首页 > 代码库 > Unity3D研究之监听Hierachy、Project等视图结构变化的事件

Unity3D研究之监听Hierachy、Project等视图结构变化的事件

以前就有人问我怎么监听Hierarchy视图中创建或删除变化的事件,当时因为有别的事情就没研究这块。刚好最近有这一类的需求我就学习学习。网上发现了一个日本人写的文档,实现的原理很有意思,内容不错我就翻译一下。本文参考了一个游戏编程网的资料在此注明下。

请注意一定把这两个监听的脚本放在Editor文件夹下。

先是基类。

using System;using System.Collections;using System.Reflection;using UnityEditor;using UnityEngine; [InitializeOnLoad]public class EditorMonoBehaviour{    static EditorMonoBehaviour ()    {        var type = Types.GetType ("UnityEditor.EditorAssemblies", "UnityEditor.dll");        var method = type.GetMethod ("SubclassesOf", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Instance, null, new Type[]{ typeof(Type) }, null);         var e = method.Invoke (null, new object[]{ typeof(EditorMonoBehaviour) }) as IEnumerable;        foreach (Type editorMonoBehaviourClass in e) {            method = editorMonoBehaviourClass.BaseType.GetMethod ("OnEditorMonoBehaviour", BindingFlags.NonPublic | BindingFlags.Instance);            if (method != null) {                method.Invoke (System.Activator.CreateInstance (editorMonoBehaviourClass), new object[0]);            }        }    }     private void OnEditorMonoBehaviour ()    {         EditorApplication.update += Update;        EditorApplication.hierarchyWindowChanged += OnHierarchyWindowChanged;        EditorApplication.hierarchyWindowItemOnGUI += HierarchyWindowItemOnGUI;        EditorApplication.projectWindowChanged += OnProjectWindowChanged;        EditorApplication.projectWindowItemOnGUI += ProjectWindowItemOnGUI;        EditorApplication.modifierKeysChanged += OnModifierKeysChanged;          // globalEventHandler        EditorApplication.CallbackFunction function = () => OnGlobalEventHandler (Event.current);        FieldInfo info = typeof(EditorApplication).GetField ("globalEventHandler", BindingFlags.Static | BindingFlags.Instance | BindingFlags.NonPublic);        EditorApplication.CallbackFunction functions = (EditorApplication.CallbackFunction)info.GetValue (null);        functions += function;          info.SetValue (null, (object)functions);          EditorApplication.searchChanged += OnSearchChanged;         EditorApplication.playmodeStateChanged += () => {            if (EditorApplication.isPaused) {                OnPlaymodeStateChanged (PlayModeState.Paused);            }            if (EditorApplication.isPlaying) {                OnPlaymodeStateChanged (PlayModeState.Playing);            }            if (EditorApplication.isPlayingOrWillChangePlaymode) {                OnPlaymodeStateChanged (PlayModeState.PlayingOrWillChangePlaymode);            }        };     }     public virtual void Update ()    {			    }     public virtual void OnHierarchyWindowChanged ()    {     }     public virtual void HierarchyWindowItemOnGUI (int instanceID, Rect selectionRect)    {     }     public virtual void OnProjectWindowChanged ()    {     }     public virtual void ProjectWindowItemOnGUI (string guid, Rect selectionRect)    {     }     public virtual void OnModifierKeysChanged ()    {     }     public virtual void OnGlobalEventHandler (Event e)    {     }     public virtual void OnSearchChanged ()    {    }     public virtual void OnPlaymodeStateChanged (PlayModeState playModeState)    {     }     public enum PlayModeState    {        Playing,        Paused,        Stop,        PlayingOrWillChangePlaymode    }}

 接着是继承类,所有监听的事件在这里完成,两个类都不用实例化也不用NEW直接就可以监听。

using UnityEditor;using UnityEngine;public class NewBehaviourScript : EditorMonoBehaviour{	public override void Update ()	{		//Debug.Log ("每一帧回调一次");	}		public override void OnPlaymodeStateChanged (PlayModeState playModeState)	{		//Debug.Log ("游戏运行模式发生改变, 点击 运行游戏 或者暂停游戏或者 帧运行游戏 按钮时触发: " + playModeState);	}		public override void OnGlobalEventHandler (Event e)	{		//Debug.Log ("全局事件回调: " + e);	}	public override void HierarchyWindowItemOnGUI (int instanceID, Rect selectionRect)	{		//	Debug.Log (string.Format ("{0} : {1} - {2}", EditorUtility.InstanceIDToObject (instanceID), instanceID, selectionRect));	}		public override void OnHierarchyWindowChanged ()	{		Debug.Log ("层次视图发生变化");	}		public override void OnModifierKeysChanged ()	{		//	Debug.Log ("当触发键盘事件");	}		public override void OnProjectWindowChanged ()	{		//	Debug.Log ("当资源视图发生变化");	}		public override void ProjectWindowItemOnGUI (string guid, Rect selectionRect)	{		//根据GUID得到资源的准确路径		//Debug.Log (string.Format ("{0} : {1} - {2}", AssetDatabase.GUIDToAssetPath (guid), guid, selectionRect));	}}

 思考:因为在这里我们只能得到它变化的事件,但是我们不知道哪个GameObject变化了。所以我觉得可以自己写一段代码来对比一下前后。 欢迎在下面给我留言,讨论与学习。谢谢。