UnityEditor
How do I use Unity Editor
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: VSCode.cs
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346 public static void SyncSolution()
347 {
348 System.Type T = System.Type.GetType("UnityEditor.SyncVS,UnityEditor");
349 System.Reflection.MethodInfo SyncSolution = T.GetMethod("SyncSolution", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
350 SyncSolution.Invoke(null, null);
351
352 }
File name: ScmlPostProcessor.cs
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66 static void ImportScml(string assetPath)
67 {
68 string folderPath = Path.GetDirectoryName(assetPath);
69
70 //Load the SCML as XML
71 var doc = new XmlDocument();
72 doc.Load(assetPath);
73
74 //Parse the SCML file
75 var scml = new Spriter.ScmlObject(doc);
76
77 //TODO: Verify that all files/folders exist
78 var pb = new PrefabBuilder();
79 foreach (var entity in scml.Entities)
80 {
81 //TODO: Settings file to customize prefab location
82 var prefabPath = Path.Combine(folderPath, entity.Name + ".prefab");
83
84 //Change to forward slash for asset database friendliness
85 prefabPath = prefabPath.Replace('\\', '/');
86
87 //Either instantiate the existing prefab or create a new one
88 GameObject go;
89 var prefabGo = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject));
90 if (prefabGo == null)
91 {
92 go = new GameObject();
93 prefabGo = PrefabUtility.CreatePrefab(prefabPath, go, ReplacePrefabOptions.ConnectToPrefab);
94 }
95 else
96 {
97 go = GameObject.Instantiate(prefabGo) as GameObject;
98
99 var oldAnimator = go.GetComponent
100 if (oldAnimator) GameObject.DestroyImmediate(oldAnimator);
101 }
102
103 //Build the prefab based on the supplied entity
104 pb.MakePrefab(entity, go, folderPath);
105
106 var animator = go.AddComponent
107
108
109
110 //Add animations to prefab object
111 var anim = new AnimationBuilder();
112 var allAnimClips = anim.BuildAnimationClips(go, entity, prefabPath);
113 AssetDatabase.SaveAssets();
114
115 var animatorControllerPath = Path.ChangeExtension(prefabPath, "controller");
116 UnityEditor.Animations.AnimatorController oldController = (UnityEditor.Animations.AnimatorController)AssetDatabase.LoadAssetAtPath(animatorControllerPath, typeof (UnityEditor.Animations.AnimatorController));
117 UnityEditor.Animations.AnimatorController controller = oldController;
118
119 if (!oldController)
120 {
121 controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(animatorControllerPath);
122 foreach (var animationClip in allAnimClips)
123 {
124 if (animationClip)
125 {
126 //UnityEditor.Animations.AnimatorController.AddAnimationClipToController(controller, animationClip);
127 }
128 }
129 }
130 UnityEditor.Animations.AnimatorController.SetAnimatorController(animator, controller);
131 go.SetActive(true);
132 //Update the prefab
133 PrefabUtility.ReplacePrefab(go, prefabGo, ReplacePrefabOptions.ConnectToPrefab);
134
135 //Add a generic avatar - because why not?
136 //TODO: May need to eventually break this into a separate class
137 // ie: if we want to look for a root motion node by naming convention
138 //var avatar = AvatarBuilder.BuildGenericAvatar(go, "");
139 //avatar.name = go.name;
140 //AssetDatabase.AddObjectToAsset(avatar, prefabPath);
141
142 GameObject.DestroyImmediate(go);
143
144 AssetDatabase.SaveAssets();
145 }
146 }
File name: SortingLayerExposedEditor.cs
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103 public static string[] GetSortingLayerNames()
104 {
105 Type internalEditorUtilityType = typeof(UnityEditorInternal.InternalEditorUtility);
106 PropertyInfo sortingLayersProperty = internalEditorUtilityType.GetProperty("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic);
107 return (string[])sortingLayersProperty.GetValue(null, new object[0]);
108 }
File name: SortingLayerExposedEditor.cs
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111 public int[] GetSortingLayerUniqueIDs()
112 {
113 Type internalEditorUtilityType = typeof(UnityEditorInternal.InternalEditorUtility);
114 PropertyInfo sortingLayerUniqueIDsProperty = internalEditorUtilityType.GetProperty("sortingLayerUniqueIDs", BindingFlags.Static | BindingFlags.NonPublic);
115 return (int[])sortingLayerUniqueIDsProperty.GetValue(null, new object[0]);
116 }
File name: ReadmeEditor.cs
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37 static void LoadLayout()
38 {
39 var assembly = typeof(EditorApplication).Assembly;
40 var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
41 var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
42 method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false});
43 }
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