Unity編輯器案列

  • 2019 年 12 月 2 日
  • 筆記

【Unity】编辑器小教程

  1. 写在前面
  2. 场景一
  3. 场景二
  4. 场景三
  5. 场景四
  6. 场景五
  7. 场景六
  8. 场景七
  9. 场景八
  10. 场景九

写在前面

Unity最强大的地方之一是它扩展性非常强的编辑器。Unite Europe 2016上有一个视频专门讲编辑器编程的:

这里大概记录一下里面的关键点。

场景一

关注点

  • 绘制重要区域,Gizmos.DrawXXX
  • OnDrawGizmos和OnDrawGizmosSelected回调函数
  • 点击Gizmos按钮就可以在Game视图也看到线框了
    // OnDrawGizmos()会在编辑器的Scene视图刷新的时候被调用      // 我们可以在这里绘制一些用于Debug的数据      void OnDrawGizmos()      {          Gizmos.color = new Color( 1f, 0f, 0f, 1f );          Gizmos.DrawWireCube( transform.position + BoxCollider.center, BoxCollider.size );            Gizmos.color = new Color( 1f, 0f, 0f, 0.3f );          Gizmos.DrawCube( transform.position + BoxCollider.center, BoxCollider.size );      }        // OnDrawGizmosSelect()类似于OnDrawGizmos(),它会在当该组件所属的物体被选中时被调用      void OnDrawGizmosSelected()      {          Gizmos.color = new Color( 1f, 1f, 0f, 1f );          Gizmos.DrawWireCube( transform.position + BoxCollider.center, BoxCollider.size );            Gizmos.color = new Color( 1f, 1f, 0f, 0.3f );          Gizmos.DrawCube( transform.position + BoxCollider.center, BoxCollider.size );      }

场景二

关注点

  • 组织面板上的参数,添加滑动条、Header、空白等
    [Space( 10 )]      public float MaximumHeight;      public float MinimumHeight;        [Header( "Safe Frame" )]      [Range( 0f, 1f )]      public float SafeFrameTop;      [Range( 0f, 1f )]      public float SafeFrameBottom;

注意到上面面板的最小面有个Camera Height,调节它可以改变摄像机的高度。这个改变是可以发生在编辑器模式下的,而且也不需要脚本添加ExecuteInEditor。这是通过实现自定义的Editor脚本来实现的:

using UnityEngine;  using UnityEditor;  using System.Collections;    // 我们可以通过为一个类定义它的Editor类型的[CustomEditor]来自定义该类的绘制界面  // 这需要把这个文件放在Editor目录下  [CustomEditor( typeof( GameCamera ) )]  public class GameCameraEditor : Editor  {      GameCamera m_Target;        // 重载OnInspectorGUI()来绘制自己的编辑器      public override void OnInspectorGUI()      {          // target可以让我们得到当前绘制的Component对象          m_Target = (GameCamera)target;            // DrawDefaultInspector告诉Unity按照默认的方式绘制面板,这种方法在我们仅仅想要自定义某几个属性的时候会很有用          DrawDefaultInspector();          DrawCameraHeightPreviewSlider();      }        void DrawCameraHeightPreviewSlider()      {          GUILayout.Space( 10 );            Vector3 cameraPosition = m_Target.transform.position;          cameraPosition.y = EditorGUILayout.Slider( "Camera Height", cameraPosition.y, m_Target.MinimumHeight, m_Target.MaximumHeight );            if( cameraPosition.y != m_Target.transform.position.y )          {              // 改变状态前,使用该方法来记录操作,以便之后Undo              Undo.RecordObject( m_Target, "Change Camera Height" );              m_Target.transform.position = cameraPosition;          }      }  }

场景三

关注点

  • 自定义绘制List对象
  • 使用serializedObject来修改参数的话Unity会自动有各种帮助函数,例如自动添加Undo功能
  • 如果直接修改参数的话,需要使用EditorUtility.SetDirty来告诉Unity需要保存数据
  • BeginChangeCheck()和EndChangeCheck()会检测它们之间的GUI有没有被修改,如果修改了的话可以据此修改参数
  • Undo.RecordObject可以为下一步修改添加Undo/Redo
  • EditorUtility.DisplayDialog可以打开内置对话框
  1. 首先在面板上隐藏默认的List绘制方法,使用HideInInspector隐藏属性:
public class PistonE03 : MonoBehaviour    {     public float Speed;     public Vector3 AddForceWhenHittingPlayer;     //We are hiding this in the inspector because we want to draw our own custom     //inspector for it.        [HideInInspector]     public List<PistonState> States = new List<PistonState>();        ....

