Unity在Project右键点击物体之后获取到点击物体的名称

Unity在Project右键点击物体之后获取到点击物体的名称

描述:
在Unity的Project右键点击物体之后选择对应的菜单选项点击之后打印出物体的名称
Unity在Project右键点击物体之后获取到点击物体的名称_第1张图片

注意事项

如果获取到文件或者预制体需要传递objcet类型,然后使用 GameObject.Instantiate((GameObject)selectproject);在场景中创建,销毁时候使用DestroyImmediate(selectproject);销毁。

代码

代码需要放到Editor文件夹下

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public class RightMouseButtonExpansion : EditorWindow
{
    private static Dictionary _itemsCache = new Dictionary();

    private static int GetInstanceIDFromPath(string path)
    {
        if (_itemsCache.ContainsKey(path.GetHashCode()))
        {
            return int.Parse(_itemsCache[path.GetHashCode()]);
        }
        else
        {
            Object obj = AssetDatabase.LoadMainAssetAtPath(path);
            int instanceID = obj.GetInstanceID();
            _itemsCache.Add(path.GetHashCode(), instanceID.ToString());
            return instanceID;
        }
    }

    [MenuItem("Assets/wyhEditorExtension/Get Selected Object Name")]
    static void GetSelectedObjectName()
    {
        Object selectedObject = Selection.activeObject;
        string path = AssetDatabase.GetAssetPath(selectedObject);
        int instanceID = GetInstanceIDFromPath(path);
        Object obj = EditorUtility.InstanceIDToObject(instanceID);
        Debug.Log("右键选中的物体的名称是:" + obj.name);
    }

    public static void OnProjectItemContextMenu(int instanceID, Rect selectionRect)
    {
        string path = AssetDatabase.GetAssetPath(InstanceIDToObject(instanceID));
        string name = AssetDatabase.LoadMainAssetAtPath(path).name;
                //打印出物体的名称
        Debug.Log(name);
    }

    static Object InstanceIDToObject(int instanceID)
    {
        return EditorUtility.InstanceIDToObject(instanceID);
    }
}



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