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f78627b7
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
f78627b7
编写于
1月 24, 2022
作者:
Kerven_HKW
⛹🏿
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
完成
https://blog.csdn.net/hankangwen/article/details/122589080
上级
eedc94cd
变更
10
隐藏空白更改
内联
并排
Showing
10 changed file
with
532 addition
and
1 deletion
+532
-1
.idea/.idea.UnityEditorExtension/.idea/contentModel.xml
.idea/.idea.UnityEditorExtension/.idea/contentModel.xml
+3
-0
Assets/Scenes/Extension2.unity
Assets/Scenes/Extension2.unity
+331
-0
Assets/Scenes/Extension2.unity.meta
Assets/Scenes/Extension2.unity.meta
+7
-0
Assets/Scripts/DrawGizmosInScene.cs
Assets/Scripts/DrawGizmosInScene.cs
+23
-0
Assets/Scripts/DrawGizmosInScene.cs.meta
Assets/Scripts/DrawGizmosInScene.cs.meta
+11
-0
Assets/Scripts/Editor/CameraEditor.cs
Assets/Scripts/Editor/CameraEditor.cs
+29
-0
Assets/Scripts/Editor/CameraEditor.cs.meta
Assets/Scripts/Editor/CameraEditor.cs.meta
+11
-0
Assets/Scripts/Editor/EditorExtension2.cs
Assets/Scripts/Editor/EditorExtension2.cs
+103
-0
Assets/Scripts/Editor/EditorExtension2.cs.meta
Assets/Scripts/Editor/EditorExtension2.cs.meta
+11
-0
README.md
README.md
+3
-1
未找到文件。
.idea/.idea.UnityEditorExtension/.idea/contentModel.xml
浏览文件 @
f78627b7
...
@@ -10,7 +10,10 @@
...
@@ -10,7 +10,10 @@
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p=
"Assets"
t=
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>
<e
p=
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t=
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p=
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t=
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<e
p=
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<e
p=
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t=
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/>
<e
p=
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t=
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<e
p=
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t=
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<e
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t=
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>
<e
p=
"Editor"
t=
"Include"
>
<e
p=
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t=
"Include"
/>
<e
p=
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t=
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/>
<e
p=
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t=
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/>
<e
p=
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t=
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<e
p=
"MyPlayerEditor.cs"
t=
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/>
<e
p=
"MyPlayerEditor.cs"
t=
"Include"
/>
</e>
</e>
...
...
Assets/Scenes/Extension2.unity
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浏览文件 @
f78627b7
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Assets/Scenes/Extension2.unity.meta
0 → 100644
浏览文件 @
f78627b7
fileFormatVersion: 2
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DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/DrawGizmosInScene.cs
0 → 100644
浏览文件 @
f78627b7
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Numerics
;
using
UnityEngine
;
using
Vector3
=
UnityEngine
.
Vector3
;
public
class
DrawGizmosInScene
:
MonoBehaviour
{
private
void
OnDrawGizmosSelected
()
{
Gizmos
.
color
=
Color
.
red
;
// 画线
Gizmos
.
DrawLine
(
transform
.
position
,
Vector3
.
zero
);
// 立方体
Gizmos
.
DrawCube
(
Vector3
.
zero
,
Vector3
.
one
);
}
private
void
OnDrawGizmos
()
{
Gizmos
.
DrawSphere
(
transform
.
position
,
1
);
}
}
Assets/Scripts/DrawGizmosInScene.cs.meta
0 → 100644
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Assets/Scripts/Editor/CameraEditor.cs
0 → 100644
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using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEditor
;
using
UnityEngine
;
[
CustomEditor
(
typeof
(
Camera
))]
public
class
CameraEditor
:
Editor
{
private
void
OnSceneGUI
()
{
Camera
camera
=
target
as
Camera
;
if
(
camera
!=
null
)
{
Handles
.
color
=
Color
.
red
;
var
pos
=
camera
.
transform
.
position
;
Handles
.
Label
(
pos
,
pos
.
ToString
());
Handles
.
BeginGUI
();
GUI
.
backgroundColor
=
Color
.
red
;
if
(
GUILayout
.
Button
(
"click"
,
GUILayout
.
Width
(
200f
)))
{
Debug
.
LogFormat
(
"click = {0}"
,
camera
.
name
);
}
GUILayout
.
Label
(
"Label"
);
Handles
.
EndGUI
();
}
}
}
Assets/Scripts/Editor/CameraEditor.cs.meta
0 → 100644
浏览文件 @
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fileFormatVersion: 2
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userData:
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assetBundleVariant:
Assets/Scripts/Editor/EditorExtension2.cs
0 → 100644
浏览文件 @
f78627b7
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEditor
;
using
UnityEngine
;
public
class
EditorExtension2
{
[
MenuItem
(
"Assets/My Tools/Tools 1"
,
false
,
1
)]
static
void
MyTools1
()
{
Debug
.
