}
void OnInspectorUpdate() //更新
{
Repaint(); //重新绘制
}
}
效果:
2.CollectDeepHierarchy收集深度层级
遍历对象以及子物体,以及子物体上绑定的所有组件
using UnityEngine;
using System.Collections;
using UnityEditor;
public class Test : MonoBehaviour { //遍历对象以及子物体,以及子物体上绑定的所有组件
private GameObject parent;
// Use this for initialization
void Start () {
Init();
}
void Init()
{
parent = gameObject; // 给parent赋值 为 gameObject ,在Hierarchy 中给该对象创建几个子物体
Object[] obj = new Object[1];
obj[0] = parent; //将parent添加至 数组
Object[] result = EditorUtility.CollectDeepHierarchy(obj);
foreach (Object ob in result) //遍历 所有对象,得到对象本身包括子对象上绑定的所有组件
{
print(ob + " " + ob.name); //
}
}
}
3.CompressTexture压缩一个纹理到指定的格式
using UnityEngine;
using System.Collections;
using UnityEditor;
public class Test : AssetPostprocessor { //
void OnPostprocessTexture(Texture2D T) //使用该方法压缩一个纹理到指定的格式
{
//该方法需使用 Texture2D, 使用该方法比较快速但是会降低效果
EditorUtility.CompressTexture(T, TextureFormat.RGB24, TextureCompressionQuality.Best);
}
}
4.CreateGameObjectWithHideFlags 创建带有标识的游戏物体
在Editor文件夹下创建脚本:
using UnityEngine;
using System.Collections;
using UnityEditor;
public class TestEditor : EditorWindow
{
private string objName = "GameObject";
private int instanceID = 0;
private bool create = true;
private GameObject go = null;
private bool hideHierarchy = true;
[MenuItem("Examples/GameObject flags")]
static void Init()
{
TestEditor window = (TestEditor)GetWindow(typeof(TestEditor)); //初始化一个窗口
window.Show();
}
void OnGUI()
{
create = EditorGUILayout.Toggle("Create a GO:", create); //在窗口创建一个 Toggle
GUI.enabled = create; //GUI是否可以创建
objName = EditorGUILayout.TextField("GameObject Name:", objName); //创建文本框
if (GUILayout.Button("Create")) //创建按钮
{ //点击按钮,创建一个GameObject
GameObject created = EditorUtility.CreateGameObjectWithHideFlags(
objName,
hideHierarchy ? HideFlags.HideInHierarchy : 0);
//HideFlags.HideInHierarchy 对象在Hierarchy 窗口隐藏
//HideFlags.HideInInspector 对象在Hierarchy窗口可见,点击该对象,在Inspector面板不显示任何属性
GameObject ccc = EditorUtility.CreateGameObjectWithHideFlags("cccc", HideFlags.HideInInspector);
Debug.Log("Created GameObject ID: " + created.GetInstanceID());
}
GUI.enabled = !create;
EditorGUILayout.BeginHorizontal(); //开始水平布局
instanceID = EditorGUILayout.IntField("Instance ID:", instanceID); //创建一个 整数输入框
if (GUILayout.Button("Search & Update flags")) //创建一个按钮,更新flags
{
go = null;
go = (GameObject)EditorUtility.InstanceIDToObject(instanceID); //给该对象实例化一个ID
if (go)
go.hideFlags = hideHierarchy ? HideFlags.HideInHierarchy : 0;
}
EditorGUILayout.EndHorizontal(); //结束水平布局
if (!go)
EditorGUILayout.LabelField("Object: ", "No object was found");
else
EditorGUILayout.LabelField("Object: ", go.name);
GUI.enabled = true;
hideHierarchy = EditorGUILayout.Toggle("HideInHierarchy", hideHierarchy); //创建一个Toggle ,
}
}
效果:
Unity在菜单栏创建按钮,点击按钮创建一个窗口,在窗口上创建 Toggle、TextField、button等, 在窗口创建了一个Create按钮,点击按钮创建对象
勾选 Create a Go: 的Toggle,显示Create按钮
点击Create按钮,在 Hierarchy 窗口创建 对象“aaa” “ccc”
选中 “aaa”,Inspector窗口如下所示
选中 “cccc” 在,Inspector窗口如下所示,”cccc“绑定的组件在Inspector面板隐藏
5.DisplayDialog显示对话框 DisplayDialogComplex 显示复杂对话框
用于在编辑器显示消息框。
1/ DisplayDialog显示对话框(返回true/false)
ok 和 cancel 是显示在对话框按钮上的标签,如果cancel为空(默认),然只有一个按钮被显示。如果ok按钮被按下,DisplayDialog返回true。
//在地形的表面上放置选择的物体。
using UnityEngine;
