[cb]Unity Editor Toolbar 编辑器扩展

1、Apply to Prefab [把改动应用到Prefab]

image

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

[cb]Unity Editor Toolbar 编辑器扩展

   SceneView.onSceneGUIDelegate -= OnCustomSceneGUI;

    void OnCustomSceneGUI(SceneView sceneview)

    {

        SceneViewPos = sceneview.pivot;

    }
//创建Actor

    public 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

image

[MenuItem("CONTEXT/Transform/MyContext1")]

    public static void MyContext(MenuCommand command)

    {

        CBase.Log("context menu");

    }

参见:http://docs.unity3d.com/ScriptReference/MenuCommand-context.html

http://answers.unity3d.com/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.assetstore.unity3d.com/en/#!/content/10424

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