当前位置: 首页 > news >正文

Unity 编辑器-UGUI拓展Button,一个和原Button一样按钮⭐

拓展Button

    • 需求
    • 实现
      • 1.创建继承自Button的类
      • 2.处理Inspector 显示问题
      • 3.处理在prafab中和hierarchy中创建按钮
      • 4.处理一些细节
    • 完成

需求

想拓展一下UGUI的Button,找了几个帖子,只是能实现功能,但是用起来总有些不尽人意的地方,想办法处理一下

实现

1.创建继承自Button的类

using UnityEngine;
using UnityEngine.UI;public class CustomButton : Button
{[SerializeField] public int audioKey = -1;protected override void Start(){base.Start();onClick.AddListener(PlaySound);}private void PlaySound(){if (audioKey != -1){// AudioManager.Instance.PlaySound(audioKey);}}
}

这里只临时做一丢丢功能示例,我们预期的是上面代码中的属性在Inspector中显示出来,然而并没有

2.处理Inspector 显示问题

using UnityEditor;
[CustomEditor(typeof(CustomButton))]
public class CustomButtonEditor : UnityEditor.UI.ButtonEditor
{public override void OnInspectorGUI(){var btn = (CustomButton)target;btn.audioKey = EditorGUILayout.IntField("Audio Key", btn.audioKey);base.OnInspectorGUI();}
}

如图,属性已经能正确显示

目前只能通过AddComponent的方式创建,我们预期的是和unity 自带的Button一样的创建方式
注意:editor脚本继承自对应组件的Editor,如上面Button的,继承自 UnityEditor.UI.ButtonEditor,否则Inspector显示可能出现问题

3.处理在prafab中和hierarchy中创建按钮

  • 整理一下Button的使用体验
  • 1. 右键创建
  • 2. 自动挂载Image,用于接收raycast
  • 3. 自动挂载text显示文案
  • 4. 创建节点时,需要区分是否是编辑prefab模式,是否有选中的父节点,确定生成节点的位置
  • 5. 创建节点时,需要区分是否在canvas下等情况,是否需要生成canvas
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;public class CustomUI : Editor
{[MenuItem("GameObject/UI/CustomButton")]public static void CreateCustomButton(){//创建按钮var btn = ObjectFactory.CreateGameObject("CustomButton");ObjectFactory.AddComponent<RectTransform>(btn);var img = ObjectFactory.AddComponent<Image>(btn);img.raycastTarget = true;img.type = Image.Type.Sliced;img.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>("UI/Skin/UISprite.psd");ObjectFactory.AddComponent<CustomButton>(btn);if (!UnityEditor.SceneManagement.EditorSceneManager.IsPreviewSceneObject(btn)){//非prefab编辑模式下,需要找父节点canvasif (Selection.activeObject != null && Selection.activeObject is GameObject){var go = (GameObject)Selection.activeObject;if (go.GetComponentInParent<Canvas>(true)){btn.transform.SetParent(go.transform);}else{var canvas = CreateCanvas();canvas.transform.SetParent(go.transform);btn.transform.SetParent(canvas.transform);}}else{var canvas = FindFirstObjectByType<Canvas>();if(canvas == null){canvas = CreateCanvas();}btn.transform.SetParent(canvas.transform);}}else{//prefab编辑模式下,直接添加到选中的物体下if (Selection.activeObject != null && Selection.activeObject is GameObject){var go = (GameObject)Selection.activeObject;btn.transform.SetParent(go.transform);}}btn.GetComponent<RectTransform>().sizeDelta = new Vector2(160, 50);btn.transform.localPosition = Vector3.zero;//选中按钮节点Selection.activeObject = btn;//展开到当前节点Expend(btn.transform.parent,true);//文本var txt = ObjectFactory.CreateGameObject("Text");ObjectFactory.AddComponent<RectTransform>(txt);ObjectFactory.AddComponent<TextMeshProUGUI>(txt);txt.transform.SetParent(btn.transform);txt.transform.localPosition = Vector3.zero;txt.GetComponent<RectTransform>().sizeDelta = new Vector2(160, 50);//tmpvar tmp = txt.GetComponent<TextMeshProUGUI>();tmp.alignment = TextAlignmentOptions.Center;tmp.raycastTarget = false;tmp.text = "button";}/// <summary>/// 创建Canvas/// </summary>/// <returns>canvas</returns>private static Canvas CreateCanvas(){var canvas = ObjectFactory.CreateGameObject("Canvas");var c = ObjectFactory.AddComponent<Canvas>(canvas);c.renderMode = RenderMode.ScreenSpaceOverlay;ObjectFactory.AddComponent<CanvasScaler>(canvas);ObjectFactory.AddComponent<GraphicRaycaster>(canvas);canvas.layer = LayerMask.NameToLayer("UI");return c;}private static void Expend(Transform transform,bool expand){SceneHierarchyUtility.SetExpanded(transform.gameObject,expand);if(transform.parent != null){Expend(transform.parent,expand);}}}

