using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
public class DefinesWindow : EditorWindow
{
[MenuItem ("Window/Defines")]
static void Init()
{
// Get existing open window or if none, make a new one:
EditorWindow.GetWindow(typeof(DefinesWindow));
}
private string _title = "Defines Editor";
private string _addDefine = "";
private Vector2 _scrollPosition = Vector2.zero;
void OnGUI ()
{
title = _title;
_scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition, false, false);
foreach (string define in CSharpCompilerOptions.GetDefines())
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(define);
if(GUILayout.Button("Del"))
CSharpCompilerOptions.Undefine(define);
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndScrollView();
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
_addDefine = EditorGUILayout.TextField(_addDefine);
if(GUILayout.Button("Add"))
{
CSharpCompilerOptions.Define(_addDefine);
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
if(GUILayout.Button("Undefine all"))
CSharpCompilerOptions.UndefineAll();
if(GUILayout.Button("Reimport C# scripts"))
{
CSharpCompilerOptions.ReimportScripts();
}
EditorGUILayout.EndHorizontal();
}
}
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转载自blog.csdn.net/lihuozhiling/article/details/46907063
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