使用ScriptableWizard创建"对话框"

创建对话框,统一修改多个选中物体的属性
在这里插入图片描述
代码:

using UnityEditor;
using UnityEngine;

public class WizardEditor : ScriptableWizard
{
    public int healthValue = 10;
    public int speedValue = 10;

    [MenuItem("Tools/CrerteWizard")]
    static void CrerteWizard()
    {
        ScriptableWizard.DisplayWizard<WizardEditor>("title", "button name");
    }

    //监听按钮
    void OnWizardCreate()
    {
        Debug.Log("OnWizardCreate");
        GameObject[] objects = Selection.gameObjects;
        foreach (GameObject obj in objects)
        {
            //记录操作,用于ctrl+z可撤销
            Undo.RecordObject(obj, "change name");
            obj.name = obj.name + "new name";
        }
        //xxxx  xx = 
    }
}

使用helpString和errorString

//当对话框被创建,字段(如healthValue)值被修改时,会调用该方法
    void OnWizardUpdate()
    {
    	helpString = errorString = "";
        if (Selection.gameObjects.Length > 0)
        {
            helpString = "选择了" + Selection.gameObjects.Length + "个对象";
        }
        else
        {
            errorString = "没有任何选择";
        }
    }

    //在Hierarchy视图中选择的游戏对象改变时调用
    void OnSelectionChange()
    {
        OnWizardUpdate();
    }

完整代码:

using UnityEditor;
using UnityEngine;

public class WizardEditor : ScriptableWizard
{
    public int healthValue = 10;
    public int speedValue = 10;

    [MenuItem("Tools/CrerteWizard")]
    static void CrerteWizard()
    {
        ScriptableWizard.DisplayWizard<WizardEditor>("title", "button name");
    }

    //监听按钮
    void OnWizardCreate()
    {
        Debug.Log("OnWizardCreate");
        GameObject[] objects = Selection.gameObjects;
        foreach (GameObject obj in objects)
        {
            //记录操作,用于ctrl+z可撤销
            Undo.RecordObject(obj, "change name");
            obj.name = obj.name + "new name";
        }
        //xxxx  xx = 
    }

    //当对话框被创建,字段(如healthValue)值被修改时,会调用该方法
    void OnWizardUpdate()
    {
    	helpString = errorString = "";
        if (Selection.gameObjects.Length > 0)
        {
            helpString = "选择了" + Selection.gameObjects.Length + "个对象";
        }
        else
        {
            errorString = "没有任何选择";
        }
    }

    //在Hierarchy视图中选择某游戏对象时调用
    void OnSelectionChange()
    {
        OnWizardUpdate();
    }
}
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转载自blog.csdn.net/u014589770/article/details/104995146