2. 为了让PistonState可以显示在面板上,需要序列化PistonState:

  //[System.Serializable] tells unity to serialize this class if    //it's used in a public array or as a public variable in a component    [System.Serializable]    public class PistonState    {     public string Name;     public Vector3 Position;  }.

3. 实现自定义的绘制方程:

[CustomEditor( typeof( PistonE03 ) )]    public class PistonE03Editor : Editor    {        PistonE03 m_Target;     public override void OnInspectorGUI()        {            m_Target = (PistonE03)target;            DrawDefaultInspector();            DrawStatesInspector();        }     //Draw a beautiful and useful custom inspector for our states array     void DrawStatesInspector()        {            GUILayout.Space( 5 );            GUILayout.Label( "States", EditorStyles.boldLabel );     for( int i = 0; i < m_Target.States.Count; ++i )            {                DrawState( i );            }            DrawAddStateButton();        }

DrawDefaultInspector:先绘制默认的,DrawStatesInspector:自定义绘制面板函数。 4. DrawState函数:

 void DrawState( int index )  {      if( index < 0 || index >= m_Target.States.Count )      {          return;      }        // 在我们的serializedObject中找到States变量      // serializedObject允许我们方便地访问和修改参数,Unity会提供一系列帮助函数。例如,我们可以通过serializedObject来修改组件值,而不是直接修改,Unity会自动创建Undo和Redo功能      SerializedProperty listIterator = serializedObject.FindProperty( "States" );        GUILayout.BeginHorizontal();      {          // 如果是在实例化的prefab上修改参数,我们可以模仿Unity默认的途径来让修改过的而且未被Apply的值显示成粗体          if( listIterator.isInstantiatedPrefab == true )          {              //The SetBoldDefaultFont functionality is usually hidden from us but we can use some tricks to              //access the method anyways. See the implementation of our own EditorGUIHelper.SetBoldDefaultFont              //for more info              EditorGUIHelper.SetBoldDefaultFont( listIterator.GetArrayElementAtIndex( index ).prefabOverride );          }            GUILayout.Label( "Name", EditorStyles.label, GUILayout.Width( 50 ) );            // BeginChangeCheck()和EndChangeCheck()会检测它们之间的GUI有没有被修改          EditorGUI.BeginChangeCheck();          string newName = GUILayout.TextField( m_Target.States[ index ].Name, GUILayout.Width( 120 ) );          Vector3 newPosition = EditorGUILayout.Vector3Field( "", m_Target.States[ index ].Position );            // 如果修改了的话EndChangeCheck()就会返回true,此时我们就可以进行一些操作例如存储变化的数值          if( EditorGUI.EndChangeCheck() )          {              //Create an Undo/Redo step for this modification              Undo.RecordObject( m_Target, "Modify State" );                m_Target.States[ index ].Name = newName;              m_Target.States[ index ].Position = newPosition;                // 如果我们直接修改属性,而没有通过serializedObject,那么Unity并不会保存这些数据,Unity只会保存那些标识为dirty的属性              EditorUtility.SetDirty( m_Target );          }            EditorGUIHelper.SetBoldDefaultFont( false );            if( GUILayout.Button( "Remove" ) )          {              EditorApplication.Beep();                // 可以很方便的显示一个包含特定按钮的对话框,例如是否同意删除              if( EditorUtility.DisplayDialog( "Really?", "Do you really want to remove the state '" + m_Target.States[ index ].Name + "'?", "Yes", "No" ) == true )              {                  Undo.RecordObject( m_Target, "Delete State" );                  m_Target.States.RemoveAt( index );                  EditorUtility.SetDirty( m_Target );              }          }      }      GUILayout.EndHorizontal();    void DrawState( int index ) {     if( index < 0 || index >= m_Target.States.Count )     {         return;     }      // 在我们的serializedObject中找到States变量     // serializedObject允许我们方便地访问和修改参数,Unity会提供一系列帮助函数。例如,我们可以通过serializedObject来修改组件值,而不是直接修改,Unity会自动创建Undo和Redo功能     SerializedProperty listIterator = serializedObject.FindProperty( "States" );      GUILayout.BeginHorizontal();     {         // 如果是在实例化的prefab上修改参数,我们可以模仿Unity默认的途径来让修改过的而且未被Apply的值显示成粗体         if( listIterator.isInstantiatedPrefab == true )         {             //The SetBoldDefaultFont functionality is usually hidden from us but we can use some tricks to             //access the method anyways. See the implementation of our own EditorGUIHelper.SetBoldDefaultFont             //for more info             EditorGUIHelper.SetBoldDefaultFont( listIterator.GetArrayElementAtIndex( index ).prefabOverride );         }          GUILayout.Label( "Name", EditorStyles.label, GUILayout.Width( 50 ) );          // BeginChangeCheck()和EndChangeCheck()会检测它们之间的GUI有没有被修改         EditorGUI.BeginChangeCheck();         string newName = GUILayout.TextField( m_Target.States[ index ].Name, GUILayout.Width( 120 ) );         Vector3 newPosition = EditorGUILayout.Vector3Field( "", m_Target.States[ index ].Position );          // 如果修改了的话EndChangeCheck()就会返回true,此时我们就可以进行一些操作例如存储变化的数值         if( EditorGUI.EndChangeCheck() )         {             //Create an Undo/Redo step for this modification             Undo.RecordObject( m_Target, "Modify State" );              m_Target.States[ index ].Name = newName;             m_Target.States[ index ].Position = newPosition;              // 如果我们直接修改属性,而没有通过serializedObject,那么Unity并不会保存这些数据,Unity只会保存那些标识为dirty的属性             EditorUtility.SetDirty( m_Target );         }          EditorGUIHelper.SetBoldDefaultFont( false );          if( GUILayout.Button( "Remove" ) )         {             EditorApplication.Beep();              // 可以很方便的显示一个包含特定按钮的对话框,例如是否同意删除             if( EditorUtility.DisplayDialog( "Really?", "Do you really want to remove the state '" + m_Target.States[ index ].Name + "'?", "Yes", "No" ) == true )             {                 Undo.RecordObject( m_Target, "Delete State" );                 m_Target.States.RemoveAt( index );                 EditorUtility.SetDirty( m_Target );             }         }     }     GUILayout.EndHorizontal();   

