Unity编辑器扩展——继承ScriptableWizard类去创建向导窗口(批量处理资源)

一:ScriptableWizard类

ScriptableWizard类继承自EditorWindow类,所以在继承自ScriptableWizard的类中也可以自定义窗口中的内容,只不过ScriptableWizard为简单的窗口需求提供了便捷


二:代码实现

——创建窗口

using UnityEditor;

public class ModificationValue : ScriptableWizard
{
    public float value;

    [MenuItem("Tools/Create Wizard")]
    private static void CreateWizard()
    {
        DisplayWizard<ModificationValue>("统一修改", "修改并退出", "修改不退出");
    }
}

——定义属性

using UnityEditor;

public class ModificationValue : ScriptableWizard
{
    public float targetValue;

    [MenuItem("Tools/Create Wizard")]
    private static void CreateWizard()
    {
        DisplayWizard<ModificationValue>("统一修改", "修改并退出", "修改不退出");
    }
}

——创建按钮与其他按钮的监听
创建按钮对应DisplayWizard的第一个参数,其他按钮对应DisplayWizard的第二个参数

using UnityEditor;
using UnityEngine;

public class ModificationValue : ScriptableWizard
{
    public float targetValue;

    [MenuItem("Tools/Create Wizard")]
    private static void CreateWizard()
    {
        DisplayWizard<ModificationValue>("统一修改", "修改并退出", "修改不退出");
    }

    /// <summary>
    /// 按下创建按钮时
    /// </summary>
    private void OnWizardCreate()
    {
        GameObject[] gos = Selection.gameObjects;
        foreach (var go in gos)
        {
            Test _Test = go.GetComponent<Test>();
            if (_Test != null)
            {
                //记录撤销操作
                //Undo.RecordObject(_Test, "value");
                _Test.value = targetValue;
            }
        }
    }

    /// <summary>
    /// 按下其他按钮时
    /// </summary>
    private void OnWizardOtherButton()
    {
        Debug.Log("点击了其他按钮");
    }
}

——ScriptableWizard类中的回调函数
OnWizardUpdate触发条件:窗口被创建出来和窗口中的数据更新时会调用(不止调用一次)——ScriptableWizard类中的回调
OnSelectionChange触发条件:当选择的物体改变时——EditorWindow类中的回调

/// <summary>
/// 当窗口中的数据更新时
/// </summary>
private void OnWizardUpdate()
{
    Debug.Log("当窗口中的数据更新时");
}

/// <summary>
/// 当选择的物体改变时
/// </summary>
private void OnSelectionChange()
{
     Debug.Log("当选择的物体改变时");
}


 

——提示信息

private void OnSelectionChange()
{
    errorString = "";
    helpString = "";
    if (Selection.gameObjects.Length <= 0)
    {
        errorString = "没有选择预制体";
    }
    else
    {
        helpString = "当前选择了" + Selection.gameObjects.Length + "个预制体";
    }
}

——显示进度条

/// <summary>
/// 按下其他按钮时
/// </summary>
private void OnWizardOtherButton()
{
    int length = Selection.gameObjects.Length;

    //EditorUtility.DisplayProgressBar("进度条", "正在删除 0/" + length, 0);
    EditorUtility.DisplayCancelableProgressBar("进度条", "正在删除 0/" + length, 0);

    int count = 0;
    foreach (var go in Selection.gameObjects)
    {
        DestroyImmediate(go);
        count++;
        EditorUtility.DisplayCancelableProgressBar("进度条", "正在删除" + count + "/" + length, count / length);
    }
    EditorUtility.ClearProgressBar();
}

——显示弹出框

/// <summary>
/// 按下其他按钮时
/// </summary>
private void OnWizardOtherButton()
{
    int length = Selection.gameObjects.Length;

    if(EditorUtility.DisplayDialog("是否删除选择的物体", "选择了" + length + "个物体", "确认", "关闭"))
    {
        foreach (var go in Selection.gameObjects)
        {
            DestroyImmediate(go);
        }
    }
}

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转载自blog.csdn.net/LLLLL__/article/details/106737295