using UnityEditor;
public class PlaceSelectionOnSurface : ScriptableObject {
[MenuItem ("Example/Place Selection On Surface")]
static void CreateWizard () {
Transform[] transforms = Selection.GetTransforms(SelectionMode.Deep |
SelectionMode.ExcludePrefab | SelectionMode.OnlyUserModifiable);
if (transforms.Length > 0 &&
EditorUtility.DisplayDialog("Place Selection On Surface?",
"Are you sure you want to place " + transforms.Length
+ " on the surface?", "Place", "Do Not Place")) {
foreach (Transform transform in transforms) {
RaycastHit hit;
if (Physics.Raycast(transform.position, Vector3.down, out hit)) {
transform.position = hit.point;
Vector3 randomized = Random.onUnitSphere;
randomized = new Vector3(randomized.x, 0F, randomized.z);
transform.rotation = Quaternion.LookRotation(randomized, hit.normal);
}
}
}
}
}
2/ DisplayDialogComplex 显示复杂对话框(返回0/1/2对应ok/cancel/alt)
//让你保存,保存并退出或退出不保存
class EditorUtilityDisplayDialogComplex extends MonoBehaviour {
@MenuItem("Examples/Enhanced Save")
static function Init() {
var option = EditorUtility.DisplayDialogComplex(
"What do you want to do?",
"Please choose one of the following options.",
"Save Scene",
"Save and Quit",
"Quit without saving");
switch (option) {
// Save Scene //保存场景
case 0:
EditorApplication.SaveScene(EditorApplication.currentScene);
break;
// Save and Quit. //保存并退出
case 1:
EditorApplication.SaveScene(EditorApplication.currentScene);
EditorApplication.Exit(0);
break;
// Quit Without saving. // 退出不保存
case 2:
EditorApplication.Exit(0);
break;
default:
Debug.LogError("Unrecognized option.");
}
}
}
6.DisplayPopupMenu显示弹出菜单
static function DisplayPopupMenu (position : Rect, menuItemPath : string, command : MenuCommand) : void
菜单显示在position位置,从menuItemPath指定的子菜单生成,使用MenuCommand作为菜单上下文。
在Editor文件夹下创建脚本TestEditor
using UnityEngine;
using System.Collections;
using UnityEditor;
public class TestEditor : EditorWindow
{
[MenuItem("Examples/Enhanced Save")]
static void Init()
{
Rect contextRect = new Rect(10, 10, 100, 100);
EditorUtility.DisplayPopupMenu(contextRect, "Assets/", null);
}
}
在工具栏创建Button点击Button,在Asset下创建窗口
双击“Enbanced Save”显示如下窗口,即Asset下创建窗口
7.FocusProjectWindow焦点项目窗口
使项目窗口到前面并焦点它,这个通常在一个菜单项创建并选择一个资源之后被调用。
8.SaveFilePanel保存文件面板
SaveFolderPanel 保存文件夹面板
Unity编辑器之导入导出获取路径对话框:
选中一个图片,点击 “Save Texture to file”按钮:
在Editor文件夹下创建脚本
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class TestEditor : EditorWindow
{
[MenuItem("Examples/Save Texture to file")]
static void Apply()
{
Texture2D texture = Selection.activeObject as Texture2D; //选中一个图片
if (texture == null)
{ //如果没选图片,显示提示对话框
EditorUtility.DisplayDialog(
"Select Texture",
"You Must Select a Texture first!",
"Ok");
return;
}
//获取路径
string path = EditorUtility.SaveFilePanel(
"Save texture as PNG",
"",
texture.name + ".png",
"png");
if (path.Length != 0)
{
// Convert the texture to a format compatible with EncodeToPNG
if (texture.format != TextureFormat.ARGB32 && texture.format != TextureFormat.RGB24)
{
Texture2D newTexture = new Texture2D(texture.width, texture.height);
newTexture.SetPixels(texture.GetPixels(0), 0);
texture = newTexture;
}
var pngData = texture.EncodeToPNG();
if (pngData != null)
File.WriteAllBytes(path, pngData);
}
}
}