添加按钮菜单如图所示

4.处理一些细节

创建后如图所示,节点正确创建了,但我们的预期是下面这样,自动选中+展开

自动选中比较简单

	Selection.activeObject = btn;

展开找了 网友的方法,很好用

using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;/// <summary>
/// Editor functionalities from internal SceneHierarchyWindow and SceneHierarchy classes. 
/// For that we are using reflection.
/// </summary>
public static class SceneHierarchyUtility
{/// <summary>/// Check if the target GameObject is expanded (aka unfolded) in the Hierarchy view./// </summary>public static bool IsExpanded(GameObject go){return GetExpandedGameObjects().Contains(go);}/// <summary>/// Get a list of all GameObjects which are expanded (aka unfolded) in the Hierarchy view./// </summary>public static List<GameObject> GetExpandedGameObjects(){object sceneHierarchy = GetSceneHierarchy();MethodInfo methodInfo = sceneHierarchy.GetType().GetMethod("GetExpandedGameObjects");object result = methodInfo.Invoke(sceneHierarchy, new object[0]);return (List<GameObject>)result;}/// <summary>/// Set the target GameObject as expanded (aka unfolded) in the Hierarchy view./// </summary>public static void SetExpanded(GameObject go, bool expand){object sceneHierarchy = GetSceneHierarchy();MethodInfo methodInfo = sceneHierarchy.GetType().GetMethod("ExpandTreeViewItem", BindingFlags.NonPublic | BindingFlags.Instance);methodInfo.Invoke(sceneHierarchy, new object[] { go.GetInstanceID(), expand });}/// <summary>/// Set the target GameObject and all children as expanded (aka unfolded) in the Hierarchy view./// </summary>public static void SetExpandedRecursive(GameObject go, bool expand){object sceneHierarchy = GetSceneHierarchy();MethodInfo methodInfo = sceneHierarchy.GetType().GetMethod("SetExpandedRecursive", BindingFlags.Public | BindingFlags.Instance);methodInfo.Invoke(sceneHierarchy, new object[] { go.GetInstanceID(), expand });}private static object GetSceneHierarchy(){EditorWindow window = GetHierarchyWindow();object sceneHierarchy = typeof(EditorWindow).Assembly.GetType("UnityEditor.SceneHierarchyWindow").GetProperty("sceneHierarchy").GetValue(window);return sceneHierarchy;}private static EditorWindow GetHierarchyWindow(){// For it to open, so that it the current focused window.EditorApplication.ExecuteMenuItem("Window/General/Hierarchy");return EditorWindow.focusedWindow;}
}

完成


http://www.mrgr.cn/news/6287.html

相关文章:

  • AI大模型日报#0820:DeepMind创始人访谈、阿里多模态mPLUG-Owl3、抱抱脸SOTA小模型
  • P1167 刷题
  • GIS空间数据库,基本概念
  • docker相关
  • 蛋托清洗机的优势特点以及维护和保养:
  • TCP的连接建立及报文段首部格式
  • Android CCodec Codec2 (三)C2Param - Ⅰ
  • C# Dictionary->ConcurrentDictionary和哈希表
  • 【速览】计算机网络(更新中)
  • 【Spring Boot】全局异常处理
  • 微信小程序:浮动按钮
  • jenkins 修改访问路径
  • node.js express创建本地服务以及使用pm2启动服务
  • 25届网安秋招面试之后台信息泄露
  • Nginx知识详解(理论+实战更易懂)
  • 二十二、处理字符串
  • 【傅里叶分析】复数基础知识
  • Linux驱动入门实验班——DHT11、DS18B20模块驱动(附百问网视频链接)
  • 学习笔记六:ceph介绍以及初始化配置
  • 树状数组算法