场景四

关注点

  • 可排序的数组面板,通过使用ReorderableList来实现的,以及它的各个回调函数
using UnityEngine;  using UnityEditor;  // UnityEditorInternal是Unity内部使用、还未开放给用用户的一些库,可能有一些很有意思的类,例如ReorderableList,但注意可能会随着新版本发生变化  using UnityEditorInternal;  using System.Collections;    // CanEditMultipleObjects告诉Unity,当我们选择同一种类型的多个组件时,我们自定义的面板是可以支持同时修改所有选中的组件的  // 如果我们在修改参数时使用的是serializedObject,那么这个功能Unity会自动完成的  // 但如果我们是直接使用"target"来访问和修改参数的话,这个变量只能访问到选中的第一个组件  // 此时我们可以使用"targets"来得到所有选中的相同组件  [CanEditMultipleObjects]  [CustomEditor( typeof( PistonE04Pattern ) )]  public class PistonE04PatternEditor : Editor  {      // UnityEditorInternal中提供了一种可排序的列表面板显示类      ReorderableList m_List;      PistonE03 m_Piston;        // OnEnable会在自定义面板被打开的时候调用,例如当选中一个包含了PistonE04Pattern的gameobject时      void OnEnable()      {          if( target == null )          {              return;          }            FindPistonComponent();          CreateReorderableList();          SetupReoirderableListHeaderDrawer();          SetupReorderableListElementDrawer();          SetupReorderableListOnAddDropdownCallback();      }        void FindPistonComponent()      {          m_Piston = ( target as PistonE04Pattern ).GetComponent<PistonE03>();      }        void CreateReorderableList()      {          // ReorderableList是一个非常棒的查看数组类型变量的实现类。它位于UnityEditorInternal中,这意味着Unity并没有觉得该类足够好到可以开放给公众          // 更多关于ReorderableLists的内容可参考:          // http://va.lent.in/unity-make-your-lists-functional-with-reorderablelist/          m_List = new ReorderableList(                          serializedObject,                          serializedObject.FindProperty( "Pattern" ),                          true, true, true, true );      }        void SetupReoirderableListHeaderDrawer()      {          // ReorderableList有一系列回调函数来让我们重载绘制这些数组          // 这里我们使用drawHeaderCallback来绘制表格的头headers          // 每个回调会接受一个Rect变量,它包含了该元素绘制的位置          // 因此我们可以使用这个变量来决定我们把当前的元素绘制在哪里          m_List.drawHeaderCallback =              ( Rect rect ) =>          {              EditorGUI.LabelField(                  new Rect( rect.x, rect.y, rect.width - 60, rect.height ),                  "State" );              EditorGUI.LabelField(                  new Rect( rect.x + rect.width - 60, rect.y, 60, rect.height ),                  "Delay" );          };      }        void SetupReorderableListElementDrawer()      {          // drawElementCallback会定义列表中的每个元素是如何被绘制的          // 同样,保证我们绘制的元素是相对于Rect参数绘制的          m_List.drawElementCallback =              ( Rect rect, int index, bool isActive, bool isFocused ) =>          {              var element = m_List.serializedProperty.GetArrayElementAtIndex( index );              rect.y += 2;                float delayWidth = 60;              float nameWidth = rect.width - delayWidth;                EditorGUI.PropertyField(                  new Rect( rect.x, rect.y, nameWidth - 5, EditorGUIUtility.singleLineHeight ),                  element.FindPropertyRelative( "Name" ), GUIContent.none );                EditorGUI.PropertyField(                  new Rect( rect.x + nameWidth, rect.y, delayWidth, EditorGUIUtility.singleLineHeight ),                  element.FindPropertyRelative( "DelayAfterwards" ), GUIContent.none );          };      }        void SetupReorderableListOnAddDropdownCallback()      {          // onAddDropdownCallback定义当我们点击列表下面的[+]按钮时发生的事件          // 在本例里,我们想要显示一个下拉菜单来给出预定义的一些States          m_List.onAddDropdownCallback =              ( Rect buttonRect, ReorderableList l ) =>          {              if( m_Piston.States == null || m_Piston.States.Count == 0 )              {                  EditorApplication.Beep();                  EditorUtility.DisplayDialog( "Error", "You don't have any states defined in the PistonE03 component", "Ok" );                  return;              }                var menu = new GenericMenu();                foreach( PistonState state in m_Piston.States )              {                  menu.AddItem( new GUIContent( state.Name ),                                false,                                OnReorderableListAddDropdownClick,                                state );              }                menu.ShowAsContext();          };      }        // 这个回调函数会在用户选择了[+]下拉菜单中的某一项后调用      void OnReorderableListAddDropdownClick( object target )      {          PistonState state = (PistonState)target;            int index = m_List.serializedProperty.arraySize;          m_List.serializedProperty.arraySize++;          m_List.index = index;            SerializedProperty element = m_List.serializedProperty.GetArrayElementAtIndex( index );          element.FindPropertyRelative( "Name" ).stringValue = state.Name;          element.FindPropertyRelative( "DelayAfterwards" ).floatValue = 0f;            serializedObject.ApplyModifiedProperties();      }        public override void OnInspectorGUI()      {          GUILayout.Space( 5 );            EditorGUILayout.PropertyField( serializedObject.FindProperty( "DelayPatternAtBeginning" ) );            serializedObject.ApplyModifiedProperties();          serializedObject.Update();            m_List.DoLayoutList();          serializedObject.ApplyModifiedProperties();      }  }

