在Unity開發(fā)游戲的時(shí)候鸭轮,為了有一個(gè)更快更方便的工作流歪沃,我們往往會(huì)在Editor下開發(fā)一些方便實(shí)用的工具嗦锐。在工具中,用到最多沪曙,最關(guān)鍵的就是按鈕奕污,它是工具的首席執(zhí)行官。下面就用最簡單的代碼來演示添加一個(gè)自定義按鈕到Inspector當(dāng)中液走。
案例:指定坐標(biāo)后克隆新物體到場景碳默。
1、在Unity Assets下創(chuàng)建”O(jiān)bjectBuilderScript”腳本缘眶,添加代碼:
using UnityEngine;
?
public class ObjectBuilderScript: MonoBehaviour {
??? public GameObject obj;
??? public Vector3 spawnPoint;
?
??? public void BuildObject() {
??????? Instantiate(obj, spawnPoint,Quaternion.identity);
??? }
}
2嘱根、在Unity Assets下創(chuàng)建”Editor”文件夾,文件夾下創(chuàng)建”O(jiān)bjectBuilderEditor”腳本巷懈,添加代碼:
using UnityEngine;
using UnityEditor;
?
[CustomEditor(typeof(ObjectBuilderScript))]
public classObjectBuilderEditor : Editor {
??? public override void OnInspectorGUI() {
??????? DrawDefaultInspector();
?
??????? ObjectBuilderScript myScript =(ObjectBuilderScript)target;
??????? if(GUILayout.Button("創(chuàng)建對象")) {
??????????? myScript.BuildObject();
??????? }
??? }
}
3该抒、場景中添加一個(gè)空的GameObject對象,掛載上”O(jiān)bjectBuilderScript”腳本顶燕,在Inspector中選中需要克隆的游戲?qū)ο蟠毡#钊肟寺ο蟮某錾c(diǎn)坐標(biāo),點(diǎn)擊“創(chuàng)建對象”按鈕涌攻,就將克隆對象添加到場景當(dāng)中欧引。如圖:
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