将 EditorTool 注册为全局工具或用于特定目标类型的 CustomEditor。
全局工具适用于任何选定内容。始终可从顶部的工具栏中使用全局工具。CustomEditor 工具仅可用于与目标类型匹配的选定内容。
using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEditor; using UnityEditor.EditorTools; using UnityEngine.Rendering;
// By passing `typeof(MeshFilter)` as the second argument, we register VertexTool as a CustomEditor tool to be presented // when the current selection contains a MeshFilter component. [EditorTool("Show Vertices", typeof(MeshFilter))] class VertexTool : EditorTool { struct TransformAndPositions { public Transform transform; public Vector3[] positions; }
IEnumerable<TransformAndPositions> m_Vertices; GUIContent m_ToolbarIcon;
public override GUIContent toolbarIcon { get { if (m_ToolbarIcon == null) m_ToolbarIcon = new GUIContent( AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/Examples/Icons/VertexTool.png"), "Vertex Visualization Tool"); return m_ToolbarIcon; } }
void OnEnable() { EditorTools.activeToolChanged += ActiveToolDidChange; }
void OnDisable() { EditorTools.activeToolChanged -= ActiveToolDidChange; }
void ActiveToolDidChange() { if (!EditorTools.IsActiveTool(this)) return;
m_Vertices = targets.Select(x => { return new TransformAndPositions() { transform = ((MeshFilter)x).transform, positions = ((MeshFilter)x).sharedMesh.vertices }; }).ToArray(); }
public override void OnToolGUI(EditorWindow window) { var evt = Event.current;
if (evt.type == EventType.Repaint) { var zTest = Handles.zTest; Handles.zTest = CompareFunction.LessEqual;
foreach (var entry in m_Vertices) { foreach (var vertex in entry.positions) { var world = entry.transform.TransformPoint(vertex); Handles.DotHandleCap(0, world, Quaternion.identity, HandleUtility.GetHandleSize(world) * .05f, evt.type); } }
Handles.zTest = zTest; } } }
displayName | 在菜单中显示的名称。 |
targetType | 此工具可以编辑的目标类型。 |
EditorToolAttribute | 将 EditorTool 注册为全局工具或 CustomEditor 工具。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.