写编辑器时,不为别的,就为排版漂亮点。
参考NGUI的编辑器工具,修改了下,实现如下效果:
using UnityEngine;
using UnityEditor;
public class YZSettings
{
#region Generic Get and Set methods
///
/// Save the specified boolean value in settings.
///
static public void SetBool(string name, bool val) { EditorPrefs.SetBool(name, val); }
///
/// Save the specified integer value in settings.
///
static public void SetInt(string name, int val) { EditorPrefs.SetInt(name, val); }
///
/// Save the specified float value in settings.
///
static public void SetFloat(string name, float val) { EditorPrefs.SetFloat(name, val); }
///
/// Save the specified string value in settings.
///
static public void SetString(string name, string val) { EditorPrefs.SetString(name, val); }
///
/// Save the specified color value in settings.
///
static public void SetColor(string name, Color c) { SetString(name, c.r + " " + c.g + " " + c.b + " " + c.a); }
///
/// Save the specified enum value to settings.
///
static public void SetEnum(string name, System.Enum val) { SetString(name, val.ToString()); }
///
/// Save the specified object in settings.
///
static public void Set(string name, Object obj)
{
if (obj == null)
{
EditorPrefs.DeleteKey(name);
}
else
{
if (obj != null)
{
string path = AssetDatabase.GetAssetPath(obj);
if (!string.IsNullOrEmpty(path))
{
EditorPrefs.SetString(name, path);
}
else
{
EditorPrefs.SetString(name, obj.GetInstanceID().ToString());
}
}
else EditorPrefs.DeleteKey(name);
}
}
///
/// Get the previously saved boolean value.
///
static public bool GetBool(string name, bool defaultValue) { return EditorPrefs.GetBool(name, defaultValue); }
///
/// Get the previously saved integer value.
///
static public int GetInt(string name, int defaultValue) { return EditorPrefs.GetInt(name, defaultValue); }
///
/// Get the previously saved float value.
///
static public float GetFloat(string name, float defaultValue) { return EditorPrefs.GetFloat(name, defaultValue); }
///
/// Get the previously saved string value.
///
static public string GetString(string name, string defaultValue) { return EditorPrefs.GetString(name, defaultValue); }
///
/// Get a previously saved color value.
///
static public Color GetColor(string name, Color c)
{
string strVal = GetString(name, c.r + " " + c.g + " " + c.b + " " + c.a);
string[] parts = strVal.Split(' ');
if (parts.Length == 4)
{
float.TryParse(parts[0], out c.r);
float.TryParse(parts[1], out c.g);
float.TryParse(parts[2], out c.b);
float.TryParse(parts[3], out c.a);
}
return c;
}
///
/// Get a previously saved enum from settings.
///
static public T GetEnum(string name, T defaultValue)
{
string val = GetString(name, defaultValue.ToString());
string[] names = System.Enum.GetNames(typeof(T));
System.Array values = System.Enum.GetValues(typeof(T));
for (int i = 0; i < names.Length; ++i)
{
if (names[i] == val)
return (T)values.GetValue(i);
}
return defaultValue;
}
///
/// Get a previously saved object from settings.
///
static public T Get(string name, T defaultValue) where T : Object
{
string path = EditorPrefs.GetString(name);
if (string.IsNullOrEmpty(path)) return null;
T retVal = YZEditorTools.LoadAsset(path);
if (retVal == null)
{
int id;
if (int.TryParse(path, out id))
return EditorUtility.InstanceIDToObject(id) as T;
}
return retVal;
}
#endregion
#region Convenience accessor properties
static public bool minimalisticLook
{
get { return GetBool("NGUI Minimalistic", false); }
set { SetBool("NGUI Minimalistic", value); }
}
#endregion
}
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using System.Reflection;
///
/// Tools for the editor
///
static public class YZEditorTools
{
///
/// Draw a distinctly different looking header label
///
static public bool DrawMinimalisticHeader(string text) { return DrawHeader(text, text, false, true); }
///
/// Draw a distinctly different looking header label
///
static public bool DrawHeader(string text) { return DrawHeader(text, text, false, YZSettings.minimalisticLook); }
///
/// Draw a distinctly different looking header label
///
static public bool DrawHeader(string text, string key) { return DrawHeader(text, key, false, YZSettings.minimalisticLook); }
///
/// Draw a distinctly different looking header label
///
static public bool DrawHeader(string text, bool detailed) { return DrawHeader(text, text, detailed, !detailed); }
///
/// Draw a distinctly different looking header label
///
static public bool DrawHeader(string text, string key, bool forceOn, bool minimalistic)
{
bool state = EditorPrefs.GetBool(key, true);
if (!minimalistic) GUILayout.Space(3f);
if (!forceOn && !state) GUI.backgroundColor = new Color(0.8f, 0.8f, 0.8f);
GUILayout.BeginHorizontal();
GUI.changed = false;
if (minimalistic)
{
if (state) text = "\u25BC" + (char)0x200a + text;
else text = "\u25BA" + (char)0x200a + text;
GUILayout.BeginHorizontal();
GUI.contentColor = EditorGUIUtility.isProSkin ? new Color(1f, 1f, 1f, 0.7f) : new Color(0f, 0f, 0f, 0.7f);
if (!GUILayout.Toggle(true, text, "PreToolbar2", GUILayout.MinWidth(20f))) state = !state;
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
}
else
{
text = "" + text + " ";
if (state) text = "\u25BC " + text;
else text = "\u25BA " + text;
if (!GUILayout.Toggle(true, text, "dragtab", GUILayout.MinWidth(20f))) state = !state;
}
if (GUI.changed) EditorPrefs.SetBool(key, state);
if (!minimalistic) GUILayout.Space(2f);
GUILayout.EndHorizontal();
GUI.backgroundColor = Color.white;
if (!forceOn && !state) GUILayout.Space(3f);
return state;
}
///
/// Begin drawing the content area.
///
static public void BeginContents() { BeginContents(YZSettings.minimalisticLook); }
static bool mEndHorizontal = false;
#if UNITY_4_7 || UNITY_5_5 || UNITY_5_6
static public string textArea = "AS TextArea";
#else
static public string textArea = "TextArea";
#endif
///
/// Begin drawing the content area.
///
static public void BeginContents(bool minimalistic)
{
if (!minimalistic)
{
mEndHorizontal = true;
GUILayout.BeginHorizontal();
EditorGUILayout.BeginHorizontal(textArea, GUILayout.MinHeight(10f));
}
else
{
mEndHorizontal = false;
EditorGUILayout.BeginHorizontal(GUILayout.MinHeight(10f));
GUILayout.Space(10f);
}
GUILayout.BeginVertical();
GUILayout.Space(2f);
}
///
/// End drawing the content area.
///
static public void EndContents()
{
GUILayout.Space(3f);
GUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
if (mEndHorizontal)
{
GUILayout.Space(3f);
GUILayout.EndHorizontal();
}
GUILayout.Space(3f);
}
}
///
/// 在Unity编辑器 窗口类中调用(EditorWindow)
///
private void OnGUI()
{
if (YZEditorTools.DrawHeader("TestHeader"))
{
YZEditorTools.BeginContents();
if (GUILayout.Button("Show Notification"))
{
this.ShowNotification(new GUIContent("This is a Notification!"));
}
GUILayout.Space(20);
if (GUILayout.Button("Remove Notification"))
{
this.RemoveNotification();
}
YZEditorTools.EndContents();
}
}
上面的代码已经实现了BeginContents控件与DrawHeader控件。
详细的代码参考链接:
链接: https://pan.baidu.com/s/1IgYy6rev9yEghMKls0vCfQ
提取码: smbd