目录
- 需求描述
- 上代码
- 打个赏吧
需求描述
现在有这样一个需求:
- 在Hierarchy面板的对象上绘制按钮
- 点击按钮,弹出菜单
- 再点击菜单项目响应自定义操作
- 在这里的响应主要是复制对象层级路路径
看具体效果请看动图:
注:
- 核心是对EditorApplication.hierarchyWindowItemOnGUI委托的实现
- 其它需求,可参考实现
- 如是要要Project面板实现类似的功能:可以参考实现EditorApplication.hierarchyWindowItemOnGUI委托
上代码
/*********************************************** @author: anyuanlzh* @date: 2023-05-18* @des: "Hierarchy面板"工具***********************************************/using System.Collections.Generic;
using UnityEditor;
using UnityEngine;[InitializeOnLoad]
public class HierarchyTabTool
{// 静态构造函数static HierarchyTabTool(){EditorApplication.hierarchyWindowItemOnGUI += HierarchyWindowItemOnGUI;}private static void HierarchyWindowItemOnGUI(int instanceId, Rect selectionRect){var obj = EditorUtility.InstanceIDToObject(instanceId) as GameObject;if (obj == null)return;GameObject selectedObjs = Selection.activeGameObject;if(obj!=selectedObjs)return;selectionRect.x += selectionRect.width - 60;selectionRect.y += 0;selectionRect.width = 60f;GUIStyle fontStyle = new GUIStyle(GUI.skin.button);fontStyle.alignment=TextAnchor.MiddleCenter;fontStyle.fontSize=10;fontStyle.normal.textColor=Color.yellow;//点击事件if (GUI.Button(selectionRect, "复制层级", fontStyle)){// Debug.Log($"click: {Selection.activeObject.name}");// 弹出菜单Vector2 mousePosition = Event.current.mousePosition;Rect position = new Rect(mousePosition.x, mousePosition.y+7, 0, 0);EditorUtility.DisplayPopupMenu(position, "GameObject/1_复制层级路径", null);}}// 防止一次点击响应多次private static float _last_call_time = 0;private static float minInterval_time = 0.5f;[MenuItem("GameObject/1_复制层级路径/A点~B点", false, 40)]private static void GetHierarchyPath2(){if (Time.time - _last_call_time<minInterval_time){return;}_last_call_time = Time.time;GameObject[] selectedObjs = Selection.gameObjects;//Debug.Log(selectedObjs.Length);if (selectedObjs.Length == 1){Copy_HierarchyPath_root2target();return;}else if (selectedObjs.Length < 2){Debug.Log("请选择一个或二个有包含关系对象");return;}Transform first = selectedObjs[0].transform;Transform last = selectedObjs[selectedObjs.Length-1].transform;// Debug.Log($"first.name:{first.name} last.name:{last.name}");Transform a = null;Transform b = null;if (EditorUtils.IsAncestor(first, last)){a = first;b = last;}else if (EditorUtils.IsAncestor(last, first)){a = last;b = first;}else{Debug.LogError("请选择有包含关系的二个对象");return;}List<string> names = new List<string>();while (b!=null){if (a == b){names.Insert(0,b.name);break;}names.Insert(0, b.name);b = b.parent;}string path = "";for (int i = 0; i < names.Count-1; i++){path += names[i] + "/";}path += names[^1];GUIUtility.systemCopyBuffer = path;Debug.Log("对象层次路径 A点到B点: " + path);}[MenuItem("GameObject/1_复制层级路径/根0~目标", false, 40)]private static void Copy_HierarchyPath_root0target(){Copy_HierarchyPath_rootN2target(0);}[MenuItem("GameObject/1_复制层级路径/根1~目标", false, 40)]private static void Copy_HierarchyPath_root1target(){Copy_HierarchyPath_rootN2target(1);}[MenuItem("GameObject/1_复制层级路径/根2~目标", false, 40)]private static void Copy_HierarchyPath_root2target(){Copy_HierarchyPath_rootN2target(2);}[MenuItem("GameObject/1_复制层级路径/根3~目标", false, 40)]private static void Copy_HierarchyPath_root3target(){Copy_HierarchyPath_rootN2target(3);}// 从根0的第N级到目标// rootN从零开static void Copy_HierarchyPath_rootN2target(int rootN){if (Time.time - _last_call_time<minInterval_time){return;}_last_call_time = Time.time;if (Selection.count != 1){Debug.LogError($"Copy_HierarchyPath_rootN2target: 请选择一个对象");return;}Transform target = Selection.activeGameObject.transform;List<string> names = new List<string>();Transform parent = target.transform.parent;while (target != null){names.Insert(0, target.name);target = target.parent;}if (names.Count - 1 < rootN){Debug.LogError($"Copy_HierarchyPath_rootN2target: N:{rootN}大于目标对象的深度");return;}string path = "";for (int i = rootN; i < names.Count-1; i++){path += names[i] + "/";}path += names[^1];GUIUtility.systemCopyBuffer = path;Debug.Log($"对象层次路径 root_{rootN}到target:" + path);}
}