场景五

关注点

  • 实现了一个可以在编辑器状态下预览效果的编辑器窗口
using UnityEngine;  // 要实现自定义窗口需要包含进来UnityEditor  using UnityEditor;  using System.Collections;    // EditorWindow是另一个非常有用的Editor类。我们可以靠它来定义自己的窗口  public class PreviewPlaybackWindow : EditorWindow  {      // MenuItem可以让我们在菜单栏中打开这个窗口      [MenuItem( "Window/Preview Playback Window" )]      static void OpenPreviewPlaybackWindow()      {          EditorWindow.GetWindow<PreviewPlaybackWindow>( false, "Playback" );          // 另一个有用的写法是下面这样          // 可以让我们访问到窗口的属性,例如定义最小尺寸等          //EditorWindow window = EditorWindow.GetWindow<PreviewPlaybackWindow>( false, "Playback" );          //window.minSize = new Vector2(100.0f, 100.0f);      }        float m_PlaybackModifier;      float m_LastTime;        void OnEnable()      {          // Update函数会每秒调用30次来刷新编辑器界面          // 我们可以据此来注册自己的编辑器Update函数          EditorApplication.update -= OnUpdate;          EditorApplication.update += OnUpdate;      }        void OnDisable()      {          EditorApplication.update -= OnUpdate;      }        void OnUpdate()      {          if( m_PlaybackModifier != 0f )          {              // PreviewTime是自定义的一个类:              //public class PreviewTime              //{              //    public static float Time              //    {              //        get              //        {              //            if( Application.isPlaying == true )              //            {              //                return UnityEngine.Time.timeSinceLevelLoad;              //            }                //            // EditorPrefsle类似于PlayerPrefs但只在编辑器状态下工作              //            // 我们可以据此来存储变量,基本我们关闭了编辑器该变量也可以长久保存              //            return EditorPrefs.GetFloat( "PreviewTime", 0f );              //        }              //        set              //        {              //            EditorPrefs.SetFloat( "PreviewTime", value );              //        }              //    }              //}                // m_PlaybackModifier是用于控制预览播放速率的变量              // 当它不为0的时候,说明需要刷新界面,更新时间              PreviewTime.Time += ( Time.realtimeSinceStartup - m_LastTime ) * m_PlaybackModifier;                // 当预览时间改变时,我们需要确保重绘这个窗口以便我们可以立即看到它的更新              // 而Unity只会在它认为该窗口需要重绘时(例如我们移动了窗口)才会重绘              // 因此我们可以调用Repaint函数来强制马上重绘              Repaint();                // 由于预览时间发生了变化,我们也希望可以立刻重绘Scene视图的界面              SceneView.RepaintAll();          }            m_LastTime = Time.realtimeSinceStartup;      }        void OnGUI()      {          // 绘制各个按钮来控制预览时间          float seconds = Mathf.Floor( PreviewTime.Time % 60 );          float minutes = Mathf.Floor( PreviewTime.Time / 60 );            GUILayout.Label( "Preview Time: " + minutes + ":" + seconds.ToString( "00" ) );          GUILayout.Label( "Playback Speed: " + m_PlaybackModifier );            GUILayout.BeginHorizontal();          {              if( GUILayout.Button( "|<", GUILayout.Height( 30 ) ) )              {                  PreviewTime.Time = 0f;                  SceneView.RepaintAll();              }                if( GUILayout.Button( "<<", GUILayout.Height( 30 ) ) )              {                  m_PlaybackModifier = -5f;              }                if( GUILayout.Button( "<", GUILayout.Height( 30 ) ) )              {                  m_PlaybackModifier = -1f;              }                if( GUILayout.Button( "||", GUILayout.Height( 30 ) ) )              {                  m_PlaybackModifier = 0f;              }                if( GUILayout.Button( ">", GUILayout.Height( 30 ) ) )              {                  m_PlaybackModifier = 1f;              }                if( GUILayout.Button( ">>", GUILayout.Height( 30 ) ) )              {                  m_PlaybackModifier = 5f;              }          }          GUILayout.EndHorizontal();      }  }
  • 为了在编辑器状态下可以查看到cube的运动,我们还需要实现OnDrawGizmos来绘制一些线框表示运动。原理就是使用PreviewTime.Time来控制运动。

