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Unity编辑器拓展之一:利用反射打开Unity Prefere

Unity编辑器拓展之一:利用反射打开Unity Prefere

作者: 静风霁 | 来源:发表于2018-04-11 00:12 被阅读0次

    我的CSDN地址:https://blog.csdn.net/qq_26999509/article/details/79829670

    Unity Preferences Window如下图所示:

    Unity Preferences Window

    作为Unity 的参数设置窗口,这个窗口支持新增项,当然本文不介绍这个内容,本次介绍如何利用反射、以及Unity Editor代码来实现用代码打开Preferences Window以及设置选中项。

    使用ILSpy工具反编译UnityEditor.dll后呢,在下图目录中的PreferencesWinndow.cs脚本

    PreferencesWindow.cs

    里面有一个接口是”ShowPreferencesWindow”,从字面上就可以理解到是用来打开PreferencesWindow的。

    ```

    private static void ShowPreferencesWindow()

    {

        EditorWindow window = EditorWindow.GetWindow(true, "Unity Preferences");

        window.minSize = new Vector2(500f, 400f);

        window.maxSize = new Vector2(window.minSize.x, window.maxSize.y);

        window.position = new Rect(new Vector2(100f, 100f), window.minSize);

        window.m_Parent.window.m_DontSaveToLayout = true;

    }

    ```

    该函数是私有的,没办法直接调,利用反射试一下。

    using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEditor;using System.Reflection;using System;public class OpenPreferencesWindow : EditorWindow

    {

        [MenuItem("Tool/OpenPreferencesWindow")]

        public static void Open()

        {

            OpenPreferencesWindow editor = EditorWindow.GetWindow();

        }

        private void OnGUI()

        {

            if (GUILayout.Button("打开PerferencesWindow"))

            {

                Assembly assembly = Assembly.GetAssembly(typeof(UnityEditor.EditorWindow));

                Type type = assembly.GetType("UnityEditor.PreferencesWindow");

                type.GetMethod("ShowPreferencesWindow", BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, null);

            }

        }

    }

    效果图:

    打开Window,默认定位

    接下来,就是如何实现在打开window之后直接选中某一项。

    查看一下OnEnable函数,初始化里面做了啥?

    private void OnEnable()

    {

        this.prefWinExtensions = ModuleManager.GetPreferenceWindowExtensions();

    this.ReadPreferences();

    this.m_Sections = new List();

    this.m_Sections.Add(new PreferencesWindow.Section("General", new PreferencesWindow.OnGUIDelegate(this.ShowGeneral)));

    this.m_Sections.Add(new PreferencesWindow.Section("External Tools", new PreferencesWindow.OnGUIDelegate(this.ShowExternalApplications)));

    this.m_Sections.Add(new PreferencesWindow.Section("Colors", new PreferencesWindow.OnGUIDelegate(this.ShowColors)));

    this.m_Sections.Add(new PreferencesWindow.Section("Keys", new PreferencesWindow.OnGUIDelegate(this.ShowKeys)));

    this.m_Sections.Add(new PreferencesWindow.Section("GI Cache", new PreferencesWindow.OnGUIDelegate(this.ShowGICache)));

    this.m_Sections.Add(new PreferencesWindow.Section("2D", new PreferencesWindow.OnGUIDelegate(this.Show2D))); if (Unsupported.IsDeveloperBuild() || UnityConnect.preferencesEnabled)

    {

        this.m_Sections.Add(new PreferencesWindow.Section("Unity Services", new PreferencesWindow.OnGUIDelegate(this.ShowUnityConnectPrefs)));

    }

    this.m_RefreshCustomPreferences = true;

    }

    与PreferencesWindow图对比之后发现,m_Sections这个集合里存的Section对象应该就是Window左侧的可选项了。

    接着看看Section这个类

    private class Section

    {

    public GUIContent content;

    public PreferencesWindow.OnGUIDelegate guiFunc;

    public Section(string name, PreferencesWindow.OnGUIDelegate guiFunc)

    {

        this.content = new GUIContent(name); this.guiFunc = guiFunc;

    }

    public Section(string name, Texture2D icon, PreferencesWindow.OnGUIDelegate guiFunc)

    {

    this.content = new GUIContent(name, icon);

    this.guiFunc = guiFunc;

    }

    public Section(GUIContent content, PreferencesWindow.OnGUIDelegate guiFunc)

    {

    this.content = content; this.guiFunc = guiFunc;

    }

    }

    PreferencesWindow在OnEnable的时候,就有实例化几个对象,其中传入的第一个参数,例如“Colors”,就存在类的content中,那么只需要反射到这个content的,再遍历这个m_Sections,就可以实现选中左侧了。

    完整代码,如下:

    using System.Collections;

    using System.Collections.Generic;

    using UnityEngine;

    using UnityEditor;

    using System.Reflection;

    using System;

    public class OpenPreferencesWindow : EditorWindow

    {

            [MenuItem("Tool/OpenPreferencesWindow")]

            public static void Open()

            {

                OpenPreferencesWindow editor = EditorWindow.GetWindow();

            }

            private void OnGUI()

            {

                if (GUILayout.Button("打开PerferencesWindow"))

                {

    Assembly assembly = Assembly.GetAssembly(typeof(UnityEditor.EditorWindow));

    Type type = assembly.GetType("UnityEditor.PreferencesWindow");

    type.GetMethod("ShowPreferencesWindow", BindingFlags.NonPublic | BindingFlags.Static).Invoke(null, null); EditorWindow window = EditorWindow.GetWindow(type);

    FieldInfo sectionsField = type.GetField("m_Sections", BindingFlags.Instance | BindingFlags.NonPublic);

    IList sections = sectionsField.GetValue(window) as IList;

    Type sectionType = sectionsField.FieldType.GetGenericArguments()[0];

    FieldInfo sectionContentField = sectionType.GetField("content", BindingFlags.Instance | BindingFlags.Public);

    for (int i = 0; i < sections.Count; i++)

    {

    GUIContent sectionContent = sectionContentField.GetValue(sections[i]) as GUIContent;

    if (sectionContent.text == "Colors")

    {

    FieldInfo sectionIndexField = type.GetField("m_SelectedSectionIndex", BindingFlags.Instance | BindingFlags.NonPublic);

    sectionIndexField.SetValue(window, i); return;

    }

    }

    }

    }

    }

    打开Window,定位Colors

    如果插件中有在PreferencesWindow中添加项,就可以通过这个让用户快捷打开了。

    通过这篇文章,希望可以帮助大家学会如何分析反编译出的代码,分析UnityEditor如何实现的编辑器,以此来写出更加实用的插件

    以上知识分享,如有错误,欢迎指出,共同学习,共同进步。

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