Unity Editor 編輯器擴充套件 十三 自定義建立資源
阿新 • • 發佈:2019-02-16
目錄
初級資源建立
Editor資料夾下建立指令碼:
using UnityEngine;
using UnityEditor;
public class CreateTest
{
[MenuItem ("Assets/Create ExampleAssets")]
static void CreateExampleAssets ()
{
var material = new Material (Shader.Find ("Standard"));
ProjectWindowUtil.CreateAsset (material, "New Material.mat" );
}
}
點選Assets--Create ExampleAssets 就會發現一個材質球被建立
中級資源建立
Editor資料夾下建立指令碼:
using UnityEngine;
using UnityEditor;
public class CreateMaterial
{
[MenuItem ("Assets/Create Material")]
static void CreateExampleAssets ()
{
var material = new Material (Shader.Find ("Standard" ));
var instanceID = material.GetInstanceID ();
var icon = AssetPreview.GetMiniThumbnail (material);
var endNameEditAction =
ScriptableObject.CreateInstance<DoCreateMaterialAsset> ();
ProjectWindowUtil.StartNameEditingIfProjectWindowExists (instanceID,
endNameEditAction, "New Material.mat" , icon, "");
}
}
點選Assets--Create Material 建立一個特定的材質球
更自由的自定義資源建立
Editor資料夾下建立指令碼:
using UnityEngine;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
public class DoCreateMaterialAsset : EndNameEditAction
{
public override void Action (int instanceId, string pathName, string resourceFile)
{
var mat = (Material)EditorUtility.InstanceIDToObject (instanceId);
mat.color = Color.red;
AssetDatabase.CreateAsset (mat, pathName);
AssetDatabase.ImportAsset (pathName);
ProjectWindowUtil.ShowCreatedAsset (mat);
}
}
Editor資料夾下建立指令碼:
using System.IO;
using System.Text;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
using System;
public class DoCreateScriptAsset : EndNameEditAction
{
public override void Action (int instanceId, string pathName, string resourceFile)
{
var text = File.ReadAllText (resourceFile);
var className = Path.GetFileNameWithoutExtension (pathName);
//清除空格
className = className.Replace (" ", "");
text ="//Programer: "+"porgramerName"+"\n//code date:"+DateTime.Now.Date.ToShortDateString()+"\n"
+text.Replace ("#SCRIPTNAME#", className);
text += "\n//自己新增Something!"+"\n";
//utf8
var encoding = new UTF8Encoding (true, false);
File.WriteAllText (pathName, text, encoding);
AssetDatabase.ImportAsset (pathName);
var asset = AssetDatabase.LoadAssetAtPath<MonoScript> (pathName);
ProjectWindowUtil.ShowCreatedAsset (asset);
}
}
Editor資料夾下建立指令碼:
using UnityEditor;
using UnityEngine;
using System.IO;
public class CreateAssets : EditorWindow
{
[MenuItem("Window/CreatAssets")]
static void Open ()
{
GetWindow<CreateAssets> ();
}
public string scriptName,materialName;
void OnGUI()
{
var options = new []{GUILayout.Width (100), GUILayout.Height (20)};
GUILayout.Label ("CreateScripts");
EditorGUILayout.Space ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.LabelField ("ScriptName",options);
scriptName= EditorGUILayout.TextArea (scriptName);
EditorGUILayout.EndHorizontal ();
if (GUILayout.Button ("Create")) {
CreateScript (scriptName);
}
GUILayout.Label ("CreateMaterial");
EditorGUILayout .Space ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.LabelField ("materialName",options);
materialName= EditorGUILayout.TextArea (materialName);
EditorGUILayout.EndHorizontal ();
if (GUILayout.Button ("Create")) {
CreateMaterial (materialName);
}
}
// 新建自定義指令碼
static void CreateScript (string scriptName)
{
var resourceFile = Path.Combine (EditorApplication.applicationContentsPath,
"Resources/ScriptTemplates/81-C# Script-NewBehaviourScript.cs.txt");
Debug.Log (resourceFile);
Texture2D csIcon =
EditorGUIUtility.IconContent ("cs Script Icon").image as Texture2D;
var endNameEditAction =
ScriptableObject.CreateInstance<DoCreateScriptAsset> ();
ProjectWindowUtil.StartNameEditingIfProjectWindowExists (0, endNameEditAction,
scriptName+".cs", csIcon, resourceFile);
}
//新建Material
static void CreateMaterial (string materialName)
{
var material = new Material (Shader.Find ("Standard"));
var instanceID = material.GetInstanceID ();
var icon = AssetPreview.GetMiniThumbnail (material);
var endNameEditAction =
ScriptableObject.CreateInstance<DoCreateMaterialAsset> ();
ProjectWindowUtil.StartNameEditingIfProjectWindowExists (instanceID,
endNameEditAction, materialName+".mat", icon, "");
}
}
Window–Create Assets開啟如下視窗
這個是自定義生成的指令碼