Unity 编辑器开发实战【Scene View】- UI Selector
在Scene窗口编辑UI界面时,当重叠的UI元素较多时,很难点选想要选中的元素,UI Selector工具做了如下功能:右键时弹出一个列表,列举所有包含鼠标当前位置的RectTransform物体,在列表中选择即可选中该UI元素。
实现该功能需要使用Scene View类,本人用的Unity版本是2020.3.16,该版本里显示onSceneGUIDelegate是弃用状态,使用duringSceneGui代替:
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using UnityEngine;
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using UnityEditor;
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namespace SK.Framework
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{
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[InitializeOnLoad]
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public static class UISelector
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{
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static UISelector()
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{
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SceneView.duringSceneGui += OnSceneGUI;
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}
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private static void OnSceneGUI(SceneView sceneView)
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{
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}
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}
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}
注意使用InitializeOnLoad属性,该属性应用的对象是静态构造函数,它可以保证在编辑器启动的时候调用该构造函数,因此我们在构造函数中使用SceneView类中的duringSceneGui来实现Scene窗口的自定义功能。
首先我们想要在鼠标右键点击时弹出列表,在编辑器环境中的输入使用Event类,下面的代码表示鼠标右键抬起:
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var ec = Event.current;
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if (ec != null && ec.button == 1 && ec.type == EventType.MouseUp)
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{
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}
列表中列举所有包含当前鼠标位置的Rect Transform,所以要先获取当前加载的场景中的所有Rect Transform组件:
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private static void OnSceneGUI(SceneView sceneView)
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{
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var ec = Event.current;
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if (ec != null && ec.button == 1 && ec.type == EventType.MouseUp)
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{
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ec.Use();
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var scenes = GetAllScenes();
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var groups = scenes
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.Where(m => m.isLoaded)
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.SelectMany(m => m.GetRootGameObjects())
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.Where(m => m.activeInHierarchy)
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.SelectMany(m => m.GetComponentsInChildren<RectTransform>())
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.GroupBy(m => m.gameObject.scene.name)
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.ToArray();
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}
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}
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private static IEnumerable<Scene> GetAllScenes()
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{
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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yield return SceneManager.GetSceneAt(i);
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}
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}
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获取到所有的RectTransform组件后,判断哪些包含当前鼠标位置,通过Event.current中的mousePosition可以获得当前鼠标位置,但是需要注意,该坐标系中的原点为左上角:
而UGUI中Canvas的坐标系以左下角为原点,因此需要先进行坐标转换,然后再通过Rect Transform Utility类中的RectangleContainsScreenPoint函数可以判断RectTransform是否包含指定位置:
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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namespace SK.Framework
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{
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[InitializeOnLoad]
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public static class UISelector
-
{
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static UISelector()
-
{
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SceneView.duringSceneGui += OnSceneGUI;
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}
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private static void OnSceneGUI(SceneView sceneView)
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{
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var ec = Event.current;
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if (ec != null && ec.button == 1 && ec.type == EventType.MouseUp)
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{
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ec.Use();
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// 当前屏幕坐标,左上角是(0,0)右下角(camera.pixelWidth,camera.pixelHeight)
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Vector2 mousePosition = Event.current.mousePosition;
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// Retina 屏幕需要拉伸值
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float mult = EditorGUIUtility.pixelsPerPoint;
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// 转换成摄像机可接受的屏幕坐标,左下角是(0,0,0)右上角是(camera.pixelWidth,camera.pixelHeight,0)
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mousePosition.y = sceneView.camera.pixelHeight - mousePosition.y * mult;
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mousePosition.x *= mult;
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var scenes = GetAllScenes();
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var groups = scenes
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.Where(m => m.isLoaded)
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.SelectMany(m => m.GetRootGameObjects())
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.Where(m => m.activeInHierarchy)
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.SelectMany(m => m.GetComponentsInChildren<RectTransform>())
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.Where(m => RectTransformUtility.RectangleContainsScreenPoint(m, mousePosition, sceneView.camera))
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.GroupBy(m => m.gameObject.scene.name)
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.ToArray();
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}
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}
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private static IEnumerable<Scene> GetAllScenes()
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{
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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yield return SceneManager.GetSceneAt(i);
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}
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}
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}
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}
同时还要处理同名UI元素问题,以及当前加载的场景可能不止一个的情况,如下:
最终通过GenericMenu类实现右键菜单,通过Selection类中activeTransform和EditorGUI Utility类中PingObject实现选中,完整代码:
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
-
-
namespace SK.Framework
-
{
-
[InitializeOnLoad]
-
public static class UISelector
-
{
-
static UISelector()
-
{
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SceneView.duringSceneGui += OnSceneGUI;
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}
-
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private static void OnSceneGUI(SceneView sceneView)
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{
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var ec = Event.current;
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if (ec != null && ec.button == 1 && ec.type == EventType.MouseUp)
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{
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ec.Use();
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// 当前屏幕坐标,左上角是(0,0)右下角(camera.pixelWidth,camera.pixelHeight)
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Vector2 mousePosition = Event.current.mousePosition;
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// Retina 屏幕需要拉伸值
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float mult = EditorGUIUtility.pixelsPerPoint;
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// 转换成摄像机可接受的屏幕坐标,左下角是(0,0,0)右上角是(camera.pixelWidth,camera.pixelHeight,0)
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mousePosition.y = sceneView.camera.pixelHeight - mousePosition.y * mult;
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mousePosition.x *= mult;
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var scenes = GetAllScenes();
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var groups = scenes
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.Where(m => m.isLoaded)
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.SelectMany(m => m.GetRootGameObjects())
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.Where(m => m.activeInHierarchy)
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.SelectMany(m => m.GetComponentsInChildren<RectTransform>())
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.Where(m => RectTransformUtility.RectangleContainsScreenPoint(m, mousePosition, sceneView.camera))
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.GroupBy(m => m.gameObject.scene.name)
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.ToArray();
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var sceneCount = scenes.Count(m => m.isLoaded);
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var gc = new GenericMenu();
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var dic = new Dictionary<string, int>();
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foreach (var group in groups)
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{
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foreach (var rt in group)
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{
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var name = rt.name;
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var sceneName = rt.gameObject.scene.name;
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var nameWithSceneName = sceneName + "/" + name;
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var isContains = dic.ContainsKey(nameWithSceneName);
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var text = sceneCount <= 1 ? name : nameWithSceneName;
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if (isContains)
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{
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var count = dic[nameWithSceneName]++;
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text += " [" + count.ToString() + "]";
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}
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var content = new GUIContent(text);
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gc.AddItem(content, false, () =>
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{
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Selection.activeTransform = rt;
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EditorGUIUtility.PingObject(rt.gameObject);
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});
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if (!isContains)
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{
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dic.Add(nameWithSceneName, 1);
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}
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}
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}
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gc.ShowAsContext();
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}
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}
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private static IEnumerable<Scene> GetAllScenes()
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{
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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yield return SceneManager.GetSceneAt(i);
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}
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}
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}
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}
文章来源: coderz.blog.csdn.net,作者:CoderZ1010,版权归原作者所有,如需转载,请联系作者。
原文链接:coderz.blog.csdn.net/article/details/122923008
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