Unity编辑器拓展之一:利用反射打开Unity Preferences Window

我的CSDN地址:https://blog.csdn.net/qq_26999509/article/details/79829670

Unity Preferences Window如下图所示:


Unity编辑器拓展之一:利用反射打开Unity Preferences Window_第1张图片
Unity Preferences Window


作为Unity 的参数设置窗口,这个窗口支持新增项,当然本文不介绍这个内容,本次介绍如何利用反射、以及Unity Editor代码来实现用代码打开Preferences Window以及设置选中项。

使用ILSpy工具反编译UnityEditor.dll后呢,在下图目录中的PreferencesWinndow.cs脚本


Unity编辑器拓展之一:利用反射打开Unity Preferences Window_第2张图片
PreferencesWindow.cs

里面有一个接口是”ShowPreferencesWindow”,从字面上就可以理解到是用来打开PreferencesWindow的。

```

private static void ShowPreferencesWindow()

{

    EditorWindow window = EditorWindow.GetWindow(true, "Unity Preferences");

    window.minSize = new Vector2(500f, 400f);

    window.maxSize = new Vector2(window.minSize.x, window.maxSize.y);

    window.position = new Rect(new Vector2(100f, 100f), window.minSize);

    window.m_Parent.window.m_DontSaveToLayout = true;

}

```

该函数是私有的,没办法直接调,利用反射试一下。

using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEditor;using System.Reflection;using System;public class OpenPreferencesWindow : EditorWindow

{

    [MenuItem("Tool/OpenPreferencesWindow")]

    public static void Open()

    {

        OpenPreferencesWindow editor = EditorWindow.GetWindow();

    }

    private void OnGUI()

    {

        if (GUILayout.Button("打开PerferencesWindow"))

        {

            Assembly assembly = Assembly.GetAssembly(typeof(UnityEditor.EditorWindow));

            Type type = assembly.GetType("UnityEditor.PreferencesWindow");

            type.GetMethod("ShowPreferencesWindow", BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, null);

        }

    }

}


效果图:

Unity编辑器拓展之一:利用反射打开Unity Preferences Window_第3张图片
打开Window,默认定位

接下来,就是如何实现在打开window之后直接选中某一项。

查看一下OnEnable函数,初始化里面做了啥?

private void OnEnable()

{

    this.prefWinExtensions = ModuleManager.GetPreferenceWindowExtensions();

this.ReadPreferences();

this.m_Sections = new List();

this.m_Sections.Add(new PreferencesWindow.Section("General", new PreferencesWindow.OnGUIDelegate(this.ShowGeneral)));

this.m_Sections.Add(new PreferencesWindow.Section("External Tools", new PreferencesWindow.OnGUIDelegate(this.ShowExternalApplications)));

this.m_Sections.Add(new PreferencesWindow.Section("Colors", new PreferencesWindow.OnGUIDelegate(this.ShowColors)));

this.m_Sections.Add(new PreferencesWindow.Section("Keys", new PreferencesWindow.OnGUIDelegate(this.ShowKeys)));

this.m_Sections.Add(new PreferencesWindow.Section("GI Cache", new PreferencesWindow.OnGUIDelegate(this.ShowGICache)));

this.m_Sections.Add(new PreferencesWindow.Section("2D", new PreferencesWindow.OnGUIDelegate(this.Show2D))); if (Unsupported.IsDeveloperBuild() || UnityConnect.preferencesEnabled)

{

    this.m_Sections.Add(new PreferencesWindow.Section("Unity Services", new PreferencesWindow.OnGUIDelegate(this.ShowUnityConnectPrefs)));

}

this.m_RefreshCustomPreferences = true;

}

与PreferencesWindow图对比之后发现,m_Sections这个集合里存的Section对象应该就是Window左侧的可选项了。

接着看看Section这个类

private class Section

{

public GUIContent content;

public PreferencesWindow.OnGUIDelegate guiFunc;

public Section(string name, PreferencesWindow.OnGUIDelegate guiFunc)

{

    this.content = new GUIContent(name); this.guiFunc = guiFunc;

}

public Section(string name, Texture2D icon, PreferencesWindow.OnGUIDelegate guiFunc)

{

this.content = new GUIContent(name, icon);

this.guiFunc = guiFunc;

}

public Section(GUIContent content, PreferencesWindow.OnGUIDelegate guiFunc)

{

this.content = content; this.guiFunc = guiFunc;

}

}

PreferencesWindow在OnEnable的时候,就有实例化几个对象,其中传入的第一个参数,例如“Colors”,就存在类的content中,那么只需要反射到这个content的,再遍历这个m_Sections,就可以实现选中左侧了。

完整代码,如下:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEditor;

using System.Reflection;

using System;

public class OpenPreferencesWindow : EditorWindow

{

        [MenuItem("Tool/OpenPreferencesWindow")]

        public static void Open()

        {

            OpenPreferencesWindow editor = EditorWindow.GetWindow();

        }


        private void OnGUI()

        {

            if (GUILayout.Button("打开PerferencesWindow"))

            {

Assembly assembly = Assembly.GetAssembly(typeof(UnityEditor.EditorWindow));

Type type = assembly.GetType("UnityEditor.PreferencesWindow");

type.GetMethod("ShowPreferencesWindow", BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, null); EditorWindow window = EditorWindow.GetWindow(type);

FieldInfo sectionsField = type.GetField("m_Sections", BindingFlags.Instance | BindingFlags.NonPublic);

IList sections = sectionsField.GetValue(window) as IList;

Type sectionType = sectionsField.FieldType.GetGenericArguments()[0];

FieldInfo sectionContentField = sectionType.GetField("content", BindingFlags.Instance | BindingFlags.Public);

for (int i = 0; i < sections.Count; i++)

{

GUIContent sectionContent = sectionContentField.GetValue(sections[i]) as GUIContent;

if (sectionContent.text == "Colors")

{

FieldInfo sectionIndexField = type.GetField("m_SelectedSectionIndex", BindingFlags.Instance | BindingFlags.NonPublic);

sectionIndexField.SetValue(window, i); return;

}

}

}

}

}


Unity编辑器拓展之一:利用反射打开Unity Preferences Window_第4张图片
打开Window,定位Colors

如果插件中有在PreferencesWindow中添加项,就可以通过这个让用户快捷打开了。

通过这篇文章,希望可以帮助大家学会如何分析反编译出的代码,分析UnityEditor如何实现的编辑器,以此来写出更加实用的插件

以上知识分享,如有错误,欢迎指出,共同学习,共同进步。

你可能感兴趣的:(Unity编辑器拓展之一:利用反射打开Unity Preferences Window)