场景六

关注点

  • 在Scene视图中,鼠标的位置绘制特定的Handle
using UnityEngine;  using UnityEditor;  using System.Collections;    // [InitializeOnLoad]可以确保这个类的构造器在编辑器加载时就被调用  [InitializeOnLoad]  public class LevelEditorE06CubeHandle : Editor  {      public static Vector3 CurrentHandlePosition = Vector3.zero;      public static bool IsMouseInValidArea = false;        static Vector3 m_OldHandlePosition = Vector3.zero;        static LevelEditorE06CubeHandle()      {          //The OnSceneGUI delegate is called every time the SceneView is redrawn and allows you          //to draw GUI elements into the SceneView to create in editor functionality          // OnSceneGUI委托在Scene视图每次被重绘时被调用          // 这允许我们可以在Scene视图绘制自定义的GUI元素          SceneView.onSceneGUIDelegate -= OnSceneGUI;          SceneView.onSceneGUIDelegate += OnSceneGUI;      }        void OnDestroy()      {          SceneView.onSceneGUIDelegate -= OnSceneGUI;      }        static void OnSceneGUI( SceneView sceneView )      {          if( IsInCorrectLevel() == false )          {              return;          }            bool isLevelEditorEnabled = EditorPrefs.GetBool( "IsLevelEditorEnabled", true );            //Ignore this. I am using this because when the scene GameE06 is opened we haven't yet defined any On/Off buttons          //for the cube handles. That comes later in E07. This way we are forcing the cube handles state to On in this scene          {              if( UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name == "GameE06" )              {                  isLevelEditorEnabled = true;              }          }            if( isLevelEditorEnabled == false )          {              return;          }            // 更新Handle的位置          UpdateHandlePosition();          // 检查鼠标所在的位置是否有效          UpdateIsMouseInValidArea( sceneView.position );          // 检测是否需要重新绘制Handle          UpdateRepaint();            DrawCubeDrawPreview();      }        //I will use this type of function in many different classes. Basically this is useful to      //be able to draw different types of the editor only when you are in the correct scene so we      //can have an easy to follow progression of the editor while hoping between the different scenes      static bool IsInCorrectLevel()      {          return UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name == "GameE06"              || UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name == "GameE07"              || UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name == "GameE08"              || UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name == "GameE09";      }        static void UpdateIsMouseInValidArea( Rect sceneViewRect )      {          // 确保cube handle只在需要的区域内绘制          // 在本例我们就是当鼠标移动到自定义的GUI上或更低的位置上时,就简单地隐藏掉handle          bool isInValidArea = Event.current.mousePosition.y < sceneViewRect.height - 35;            if( isInValidArea != IsMouseInValidArea )          {              IsMouseInValidArea = isInValidArea;              SceneView.RepaintAll();          }      }        static void UpdateHandlePosition()      {          if( Event.current == null )          {              return;          }            Vector2 mousePosition = new Vector2( Event.current.mousePosition.x, Event.current.mousePosition.y );            Ray ray = HandleUtility.GUIPointToWorldRay( mousePosition );          RaycastHit hit;            if( Physics.Raycast( ray, out hit, Mathf.Infinity, 1 << LayerMask.NameToLayer( "Level" ) ) == true )          {              Vector3 offset = Vector3.zero;                if( EditorPrefs.GetBool( "SelectBlockNextToMousePosition", true ) == true )              {                  offset = hit.normal;              }                CurrentHandlePosition.x = Mathf.Floor( hit.point.x - hit.normal.x * 0.001f + offset.x );              CurrentHandlePosition.y = Mathf.Floor( hit.point.y - hit.normal.y * 0.001f + offset.y );              CurrentHandlePosition.z = Mathf.Floor( hit.point.z - hit.normal.z * 0.001f + offset.z );                CurrentHandlePosition += new Vector3( 0.5f, 0.5f, 0.5f );          }      }        static void UpdateRepaint()      {          //If the cube handle position has changed, repaint the scene          if( CurrentHandlePosition != m_OldHandlePosition )          {              SceneView.RepaintAll();              m_OldHandlePosition = CurrentHandlePosition;          }      }        static void DrawCubeDrawPreview()      {          if( IsMouseInValidArea == false )          {              return;          }            Handles.color = new Color( EditorPrefs.GetFloat( "CubeHandleColorR", 1f ), EditorPrefs.GetFloat( "CubeHandleColorG", 1f ), EditorPrefs.GetFloat( "CubeHandleColorB", 0f ) );            DrawHandlesCube( CurrentHandlePosition );      }        static void DrawHandlesCube( Vector3 center )      {          Vector3 p1 = center + Vector3.up * 0.5f + Vector3.right * 0.5f + Vector3.forward * 0.5f;          Vector3 p2 = center + Vector3.up * 0.5f + Vector3.right * 0.5f - Vector3.forward * 0.5f;          Vector3 p3 = center + Vector3.up * 0.5f - Vector3.right * 0.5f - Vector3.forward * 0.5f;          Vector3 p4 = center + Vector3.up * 0.5f - Vector3.right * 0.5f + Vector3.forward * 0.5f;            Vector3 p5 = center - Vector3.up * 0.5f + Vector3.right * 0.5f + Vector3.forward * 0.5f;          Vector3 p6 = center - Vector3.up * 0.5f + Vector3.right * 0.5f - Vector3.forward * 0.5f;          Vector3 p7 = center - Vector3.up * 0.5f - Vector3.right * 0.5f - Vector3.forward * 0.5f;          Vector3 p8 = center - Vector3.up * 0.5f - Vector3.right * 0.5f + Vector3.forward * 0.5f;            // 我们可以使用Handles类来在Scene视图绘制3D物体          // 如果实现恰当的话,我们甚至可以和handles进行交互,例如Unity的移动工具          Handles.DrawLine( p1, p2 );          Handles.DrawLine( p2, p3 );          Handles.DrawLine( p3, p4 );          Handles.DrawLine( p4, p1 );            Handles.DrawLine( p5, p6 );          Handles.DrawLine( p6, p7 );          Handles.DrawLine( p7, p8 );          Handles.DrawLine( p8, p5 );            Handles.DrawLine( p1, p5 );          Handles.DrawLine( p2, p6 );          Handles.DrawLine( p3, p7 );          Handles.DrawLine( p4, p8 );      }  }

