今天是最后一篇EditorUtility基础?关于着个类我用的不是很多,希望对大家有所帮助
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using UnityEngine;
using System.Collections;
using UnityEditor;
public class TestEditor : EditorWindow
{
static string title = "一只学习的小鸟";
//DisplayProgressBar和ClearProgressBar配合运用
//DisplayProgressBar(显示或更新进度条)
//ClearProgressBar(删除进度条)
//DisplayDialog(显示模态对话框)
//OpenFilePanel(显示打开文件 对话框并返回所选的路径名称)
//OpenFolderPanel(显示打开文件夹 对话框并返回所选的路径名称)
//SaveFilePanel(显示“保存文件”对话框并返回所选的路径名称。)
//SaveFolderPanel(显示“保存文件夹”对话框并返回所选的路径名称。)
#region DisplayProgressBar(显示或更新进度条)
[MenuItem("Examples/DisplayProgressBar")]
static void DisplayProgressBars()
{
EditorUtility.DisplayProgressBar(title, "信息", 3f);
}
#endregion
#region ClearProgressBar(删除进度条)
[MenuItem("Examples/ClearProgressBar")]
static void ClearProgressBar()
{
EditorUtility.ClearProgressBar();
}
#endregion
#region DisplayDialog(显示模态对话框)
[MenuItem("Examples/DisplayDialog")]
static void DisplayDialog()
{
EditorUtility.DisplayDialog(title, "消息", "OK");
}
#endregion
#region OpenFilePanel(显示打开文件 对话框并返回所选的路径名称)
[MenuItem("Examples/OpenFilePanel")]
static void OpenFilePanel()
{
var path = EditorUtility.OpenFilePanel(title, "D:/", "扩展名");
Debug.Log(path);
}
#endregion
#region OpenFolderPanel(显示打开文件夹 对话框并返回所选的路径名称)
[MenuItem("Examples/OpenFolderPanel")]
static void OpenFolderPanel()
{
var path = EditorUtility.OpenFolderPanel(title, "D:/学习", "默认名字");
Debug.Log(path);
}
#endregion
#region SaveFilePanel(显示“保存文件”对话框并返回所选的路径名称。)
[MenuItem("Examples/SaveFilePanel")]
static void SaveFilePanel()
{
var path = EditorUtility.SaveFilePanel(title, "D:/学习", "默认名字", "扩展名");
Debug.Log(path);
}
#endregion
#region SaveFolderPanel(显示“保存文件夹”对话框并返回所选的路径名称。)
[MenuItem("Examples/SaveFolderPanel")]
static void SaveFolderPanel()
{
var path = EditorUtility.SaveFolderPanel(title, "D:/学习", "默认名字");
Debug.Log(path);
}
#endregion
}
有兴趣的小伙伴可以查找Unity Editor 基础篇(九):EditorUtility编辑器工具 - 程序员大本营有其他 ?
有其他用法
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