【发布时间】:2018-10-29 17:24:01
【问题描述】:
在 CustomEditor 脚本中,我用黄色对象着色,这些对象附加了特定组件(在本例中为 Mesh Renderer)。
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
//Adapted from Unity3DCollege YouTube Video Tutorial https://www.youtube.com/watch?v=pdDrY8Mc2lU
[InitializeOnLoad]
public class CustomHierarchy : MonoBehaviour
{
private static Vector2 offset = new Vector2(0, 2);
public static Color gameObjectFontColor = Color.black;
public static Color prefabOrgFontColor = Color.black;
public static Color prefabModFontColor = Color.white;
public static Color inActiveColor = new Color(0.01f, 0.4f, 0.25f);
public static Color meshRendererColor = Color.yellow;
public static List<string> componentsList = new List<string>();
static CustomHierarchy()
{
EditorApplication.hierarchyWindowItemOnGUI += HandleHierarchyWindowItemOnGUI;
}
private static void HandleHierarchyWindowItemOnGUI(int instanceID, Rect selectionRect)
{
Color fontColor = gameObjectFontColor;
Color backgroundColor = new Color(.76f, .76f, .76f);
FontStyle styleFont = FontStyle.Normal;
var obj = EditorUtility.InstanceIDToObject(instanceID);
GameObject gameObj = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
if (Selection.instanceIDs.Contains(instanceID))
{
backgroundColor = new Color(0.24f, 0.48f, 0.90f);
}
if (obj != null)
{
var prefabType = PrefabUtility.GetPrefabType(obj);
if (gameObj.activeInHierarchy == false)
{
backgroundColor = inActiveColor;
}
if (prefabType == PrefabType.PrefabInstance)
{
styleFont = FontStyle.Bold;
PropertyModification[] prefabMods = PrefabUtility.GetPropertyModifications(obj);
foreach (PropertyModification prefabMod in prefabMods)
{
if (prefabMod.propertyPath.ToString() != "m_Name" && prefabMod.propertyPath.ToString() != "m_LocalPosition.x" && prefabMod.propertyPath.ToString() != "m_LocalPosition.y" && prefabMod.propertyPath.ToString() != "m_LocalPosition.z" && prefabMod.propertyPath.ToString() != "m_LocalRotation.x" && prefabMod.propertyPath.ToString() != "m_LocalRotation.y" && prefabMod.propertyPath.ToString() != "m_LocalRotation.z" && prefabMod.propertyPath.ToString() != "m_LocalRotation.w" && prefabMod.propertyPath.ToString() != "m_RootOrder" && prefabMod.propertyPath.ToString() != "m_IsActive")
{
if (gameObj.GetComponent<MeshRenderer>() == true)
fontColor = meshRendererColor;
else
fontColor = prefabModFontColor;
break;
}
}
if (fontColor != prefabModFontColor)
{
if (gameObj.GetComponent<MeshRenderer>() == true)
fontColor = meshRendererColor;
else
fontColor = prefabOrgFontColor;
}
}
else
{
if (gameObj.GetComponent<MeshRenderer>() == true)
fontColor = meshRendererColor;
}
Rect offsetRect = new Rect(selectionRect.position + offset, selectionRect.size);
EditorGUI.DrawRect(selectionRect, backgroundColor);
EditorGUI.LabelField(offsetRect, obj.name, new GUIStyle()
{
normal = new GUIStyleState() { textColor = fontColor },
fontStyle = styleFont
}
);
}
}
}
在 EditorWindow 脚本中,我使用了 SetSearchFilter:
using System;
using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Reflection;
public class HierarchyEditor : EditorWindow
{
private static SearchableEditorWindow hierarchy { get; set; }
private string filterText = "";
[MenuItem("Tools/Hierarchy Editor")]
public static void ShowWindow()
{
GetWindow<HierarchyEditor>("HierarchyEditor");
}
private void OnGUI()
{
CustomHierarchy.gameObjectFontColor = EditorGUILayout.ColorField("Original Font Color", CustomHierarchy.gameObjectFontColor);
