一、创建我们的Editor脚本
using UnityEngine;
using UnityEditor;
public class ResizablePanels : EditorWindow
{
}
二、初始化窗口并且给标题起名
编辑器窗口需要初始化静态方法。 在这个方法中,我们将构建窗口并(可选)给它一个标题。 GetWindow()是一个EditorWindow方法,它创建窗口(如果它不存在),或者查找并关注它(如果存在)。
using UnityEngine;
using UnityEditor;
public class ResizablePanels : EditorWindow
{
[ MenuItem( "Window/Resizable Panels")]
private static void OpenWindow()
{
ResizablePanels window = GetWindow< ResizablePanels>();
window. titleContent = new GUIContent( "Resizable Panels");
}
}
三、采用OnGUI()创建两个矩形
为了在这个窗口中绘图,我们将使用OnGUI()方法(是的,Unity自己的编辑器系统仍然使用旧的GUI系统,它可能不会长时间改变)。但首先,我们需要两个矩形来定义我们的面板。我还将在他们自己的方法中绘制这些面板,所以当我们处理它时,我们也应该添加这些方法。
using UnityEngine;
using UnityEditor;
public class ResizablePanels : EditorWindow
{
private Rect upperPanel;
private Rect lowerPanel;
[ MenuItem( "Window/Resizable Panels")]
private static void OpenWindow()
{
ResizablePanels window = GetWindow< ResizablePanels>();
window. titleContent = new GUIContent( "Resizable Panels");
}
private void OnGUI()
{
DrawUpperPanel();
DrawLowerPanel();
}
private void DrawUpperPanel()
{
}
private void DrawLowerPanel()
{
}
}
我们的编辑窗口开始形成。我们现在需要做的就是绘制面板并检查它们是否正常工作。GUILayout.BeginArea(Rect rect)将创建一个要绘制的矩形区域,GUILayout.EndArea()标记结束。这些区域将定义我们的面板。我还要在这两个区域添加标签,以便我们可以看到它们的外观。
using UnityEngine;
using UnityEditor;
public class ResizablePanels : EditorWindow
{
private Rect upperPanel;
private Rect lowerPanel;
[ MenuItem( "Window/Resizable Panels")]
private static void OpenWindow()
{
ResizablePanels window = GetWindow< ResizablePanels>();
window. titleContent = new GUIContent( "Resizable Panels");
}
private void OnGUI()
{
DrawUpperPanel();
DrawLowerPanel();
}
private void DrawUpperPanel()
{
upperPanel = new Rect( 0, 0, position. width, position. height * 0.5f);
GUILayout. BeginArea( upperPanel);
GUILayout. Label( "Upper Panel");
GUILayout. EndArea();
}
private void DrawLowerPanel()
{
lowerPanel = new Rect( 0, position. height * 0.5f, position. width, position. height * 0.5f);
GUILayout. BeginArea( lowerPanel);
GUILayout. Label( "Lower Panel");
GUILayout. EndArea();
}
}
四、调节两个矩形的大小
using UnityEngine;
using UnityEditor;
public class ResizablePanels : EditorWindow
{
private Rect upperPanel;
private Rect lowerPanel;
private Rect resizer;
private float sizeRatio = 0.5f;
private bool isResizing;
private GUIStyle resizerStyle;
[ MenuItem( "Window/Resizable Panels")]
private static void OpenWindow()
{
ResizablePanels window = GetWindow< ResizablePanels>();
window. titleContent = new GUIContent( "Resizable Panels");
}
private void OnEnable()
{
resizerStyle = new GUIStyle();
resizerStyle. normal. background = EditorGUIUtility. Load( "icons/d_AvatarBlendBackground.png") as Texture2D;
}
private void OnGUI()
{
DrawUpperPanel();
DrawLowerPanel();
DrawResizer();
ProcessEvents( Event. current);
if ( GUI. changed) Repaint();
}
private void DrawUpperPanel()
{
upperPanel = new Rect( 0, 0, position. width, position. height * sizeRatio);
GUILayout. BeginArea( upperPanel);
GUILayout. Label( "Upper Panel");
GUILayout. EndArea();
}
private void DrawLowerPanel()
{
lowerPanel = new Rect( 0, ( position. height * sizeRatio) + 5, position. width, position. height * ( 1 - sizeRatio) - 5);
GUILayout. BeginArea( lowerPanel);
GUILayout. Label( "Lower Panel");
GUILayout. EndArea();
}
private void DrawResizer()
{
resizer = new Rect( 0, ( position. height * sizeRatio) - 5f, position. width, 10f);
GUILayout. BeginArea( new Rect( resizer. position + ( Vector2. up * 5f), new Vector2( position. width, 2)), resizerStyle);
GUILayout. EndArea();
EditorGUIUtility. AddCursorRect( resizer, MouseCursor. ResizeVertical);
}
private void ProcessEvents( Event e)
{
switch ( e. type)
{
case EventType. MouseDown:
if ( e. button == 0 && resizer. Contains( e. mousePosition))
{
isResizing = true;
}
break;
case EventType. MouseUp:
isResizing = false;
break;
}
Resize( e);
}
private void Resize( Event e)
{
if ( isResizing)
{
sizeRatio = e. mousePosition. y / position. height;
Repaint();
}
}
}
原文
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创建cubemap
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.Experimental.Rendering;public class CMGenerator : EditorWindow
{[MenuItem("Window/Cubemap Generator")]static void Init(){CMGenerator window = (CMGenerator)EditorWindow.GetWindow(typeof(CMGenerator));window.Show();}const string defaultPath = "Assets/Cubemap/";private GameObject obj;private int width;string filename;void OnGUI(){obj = (GameObject)EditorGUILayout.ObjectField("target position",obj,typeof(GameObject),true);if(obj != null){GUILayout.Label(obj.transform.position.ToString());}else{GUILayout.Label("None Object Chosen");}width = EditorGUILayout.IntField("width",width);filename = EditorGUILayout.TextField("filename",filename);if(GUILayout.Button("create cubemap")){if(width > 0 && filename != ""){CreateCubemap(obj.transform.position,width,defaultPath,filename);}else{Debug.LogError("Missing width or filename");}}}void CreateCubemap(Vector3 position,int width,string path,string name){/* create a gameobejct at target position and initialize a crmera C, create a cubemap throughC's RenderToCubemap Function */Cubemap _cubemap = new Cubemap(width,DefaultFormat.LDR,TextureCreationFlags.None);GameObject _current = new GameObject();_current.transform.position = position;_current.AddComponent<Camera>();if(_current.GetComponent<Camera>().RenderToCubemap(_cubemap)){Debug.Log("generate successfully");GameObject.DestroyImmediate(_current);if(Directory.Exists(path)){AssetDatabase.CreateAsset(_cubemap,$"{path}{name}.cubemap");}else{Directory.CreateDirectory(path);AssetDatabase.CreateAsset(_cubemap,$"{path}{name}.cubemap");}AssetDatabase.SaveAssets();}else{Debug.Log("generate failed");}}
}