Log
(
Selection
.
activeObject
.
name
);
}
[
InitializeOnLoadMethod
]
static
void
InitializeOnLoadMethod
()
{
EditorApplication
.
projectWindowItemOnGUI
=
ProjectWindowItemOnGUI
;
}
private
static
void
ProjectWindowItemOnGUI
(
string
guid
,
Rect
selectionRect
)
{
// 在Project视图中选择一个资源
if
(
Selection
.
activeObject
&&
guid
==
AssetDatabase
.
AssetPathToGUID
(
AssetDatabase
.
GetAssetPath
(
Selection
.
activeObject
)))
{
// 设置拓展按钮区域
float
width
=
50f
;
selectionRect
.
x
+=
(
selectionRect
.
width
-
width
);
selectionRect
.
width
=
width
;
GUI
.
color
=
Color
.
yellow
;
// 点击事件
if
(
GUI
.
Button
(
selectionRect
,
"click"
))
{
Debug
.
LogFormat
(
"click : {0}"
,
Selection
.
activeObject
.
name
);
}
selectionRect
.
x
+=
(
selectionRect
.
width
-
width
*
2
);
if
(
GUI
.
Button
(
selectionRect
,
"click2"
))
{
Debug
.
LogFormat
(
"click2 : {0}"
,
Selection
.
activeObject
.
name
);
}
GUI
.
color
=
Color
.
white
;
}
}
[
MenuItem
(
"GameObject/My Create/Cube"
,
false
,
0
)]
static
void
CreateCube
()
{
GameObject
.
CreatePrimitive
(
PrimitiveType
.
Cube
);
}
[
InitializeOnLoadMethod
]
static
void
InitializeOnLoadMethod2
()
{
EditorApplication
.
hierarchyWindowItemOnGUI
=
delegate
(
int
instanceID
,
Rect
selectionRect
)
{
//在Hierarchy视图中选择一个资源
if
(
Selection
.
activeObject
&&
instanceID
==
Selection
.
activeObject
.
GetInstanceID
())
{
//设置拓展按钮区域
float
width
=
50f
;
float
height
=
18f
;
selectionRect
.
x
+=
(
selectionRect
.
width
-
width
);
selectionRect
.
width
=
width
;
selectionRect
.
height
=
height
;
GUI
.
color
=
Color
.
yellow
;
//点击事件
if
(
GUI
.
Button
(
selectionRect
,
"click"
))
{
Debug
.
LogFormat
(
"click : {0}"
,
Selection
.
activeObject
.
name
);
}
GUI
.
color
=
Color
.
white
;
}
};
}
[
InitializeOnLoadMethod
]
static
void
InitializeOnLoadDuringSceneGui
()
{
SceneView
.
duringSceneGui
+=
delegate
(
SceneView
sceneView
)
{
Handles
.
BeginGUI
();
GUI
.
Label
(
new
Rect
(
0f
,
0f
,
50f
,
15f
),
"标题"
);
GUI
.
Button
(
new
Rect
(
0f
,
20f
,
50f
,
20f
),
"click"
);
Handles
.
EndGUI
();
};
}
[
MenuItem
(
"MenuTest/Test"
,
false
,
3
)]
static
void
Test3
()
{
//勾选中框的菜单
var
menuPath
=
"MenuTest/Test"
;
bool
mchecked
=
Menu
.
GetChecked
(
menuPath
);
Menu
.
SetChecked
(
menuPath
,
!
mchecked
);
}
}
\ No newline at end of file
Assets/Scripts/Editor/EditorExtension2.cs.meta
0 → 100644
浏览文件 @
f78627b7
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serializedVersion: 2
defaultReferences: []
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README.md
浏览文件 @
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...
@@ -6,4 +6,6 @@ Unity编辑器拓展:自定义Unity面板
...
@@ -6,4 +6,6 @@ Unity编辑器拓展:自定义Unity面板
[
Unity 扩展编辑器
](
https://blog.csdn.net/hankangwen/article/details/122589080?spm=1001.2014.3001.5501
)
[
Unity 扩展编辑器
](
https://blog.csdn.net/hankangwen/article/details/122589080?spm=1001.2014.3001.5501
)
[
Unity Editor拓展编辑器
](
https://mp.weixin.qq.com/s/ka5mfGBUTR6zqneqYyW8Hg
)
[
Unity Editor拓展编辑器
](
https://blog.csdn.net/hankangwen/article/details/122589080
)
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