首页 > 代码库 > Unity Editor Toolbar 编辑器扩展

Unity Editor Toolbar 编辑器扩展

http://www.cnblogs.com/zhaoqingqing/p/3812368.html

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

   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

Unity Editor Toolbar 编辑器扩展