场景七

关注点

  • 在Scene视图绘制自定义的工具条
using UnityEngine;  using UnityEditor;  using System.Collections;    [InitializeOnLoad]  public class LevelEditorE07ToolsMenu : Editor  {      //This is a public variable that gets or sets which of our custom tools we are currently using      //0 - No tool selected      //1 - The block eraser tool is selected      //2 - The "Add block" tool is selected      public static int SelectedTool      {          get          {              return EditorPrefs.GetInt( "SelectedEditorTool", 0 );          }          set          {              if( value == SelectedTool )              {                  return;              }                EditorPrefs.SetInt( "SelectedEditorTool", value );                switch( value )              {              case 0:                  EditorPrefs.SetBool( "IsLevelEditorEnabled", false );                    Tools.hidden = false;                  break;              case 1:                  EditorPrefs.SetBool( "IsLevelEditorEnabled", true );                  EditorPrefs.SetBool( "SelectBlockNextToMousePosition", false );                  EditorPrefs.SetFloat( "CubeHandleColorR", Color.magenta.r );                  EditorPrefs.SetFloat( "CubeHandleColorG", Color.magenta.g );                  EditorPrefs.SetFloat( "CubeHandleColorB", Color.magenta.b );                    //Hide Unitys Tool handles (like the move tool) while we draw our own stuff                  Tools.hidden = true;                  break;              default:                  EditorPrefs.SetBool( "IsLevelEditorEnabled", true );                  EditorPrefs.SetBool( "SelectBlockNextToMousePosition", true );                  EditorPrefs.SetFloat( "CubeHandleColorR", Color.yellow.r );                  EditorPrefs.SetFloat( "CubeHandleColorG", Color.yellow.g );                  EditorPrefs.SetFloat( "CubeHandleColorB", Color.yellow.b );                    //Hide Unitys Tool handles (like the move tool) while we draw our own stuff                  Tools.hidden = true;                  break;              }          }      }        static LevelEditorE07ToolsMenu()      {          SceneView.onSceneGUIDelegate -= OnSceneGUI;          SceneView.onSceneGUIDelegate += OnSceneGUI;            // EditorApplication.hierarchyWindowChanged可以让我们知道是否在编辑器加载了一个新的场景          EditorApplication.hierarchyWindowChanged -= OnSceneChanged;          EditorApplication.hierarchyWindowChanged += OnSceneChanged;      }        void OnDestroy()      {          SceneView.onSceneGUIDelegate -= OnSceneGUI;            EditorApplication.hierarchyWindowChanged -= OnSceneChanged;      }        static void OnSceneChanged()      {          if( IsInCorrectLevel() == true )          {              Tools.hidden = LevelEditorE07ToolsMenu.SelectedTool != 0;          }          else          {              Tools.hidden = false;          }      }        static void OnSceneGUI( SceneView sceneView )      {          if( IsInCorrectLevel() == false )          {              return;          }            DrawToolsMenu( sceneView.position );      }        static bool IsInCorrectLevel()      {          return UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name == "GameE07"              || UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name == "GameE08"              || UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name == "GameE09";      }        static void DrawToolsMenu( Rect position )      {          // 通过使用Handles.BeginGUI(),我们可以开启绘制Scene视图的GUI元素          Handles.BeginGUI();            //Here we draw a toolbar at the bottom edge of the SceneView          // 这里我们在Scene视图的底部绘制了一个工具条          GUILayout.BeginArea( new Rect( 0, position.height - 35, position.width, 20 ), EditorStyles.toolbar );          {              string[] buttonLabels = new string[] { "None", "Erase", "Paint" };                // GUILayout.SelectionGrid提供了一个按钮工具条              // 通过把它的返回值存储在SelectedTool里可以让我们根据不同的按钮来实现不同的行为              SelectedTool = GUILayout.SelectionGrid(                  SelectedTool,                  buttonLabels,                  3,                  EditorStyles.toolbarButton,                  GUILayout.Width( 300 ) );          }          GUILayout.EndArea();            Handles.EndGUI();      }  }

