Unity基础-编辑器

时间:2022-07-15 15:40:33

编辑器

Special Folders

Hidden Folder(start with .)

Standard Assets:第一批加载的文件

Editor:只在编辑下才能使用,

Plugins

Resources:原生资源

Editor Default Resources

Gizmos:Gizmos资源

StreamingAssets:自定义资源

编辑器功能扩展-EditorWindow

自定义一个编辑器窗口界面

Unity的编辑器的UI操作都很难用,继承EditorWindow

在OnGUI中绘制UI,触发并显示出来

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine; public class MyWindow : EditorWindow { string myString = "Hello World";
bool groupEnabled;
bool myBool = true;
float myFloat = 1.23f; // Add menu item named"My Window" to the Window menu
[MenuItem("Window/My Window")]
public static void ShowWindow()
{
// Show existing window instance.If one doesn't exist,make one.
EditorWindow.GetWindow(typeof(MyWindow));
} // 每一帧都会触发
private void OnGUI()
{
GUILayout.Label("Base Settings", EditorStyles.boldLabel);
myString = EditorGUILayout.TextField("Text Field", myString); groupEnabled = EditorGUILayout.BeginToggleGroup("Optional Settings", groupEnabled);
myBool = EditorGUILayout.Toggle("Toggle", myBool);
myFloat = EditorGUILayout.Slider("Slider", myFloat, -3, 3);
EditorGUILayout.EndToggleGroup();
}
}

Unity基础-编辑器

编辑器功能的扩展-EditorWindow

自定义一个编辑器窗口界面

Unity的编辑器UI操作都很难用

继承EditorWindow在OnGUI中绘制UI触发并显示出来

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine; [CustomEditor(typeof(LookAtPoint))] // 对于LookAtPoint的Custom
public class LookAtPointEditor : Editor { void OnInspectorGUI()
{
LookAtPoint lp = target as LookAtPoint;
lp.lookAtPoint = EditorGUILayout.Vector3Field("Look At Point", lp.lookAtPoint);
if (GUI.changed)
{
EditorUtility.SetDirty(target);
}
} private void OnSceneGUI()
{
LookAtPoint lp = target as LookAtPoint;
lp.lookAtPoint = Handles.PositionHandle(lp.lookAtPoint, Quaternion.identity); // 坐标系
if (GUI.changed)
{
EditorUtility.SetDirty(target);
}
}
}

Profiler

Unity基础-编辑器

采样

各性能指标

截取内存

连接设备

Gizmos

提供对场景里GameObject的必要调试信息,

充分利用Mono的两个接口:OnDrawGizmos和OnDrawGizmosSelected

 #if UNITY_EDITOR
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawRay(transform.position,transform.TransformDirection(Vector3.forward));
}
#endif