直接看代码,编译后通过改写 ProjectSetting/tagmanager 实现预设Layer效果,并且可以扩展更多关于Layer的功能
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
[InitializeOnLoad]
public class LayerTest
{
public enum InnerSettingLayer
{
PostProcessing = 8,
RealityScene = 9,
bgCamera = 10,
maskCamera = 11,
arCamera =12,
panorama = 13,
}
static LayerTest()
{
SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
SerializedProperty layers = tagManager.FindProperty("layers");
if (layers == null || !layers.isArray)
{
Debug.LogWarning("Can't set up the layers. It's possible the format of the layers and tags data has changed in this version of Unity.");
Debug.LogWarning("Layers is null: " + (layers == null));
return;
}
foreach (var item in Enum.GetNames(typeof(InnerSettingLayer)))
{
int value = (int)Enum.Parse(typeof(InnerSettingLayer), item);
if (value > 20)
{
EditorUtility.DisplayDialog("警告", "Layer 10-20层 限制为编辑器内部使用,用户在20层后进行设置","知道了");
continue;
}
SerializedProperty layerSP = layers.GetArrayElementAtIndex(value);
if (layerSP.stringValue == item)
{
}
else
{
if (string.IsNullOrEmpty(layerSP.stringValue))
{
layerSP.stringValue = item;
}
else
{
if (EditorUtility.DisplayDialog("提示", "当前Layer:" + layerSP.stringValue + "不等于 预设值:" + item, "使用预设值", "忽略"))
{
layerSP.stringValue = item;
}
}
}
}
tagManager.ApplyModifiedProperties();
}
}
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