场景八

关注点

  • 可以在场景七的基础上,点击相应按钮后增加或删除Cube

新的编辑器脚本逻辑和场景七类似,重点在于回调函数OnSceneGUI:

static void OnSceneGUI(SceneView sceneView)  {      if (IsInCorrectLevel() == false)      {          return;      }        if (LevelEditorE07ToolsMenu.SelectedTool == 0)      {          return;      }        // 通过创建一个新的ControlID我们可以把鼠标输入的Scene视图反应权从Unity默认的行为中抢过来      // FocusType.Passive意味着这个控制权不会接受键盘输入而只关心鼠标输入      int controlId = GUIUtility.GetControlID(FocusType.Passive);        // 如果是鼠标左键被点击同时没有其他特定按键按下的话      if (Event.current.type == EventType.mouseDown &&          Event.current.button == 0 &&          Event.current.alt == false &&          Event.current.shift == false &&          Event.current.control == false)      {          if (LevelEditorE06CubeHandle.IsMouseInValidArea == true)          {              if (LevelEditorE07ToolsMenu.SelectedTool == 1)              {                  // 如果选择的是erase按键(从场景七的静态变量SelectedTool判断得到),移除Cube                  RemoveBlock(LevelEditorE06CubeHandle.CurrentHandlePosition);              }                if (LevelEditorE07ToolsMenu.SelectedTool == 2)              {                  /// 如果选择的是add按键(从场景七的静态变量SelectedTool判断得到),添加Cube                  AddBlock(LevelEditorE06CubeHandle.CurrentHandlePosition);              }          }      }        // 如果按下了Escape,我们就自动取消选择当前的按钮      if (Event.current.type == EventType.keyDown &&          Event.current.keyCode == KeyCode.Escape)      {          LevelEditorE07ToolsMenu.SelectedTool = 0;      }        // 把我们自己的controlId添加到默认的control里,这样Unity就会选择我们的控制权而非Unity默认的Scene视图行为      HandleUtility.AddDefaultControl(controlId);  }

场景九

关注点

  • 使用Scriptable Object把一些Prefab预览在Scene视图上

Scriptable Object是一个相当于自定义Assets对象的类。下面是LevelBlocks的定义。它包含了一个LevelBlockData的数组来存储可选的Prefab对象。

using UnityEngine;  using System.Collections;  using System.Collections.Generic;    //[System.Serializable] tells unity to serialize this class if  //it's used in a public array or as a public variable in a component  [System.Serializable]  public class LevelBlockData  {      public string Name;      public GameObject Prefab;  }    //[CreateAssetMenu] creates an entry in the default Create menu of the ProjectView so you can easily create an instance of this ScriptableObject  [CreateAssetMenu]  public class LevelBlocks : ScriptableObject  {      //This ScriptableObject simply stores a list of blocks. It kind of acts like a database in that it stores rows of data      public List<LevelBlockData> Blocks = new List<LevelBlockData>();  }

我们之后就可以在Hierency视图创建一个LevelBlock资源,Editor类则会加载这个资源来得到相应的数据。

static LevelEditorE09ScriptableObject()  {      SceneView.onSceneGUIDelegate -= OnSceneGUI;      SceneView.onSceneGUIDelegate += OnSceneGUI;        //Make sure we load our block database. Notice the path here, which means the block database has to be in this specific location so we can find it      //LoadAssetAtPath is a great way to load an asset from the project      m_LevelBlocks = AssetDatabase.LoadAssetAtPath<LevelBlocks>( "Assets/E09 - Scriptable Object/LevelBlocks.asset" );  }

Unite 2016上还有另一个专门讲Scriptable Object的视频,强烈建议看一下: