Unity的编辑器可以通过写脚本进行界面定制

https://www.cnblogs.com/zhaoqingqing/p/3315847.html

原文在上

   //不在Inspector显示
    [HideInInspector]
    public int m_life = 3;//生命
    public int m_wave = 1;//波数
    public int m_point = 10;//点数

自定义菜单

[AddComponentMenu("Defend Homeland/PathTool")]
public class PathTool : ScriptableObject
{
    static PathNode m_parent = null;
    
    //新建一个菜单项【PathTool】,子菜单项(Set Parent)快捷键为 Ctrl + Q
    [MenuItem("PathTool/Set Parent %q")]
    static void SetParent ()
    {
        //如果没有选中任何物体,或选择物体数量大于1,则返回
        if (!Selection.activeGameObject || Selection.GetTransforms (SelectionMode.Unfiltered).Length > 1)
            return;
        
        //如果选中,将选中的物体的tag设为pathnode
        if (Selection.activeGameObject.tag.CompareTo ("pathnode") == 0) {
            //设置父节点
            m_parent = Selection.activeGameObject.GetComponent ();    
        }
    }
    
    //新建菜单项[PathTool/Set NextChild] ,快捷键为Ctrl+w
    [MenuItem("PathTool/Set NextChild %w")]
    static void SetNextChild ()
    {
        //如果没有选中任何物体,或选择的物体数量大于1,则返回
        if (!Selection.activeGameObject || Selection.GetTransforms (SelectionMode.Unfiltered).Length > 1)
            return;
        
        if (Selection.activeGameObject.tag.CompareTo ("pathnode") == 0) {
            //设置子节点
            m_parent.SetNext (Selection.activeGameObject.GetComponent ());
            m_parent = null;
        }
    }
}

 

 

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