在 Unity 中自动为脚本添加自定义编辑器的快捷方式

Shortcut to automatically add custom editor for Script in Unity

Assets 的 Unity 上下文菜单有各种有用的快捷方式,但没有快速创建自定义编辑器的快捷方式。相反,如果我想创建一个自定义编辑器,我必须完成所有这些烦人的样板步骤:

  1. 创建Editor目录(如果还没有创建),然后转到正确的子目录
  2. Create -> C# Script(实际上应该叫C# Component Script
  3. 删除所有 MonoBehavior 内容
  4. Editor 附加到 class 名称
  5. 添加using UnityEditor
  6. 添加 CustomEditor 属性
  7. 继承自Editor

...在能够真正开始写我的东西之前...

有没有快捷方式?

新的“添加自定义编辑器”菜单项

我将 this little script which adds a new Add Custom Editor MenuItem 写入了 Assets 上下文菜单:

用法

  1. 右键单击 Scripts 文件夹中的 Component 脚本。
  2. Select Add Custom Editor.
  3. 该组件现在有一个 Editor 会被自动选中,因此您可以随意修改它。它具有相同的名称(附加了 Editor)并且位于相同的相对路径中,但在 Scripts/Editor 文件夹中

下面的屏幕截图显示了一个示例:给定脚本 Scripts/Test/TestScript,它在 Scripts/Editor/Test/TestScriptEditor.

处创建了一个新编辑器

注意:菜单项将被禁用,除非您选择了一个脚本:

  1. 有一个 .cs 文件结尾
  2. 位于 Scripts 文件夹下的某处(可以嵌套在任何子目录中)
  3. 不在 Editor 文件夹中
  4. 还没有编辑器

设置

  1. Create -> C# Script
  2. 称之为AddCustomEditorMenuItem
  3. this gist
  4. 中的代码替换其内容
  5. 完成!
  6. 测试一下:右键单击 Scripts 目录中的脚本文件。

代码亮点

  • 找出所有路径花费了大部分时间:
scriptName = scriptAsset.name;

// get system file path
scriptPath = Path.GetFullPath(ProjectRoot + AssetDatabase.GetAssetPath (scriptAsset));

// get file name of the editor file
editorFileName = GetEditorFileNameFor (scriptName);

// split the script path
var results = scriptPathRegex.Matches (scriptPath).GetEnumerator ();
results.MoveNext ();
var match = (Match)results.Current;
scriptsPath = match.Groups [1].Value;
scriptRelativePath = match.Groups [2].Value;

// re-combine editor path
editorPath = Path.Combine (scriptsPath, "Editor");
editorPath = Path.Combine (editorPath, scriptRelativePath);
editorPath = Path.Combine (editorPath, editorFileName);

// nicely formatted file path
editorPath = Path.GetFullPath(editorPath);
editorRelativeAssetPath = editorPath.Substring(ProjectRoot.Length);
  • 弄清楚路径后,实际上编写文件非常简单!
public void WriteCustomEditorFile ()
{
  // create all missing directories in the hierarchy
  Directory.CreateDirectory (Path.GetDirectoryName (editorPath));

  // write file
  File.WriteAllText (editorPath, BuildCustomEditorCode(scriptName));

  // let Asset DB pick up the new file
  AssetDatabase.Refresh();

  // highlight in GUI
  var os = AssetDatabase.LoadAllAssetsAtPath(editorRelativeAssetPath);
  EditorGUIUtility.PingObject (os[0]);

  // log
  Debug.Log("Created new custom Editor at: " + editorRelativeAssetPath);
}

// ...

/// <summary>
/// The menu item entry
/// </summary>
[MenuItem ("Assets/Add Custom Editor %#e", false, 0)]
public static void AddCustomEditor ()
{
  var scriptAsset = Selection.activeObject;

  // figure out paths
  var scriptPathInfo = new ScriptPathInfo (scriptAsset);

  // write file
  scriptPathInfo.WriteCustomEditorFile ();
}
  • 如果您不喜欢新创建的编辑器的默认内容,请随意编辑这部分:
static string BuildCustomEditorCode (string name)
{
  return @"using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(" + name + @"))]
public class " + name + @"Editor : Editor {

public override void OnInspectorGUI ()
{
  base.OnInspectorGUI ();
  var obj = (" + name + @") target;
  if (GUILayout.Button (""Hi!"")) {
    // do something with obj when button is clicked
    Debug.Log(""Button pressed for: "" + obj.name);
    EditorGUIUtility.PingObject (obj);
  }
}
}";
}
  • 如果您的菜单项总是变灰,请考虑先查看我上面的解释,然后再调试确定是否选择了有效脚本的代码:
[MenuItem ("Assets/Add Custom Editor %#e", true, 0)]
public static bool ValidateAddCustomEditor ()
{
  var scriptAsset = Selection.activeObject;

  if (scriptAsset == null) {
    // nothing selected? (should probably not happen)
    return false;
  }

  var path = ProjectRoot + AssetDatabase.GetAssetPath (scriptAsset);

  if (!scriptPathRegex.IsMatch (path)) {
    // not a Script in the Script folder
    return false;
  }

  if (editorScriptPathRegex.IsMatch (path)) {
    // we are not interested in Editor scripts
    return false;
  }
    

  if (Directory.Exists (path)) {
    // it's a directory, but we want a file
    return false;
  }

  var scriptPathInfo = new ScriptPathInfo (scriptAsset);

  //        Debug.Log (scriptPathInfo.scriptPath);
  //        Debug.Log (Path.GetFullPath(AssetsPath + "/../"));
  //        Debug.Log (scriptPathInfo.editorRelativeAssetPath);
  //        Debug.Log (scriptPathInfo.editorPath);

  if (File.Exists (scriptPathInfo.editorPath)) {
    // editor has already been created
    return false;
  }

  // all good!
  return true;
}