using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; //Object并非C#基础中的Object,而是 UnityEngine.Object using Object = UnityEngine.Object; //自定义ReferenceCollector类在界面中的显示与功能 [CustomEditor(typeof (ReferenceCollector))] public class ReferenceCollectorEditor: Editor { //输入在textfield中的字符串 private string searchKey { get { return _searchKey; } set { if (_searchKey != value) { _searchKey = value; heroPrefab = referenceCollector.Get(searchKey); } } } private ReferenceCollector referenceCollector; private Object heroPrefab; private string _searchKey = ""; private void DelNullReference() { var dataProperty = serializedObject.FindProperty("data"); for (int i = dataProperty.arraySize - 1; i >= 0; i--) { var gameObjectProperty = dataProperty.GetArrayElementAtIndex(i).FindPropertyRelative("gameObject"); if (gameObjectProperty.objectReferenceValue == null) { dataProperty.DeleteArrayElementAtIndex(i); EditorUtility.SetDirty(referenceCollector); serializedObject.ApplyModifiedProperties(); serializedObject.UpdateIfRequiredOrScript(); } } } private void OnEnable() { //将被选中的gameobject所挂载的ReferenceCollector赋值给编辑器类中的ReferenceCollector,方便操作 referenceCollector = (ReferenceCollector) target; } public override void OnInspectorGUI() { //使ReferenceCollector支持撤销操作,还有Redo,不过没有在这里使用 Undo.RecordObject(referenceCollector, "Changed Settings"); var dataProperty = serializedObject.FindProperty("data"); //开始水平布局,如果是比较新版本学习U3D的,可能不知道这东西,这个是老GUI系统的知识,除了用在编辑器里,还可以用在生成的游戏中 GUILayout.BeginHorizontal(); //下面几个if都是点击按钮就会返回true调用里面的东西 if (GUILayout.Button("添加引用")) { //添加新的元素,具体的函数注释 // Guid.NewGuid().GetHashCode().ToString() 就是新建后默认的key AddReference(dataProperty, Guid.NewGuid().GetHashCode().ToString(), null); } if (GUILayout.Button("全部删除")) { referenceCollector.Clear(); } if (GUILayout.Button("删除空引用")) { DelNullReference(); } if (GUILayout.Button("排序")) { referenceCollector.Sort(); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); //可以在编辑器中对searchKey进行赋值,只要输入对应的Key值,就可以点后面的删除按钮删除相对应的元素 searchKey = EditorGUILayout.TextField(searchKey); //添加的可以用于选中Object的框,这里的object也是(UnityEngine.Object //第三个参数为是否只能引用scene中的Object EditorGUILayout.ObjectField(heroPrefab, typeof (Object), false); if (GUILayout.Button("删除")) { referenceCollector.Remove(searchKey); heroPrefab = null; } GUILayout.EndHorizontal(); EditorGUILayout.Space(); var delList = new List(); SerializedProperty property; //遍历ReferenceCollector中data list的所有元素,显示在编辑器中 for (int i = referenceCollector.data.Count - 1; i >= 0; i--) { GUILayout.BeginHorizontal(); //这里的知识点在ReferenceCollector中有说 property = dataProperty.GetArrayElementAtIndex(i).FindPropertyRelative("key"); property.stringValue = EditorGUILayout.TextField(property.stringValue, GUILayout.Width(150)); property = dataProperty.GetArrayElementAtIndex(i).FindPropertyRelative("gameObject"); property.objectReferenceValue = EditorGUILayout.ObjectField(property.objectReferenceValue, typeof(Object), true); if (GUILayout.Button("X")) { //将元素添加进删除list delList.Add(i); } GUILayout.EndHorizontal(); } var eventType = Event.current.type; //在Inspector 窗口上创建区域,向区域拖拽资源对象,获取到拖拽到区域的对象 if (eventType == EventType.DragUpdated || eventType == EventType.DragPerform) { // Show a copy icon on the drag DragAndDrop.visualMode = DragAndDropVisualMode.Copy; if (eventType == EventType.DragPerform) { DragAndDrop.AcceptDrag(); foreach (var o in DragAndDrop.objectReferences) { AddReference(dataProperty, o.name, o); } } Event.current.Use(); } //遍历删除list,将其删除掉 foreach (var i in delList) { dataProperty.DeleteArrayElementAtIndex(i); } serializedObject.ApplyModifiedProperties(); serializedObject.UpdateIfRequiredOrScript(); } //添加元素,具体知识点在ReferenceCollector中说了 private void AddReference(SerializedProperty dataProperty, string key, Object obj) { int index = dataProperty.arraySize; dataProperty.InsertArrayElementAtIndex(index); var element = dataProperty.GetArrayElementAtIndex(index); element.FindPropertyRelative("key").stringValue = key; element.FindPropertyRelative("gameObject").objectReferenceValue = obj; } }