ET ReferenceCollector

2020-10-30  本文已影响0人  BacteriumFox

ET ReferenceCollector

结构

ReferenceCollectorEditor

主要重构了ReferenceCollector组件的Inspector面板

在OnInspectorGUI中实现了如下几个功能

using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
//Object并非C#基础中的Object,而是 UnityEngine.Object
using Object = UnityEngine.Object;

//自定义ReferenceCollector类在界面中的显示与功能
[CustomEditor(typeof(ReferenceCollector))]
//没有该属性的编辑器在选中多个物体时会提示“Multi-object editing not supported”
[CanEditMultipleObjects]
public class ReferenceCollectorEditor : Editor
{
    private ReferenceCollector referenceCollector;
    //搜索Key
    private string _searchKey = "";
    //搜索框对应对象
    private Object heroPrefab;


    //输入在textfield中的字符串
    private string searchKey
    {
        get
        {
            return _searchKey;
        }
        set
        {
            if (_searchKey != value)
            {
                _searchKey = value;
                heroPrefab = referenceCollector.Get<Object>(searchKey);
            }
        }
    }

    private void OnEnable()
    {
        //将被选中的gameobject所挂载的ReferenceCollector赋值给编辑器类中的ReferenceCollector,方便操作
        referenceCollector = (ReferenceCollector)target;
    }

    //OnInspectorGUI可以自定义对Inspector面板的绘制
    public override void OnInspectorGUI()
    {
        //使ReferenceCollector支持撤销操作,还有Redo,不过没有在这里使用
        Undo.RecordObject(referenceCollector, "Changed Settings");
        //获取所有引用对象
        var dataProperty = serializedObject.FindProperty("data");

        //-----------------------按钮栏------------------------

        //开始水平布局
        GUILayout.BeginHorizontal();

        //下面几个if都是点击按钮就会返回true调用里面的东西
        if (GUILayout.Button("添加引用"))
        {
            //添加新的元素,具体的函数注释
            // Guid.NewGuid().GetHashCode().ToString() 就是新建后默认的key
            AddReference(dataProperty, Guid.NewGuid().GetHashCode().ToString(), null);
        }
        if (GUILayout.Button("全部删除"))
        {
            referenceCollector.Clear();
            //dataProperty.ClearArray();
        }
        if (GUILayout.Button("删除空引用"))
        {
            referenceCollector.DelNull();
            //DelNullReference();
        }
        if (GUILayout.Button("排序"))
        {
            referenceCollector.Sort();
        }
        //结束水平对齐
        GUILayout.EndHorizontal();

        //-----------------搜索栏---------------------
        //开始新的水平对齐
        EditorGUILayout.BeginHorizontal();
        //可以在编辑器中对searchKey进行赋值,只要输入对应的Key值,就可以点后面的删除按钮删除相对应的元素
        //输入框
        searchKey = EditorGUILayout.TextField(searchKey);
        //添加的可以用于选中Object的框,这里的object也是(UnityEngine.Object
        //第三个参数为是否只能引用scene中的Object
        //对象框
        EditorGUILayout.ObjectField(heroPrefab, typeof(Object), false);
        //删除按键
        if (GUILayout.Button("删除"))
        {
            referenceCollector.Remove(searchKey);
            heroPrefab = null;
        }
        //结束水平对齐
        GUILayout.EndHorizontal();
        //留白空间
        EditorGUILayout.Space();
        //---------------字典-----------------
        var delList = new List<int>();
        SerializedProperty property;
        //遍历ReferenceCollector中data list的所有元素,显示在编辑器中
        for (int i = referenceCollector.data.Count - 1; i >= 0; i--)
        {
            //开始新的水平对齐
            GUILayout.BeginHorizontal();
            //这里的知识点在ReferenceCollector中有说
            property = dataProperty.GetArrayElementAtIndex(i).FindPropertyRelative("key");
            //输入文本框
            property.stringValue = EditorGUILayout.TextField(property.stringValue, GUILayout.Width(150));
            property = dataProperty.GetArrayElementAtIndex(i).FindPropertyRelative("gameObject");
            //对象框
            property.objectReferenceValue = EditorGUILayout.ObjectField(property.objectReferenceValue, typeof(Object), true);
            if (GUILayout.Button("X"))
            {
                //将元素添加进删除list
                delList.Add(i);
            }
            //结束水平对齐
            GUILayout.EndHorizontal();
        }

        //----------------------拖动-----------------------
        var eventType = Event.current.type;
        //在Inspector 窗口上创建区域,向区域拖拽资源对象,获取到拖拽到区域的对象
        if (eventType == EventType.DragUpdated || eventType == EventType.DragPerform)
        {
            // 在拖放上显示一个复制图标
            DragAndDrop.visualMode = DragAndDropVisualMode.Copy;

            if (eventType == EventType.DragPerform)
            {
                DragAndDrop.AcceptDrag();
                foreach (var o in DragAndDrop.objectReferences)
                {
                    //将元素添加到字典中
                    AddReference(dataProperty, o.name, o);
                }
            }

            Event.current.Use();
        }

        //遍历删除list,将其删除掉
        foreach (var i in delList)
        {
            dataProperty.DeleteArrayElementAtIndex(i);
        }

        //应用修改属性,并更新脚本
        serializedObject.ApplyModifiedProperties();
        serializedObject.UpdateIfRequiredOrScript();
    }

    //添加元素,具体知识点在ReferenceCollector中说了
    private void AddReference(SerializedProperty dataProperty, string key, Object obj)
    {
        int index = dataProperty.arraySize;
        dataProperty.InsertArrayElementAtIndex(index);
        var element = dataProperty.GetArrayElementAtIndex(index);
        element.FindPropertyRelative("key").stringValue = key;
        element.FindPropertyRelative("gameObject").objectReferenceValue = obj;
    }   
}

相关扩展类

GameObjectHelper主要实现了一个对GameObject查找引用的快捷扩展

    public static class GameObjectHelper
    {
        /// <summary>
        /// 通过对象挂载的引用集脚本获取对象
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="gameObject"></param>
        /// <param name="key"></param>
        /// <returns></returns>
        public static T Get<T>(this GameObject gameObject, string key) where T : class
        {
            try
            {
                return gameObject.GetComponent<ReferenceCollector>().Get<T>(key);
            }
            catch (Exception e)
            {
                throw new Exception($"获取{gameObject.name}的ReferenceCollector key失败, key: {key}", e);
            }
        }
    }

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