关卡编辑器
关卡编辑器插件开发日记
1. Apply to Prefab [替换Prefab]
if (GUILayout.Button("Apply Collider To Prefab")) { PrefabUtility.ReplacePrefab(simActor.Preview, PrefabUtility.GetPrefabParent(simActor.Preview), ReplacePrefabOptions.ConnectToPrefab); }
2. 获取Scene的中间坐标
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(); newActor.transform.position = SceneViewPos; }
3. Scene Context Menu[场景视图添加右键菜单]
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
[MenuItem("CONTEXT/Transform/MyContext1")] public static void MyContext(MenuCommand command) { CBase.Log("context menu"); }
文献资料
The CONTEXT/{string} seems to work for components within the Inspector
同时可查看 NGUI\Editor\NGUIContextMenu.cs
可选插件
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