EditorUtility.OpenFilePanel:显示“打开文件”对话框并返回所选的路径名称。 EditorUtility.OpenFolderPanel:显示“打开文件夹”对话框并返回所选的路径名称。 EditorUtility.RevealInFinder:打开指定目录文件夹 EditorUtility类文档连接:https://docs.unity3d.com/cn/2022.2/ScriptReference/EditorUtility.html...
因为这是编辑器代码,我们可以使用UnityEditor命名空间中的类型,这包括EditorGUILayout。EditorGUILayout使得了大量的简单控制,可以在编辑器中使用,比Unity普通运行时间GUI系统提供的更好。比如,假如我想向用户展示进入3D位置的领域,我可以使用EditorGUILayout.Vector3Field():Target.somePosition = EditorGUILayout.Vector3F...
所以,现在通常情况下我会以功能(游戏邦注:比如命名为“AI”)为单位来创建文件夹,然后纳入所有功能相关组件,然后在旁边放上Editor文件夹(游戏邦注:比如命名为“AI/Editor”),装上所有运行这些组件的编辑器扩展。 只要Unity的内在类型能够发挥作用,运行时间类型都会存在于UnityEngine命名空间中,而所有的编辑器类型都会存...
第一个参数title:表示打开的窗口的标题: 第二个参数folder:打开窗口时的默认路径,例如传入Application.dataPath,则打开时路径为项目工程的Assets路径: 第三个参数defaultName:打开窗口时,“文件夹:”后的默认名称: 测试代码: 代码语言:javascript 复制 using UnityEngine;using UnityEditor;publicclassExample:EditorWindow...
public class ProjectFolderAssetInspector : UnityEditor.Editor { private List<string> _assetsPath = new List<string>(); private string _comment = string.Empty; private bool _isCommentChanged = false; void OnEnable() { _assetsPath.Clear(); ...
【摘要】 如图所示,在Unity Editor编辑器环境下编写这样一个功能:点击“浏览”按钮,打开一个窗口,选择文件夹并记录该文件夹的路径: 用到的API:EditorUtility类中的OpenFolderPanel方法: // 摘要:// Displays the "open folder" dialog and retu...
CustomPropDrawer using UnityEditor; using UnityEngine; /// <summary> /// Makes a field read only in Editor. This function SHOULD BE in a script INSIDE Unity Editor folder. /// </summary>…
Parallel ImportUse multiple processes to import assets simultaneously. By default, Unity imports assets one after another sequentially on the main Editor process. Parallel importing can be faster than the default sequential method of importing. To learn more, refer toImporting assets simultaneously ...
Set custom folder icons in the ToolboxEditorSettings. Properties that can be edited include: XY position and scale of the large icon XY position and scale of the small icon Path to directory or name (depends on picked item type) Optional tooltip Large icon Small icon Toolbar Editor Toolbox...
蒙版选择 EditorGUILayout.MaskField(string label, int mask, string[] displayedOptions)可以用来选择使用的层级 按钮 if (GUILayout.Button("XXX")){ ... ...} 水平排列 GUILayout.BeginHorizontal();... ...GUILayout.EndHorizontal(); 滚动条 val = GUILayout.HorizontalSlider(float value, float leftValu...