CustomHierarchy.prefabOrgFontColor = EditorGUILayout.ColorField("Prefab Original Font Color", CustomHierarchy.prefabOrgFontColor);
CustomHierarchy.prefabModFontColor = EditorGUILayout.ColorField("Prefab Modified Font Color", CustomHierarchy.prefabModFontColor);
CustomHierarchy.inActiveColor = EditorGUILayout.ColorField("Inactive Color", CustomHierarchy.inActiveColor);
CustomHierarchy.meshRendererColor = EditorGUILayout.ColorField("Mesh Renderer Color", CustomHierarchy.meshRendererColor);
filterText = GUI.TextField(new Rect(30,190,120,30),filterText, 25);
SetSearchFilter(filterText, 1);
}
public const int FILTERMODE_ALL = 0;
public const int FILTERMODE_NAME = 1;
public const int FILTERMODE_TYPE = 2;
public static void SetSearchFilter(string filter, int filterMode)
{
SearchableEditorWindow[] windows = (SearchableEditorWindow[])Resources.FindObjectsOfTypeAll(typeof(SearchableEditorWindow));
foreach (SearchableEditorWindow window in windows)
{
if (window.GetType().ToString() == "UnityEditor.SceneHierarchyWindow")
{
hierarchy = window;
break;
}
}
if (hierarchy == null)
return;
MethodInfo setSearchType = typeof(SearchableEditorWindow).GetMethod("SetSearchFilter", BindingFlags.NonPublic | BindingFlags.Instance);
object[] parameters = new object[] { filter, filterMode, false };
setSearchType.Invoke(hierarchy, parameters);
}
}
我在这里输入 filterText TextField,在这种情况下它是按名称过滤的。
但我想按名称过滤,但也只过滤附加到网格渲染器组件的对象。不是 FILTERMODE_TYPE,而是附加了 Mesh Renderer 组件的对象。所以过滤模式应该是Name(1) 还要同时用mesh renderer过滤对象。
我尝试在 OnGUI 中添加两行: 这两行是:
System.Type type = SceneModeUtility.SearchBar(typeof(BoxCollider), typeof(MeshRenderer));
SceneModeUtility.SearchForType(type);
然后在 EditorWindow 中我看到 3 个图标 All BoxCollider MeshRenderer。 如果我单击 BoxCollider,它会使用 boxcollider 过滤所有对象,但是当我在层次结构搜索栏中输入名称时,它将使用名称和框碰撞器过滤所有对象,但是当我再次单击编辑器窗口时,它会将其更改为所有图标。网格渲染器也是如此。
而且我不能同时选择 boxcollider 和 meshrenderer 我只能选择其中一个。
编辑器窗口的屏幕截图:
private void OnGUI()
{
CustomHierarchy.gameObjectFontColor = EditorGUILayout.ColorField("Original Font Color", CustomHierarchy.gameObjectFontColor);
CustomHierarchy.prefabOrgFontColor = EditorGUILayout.ColorField("Prefab Original Font Color", CustomHierarchy.prefabOrgFontColor);
CustomHierarchy.prefabModFontColor = EditorGUILayout.ColorField("Prefab Modified Font Color", CustomHierarchy.prefabModFontColor);
CustomHierarchy.inActiveColor = EditorGUILayout.ColorField("Inactive Color", CustomHierarchy.inActiveColor);
CustomHierarchy.meshRendererColor = EditorGUILayout.ColorField("Mesh Renderer Color", CustomHierarchy.meshRendererColor);
multipleComponents = GUI.Toggle(new Rect(30, 160, 120, 30), multipleComponents, "Multiple components");
if(multipleComponents == true)
{
GUI.enabled = true;
}
else
{
GUI.enabled = false;
}
multipleComponentsString = GUI.TextField(new Rect(30, 180, 120, 30), multipleComponentsString, 25);
GUI.enabled = true;
filterText = GUI.TextField(new Rect(30, 230, 120, 30), filterText, 25);
System.Type type = SceneModeUtility.SearchBar(typeof(BoxCollider), typeof(MeshRenderer));
SceneModeUtility.SearchForType(type);
}
【问题讨论】:
-
它的工作方式可能与项目的搜索窗口和层次过滤器的工作方式相同。将 "t:" 与组件名称、空格和名称过滤器字符串一起使用。所以 "t:MeshCollider Ham" 将匹配任何带有
MeshCollider组件且名称中某处有“Ham”的对象。 -
@Foggzie 非常感谢。所以我一无所获,但至少我学到了一些东西。
-
@Foggzie 例如,搜索者找不到的是带有网格渲染器和盒子碰撞器的对象。例如,我有 40 个带有网格渲染器的对象,有些有盒子碰撞器。有没有办法只用网格渲染器和盒子碰撞器过滤对象? (多成分过滤)
-
我不确定你是否可以做多个,但你可以使用基类,所以你可以用
Collider代替MeshCollider和BoxCollider。