Unity编辑器功能丰富易上手,其实编辑器提供的大多数菜单操作,在代码里面都是能够找到对应接口的,但是这些接口都没有对我们开放,怎么办?
很简单,直接使用反射调用即可。
首先使用Reflector或ILSpy将UnityEditor和UnityEngine进行反编译(有源码的可以直接查看源码更好),然后在里面找你需要的功能即可,unity的底层代码命名是非常规范的,多数功能都能直观的找到:
下图中是Hierarchy视图中一些操作函数,怎么样,是不是很直观:
怎么调用这些函数呢,下面展示了static function和member function的调用方式,参考着用即可:
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic; public class DIYEditor : EditorWindow
{
private static EditorWindow window; [MenuItem("DIY/SelfEditor")]
public static void Execute()
{
if (window == null)
window = (DIYEditor)GetWindow(typeof(DIYEditor));
window.minSize = new Vector2(, );
window.Show();
} private void OnGUI()
{
if (GUILayout.Button("Project.DuplicateSelectedAssets", GUILayout.Height()))
{
ProjectDuplicate();
} if (GUILayout.Button("Hierarchy.DuplicateSelectedAssets", GUILayout.Height()))
{
HierarchyDuplicate();
} if (GUILayout.Button("GameView.SizeSelection", GUILayout.Height()))
{
SetGameView();
}
} // 拷贝Project视图中的某个Prefab
private void ProjectDuplicate()
{
var type = typeof(Editor).Assembly.GetType("UnityEditor.ProjectWindowUtil"); var duplicate = type.GetMethod("DuplicateSelectedAssets",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static); duplicate.Invoke(null, null);
} // 拷贝Hierarchy视图中的某个Prefab,优点:(1)速度快(2)保持引用关系。在代码中Instantiate会丢失引用,并且速度很慢
private void HierarchyDuplicate()
{
var type = typeof(Editor).Assembly.GetType("UnityEditor.SceneHierarchyWindow");
var window = EditorWindow.GetWindow(type);
var duplicateSelectedFunc = type.GetMethod("DuplicateGO",
System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic); duplicateSelectedFunc.Invoke(window, null);
} // 手动设置Game视图的分辨率,可以用来在编辑态下动态改变runtime分辨率
public static void SetGameView(int index)
{
var type = typeof(Editor).Assembly.GetType("UnityEditor.GameView");
var window = EditorWindow.GetWindow(type);
var SizeSelectionCallback = type.GetMethod("SizeSelectionCallback",
System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic);
SizeSelectionCallback.Invoke(window, new object[] { index, null });
}
}
总之,编辑器功能强大,皆能为我所用,方法就是反射,以上!