Unity 编辑器开发实战【Editor Window】- Filter 物体筛选工具

简介: Unity 编辑器开发实战【Editor Window】- Filter 物体筛选工具

Unity开发工作中,在Hierarchy窗口搜索栏可以通过物体名称或组件名称对场景中的物体进行搜索,但是并不能满足我们一些其它的搜索要求,例如搜索指定Tag标签的物体,或者指定Layer层级的物体,或者指定Active状态的物体,或者更为复杂的一些搜索,比如我们想找到场景中所有隐藏的、且挂有Camera组件的、且标签为MainCamera的物体,这些都无法实现。

今天分享一个作者为了解决上述搜索需求而开发的Filter物体筛选器:

image.gif

其中Target是指需要进行筛选的所有物体,All是指对场景中的所有物体进行筛选,也可以指定一个根级,对这个根物体的所有子物体进行筛选:

image.gif

确定好要进行筛选的物体后,下面来创建筛选条件:

image.gif

1.Name 通过物体名称的关键字进行筛选

image.gif

2.Component 通过组件进行筛选 -物体是否挂有指定组件

image.gif

3.Layer 通过物体的Layer层级进行筛选

image.gif

4.Tag 通过物体的Tag标签进行筛选

image.gif

5.Active 通过物体的活跃状态进行筛选

image.gif

以上是单个条件的筛选方式,我们也可以创建复合条件,即多个条件对物体进行筛选,比如文章开始提到的,我们要找到场景中所有隐藏的、且挂有Camera组件的、且标签为MainCamera的物体,需要创建3个条件:1.Active活跃状态为false条件、2.Component组件为Camera条件、3.Tag标签为MainCamera条件

image.gif

最终点击Select按钮可以选中全部我们筛选出的符合条件的物体,以下是实现代码:

usingUnityEngine;
usingUnityEditor;
usingUnityEngine.SceneManagement;
usingSystem;
usingSystem.Reflection;
usingSystem.Collections.Generic;
namespaceSK.Framework{
/// <summary>/// 过滤类型/// </summary>publicenumFilterMode    {
Name, //根据名字筛选Component, //根据组件筛选Layer, //根据层级筛选Tag, //根据标签筛选Active, //根据是否活跃筛选Missing, //丢失筛选    }
publicenumMissingMode    {
Material, //材质丢失Mesh, //网格丢失Script//脚本丢失    }
    [SerializeField]
publicclassFilterCondition    {
publicFilterModefilterMode;
publicMissingModemissingMode;
publicstringstringValue;
publicintintValue;
publicboolboolValue;
publicTypetypeValue;
publicFilterCondition(FilterModefilterMode, stringstringValue)
        {
this.filterMode=filterMode;
this.stringValue=stringValue;
        }
publicFilterCondition(FilterModefilterMode, intintValue)
        {
this.filterMode=filterMode;
this.intValue=intValue;
        }
publicFilterCondition(FilterModefilterMode, boolboolValue)
        {
this.filterMode=filterMode;
this.boolValue=boolValue;
        }
publicFilterCondition(FilterModefilterMode, TypetypeValue)
        {
this.filterMode=filterMode;
this.typeValue=typeValue;
        }
publicFilterCondition(FilterModefilterMode, MissingModemissingMode)
        {
this.filterMode=filterMode;
this.missingMode=missingMode;
        }
/// <summary>/// 判断物体是否符合条件/// </summary>/// <param name="target">物体</param>/// <returns>符合条件返回true,否则返回false</returns>publicboolIsMatch(GameObjecttarget)
        {
switch (filterMode)
            {
caseFilterMode.Name: returntarget.name.ToLower().Contains(stringValue.ToLower());
caseFilterMode.Component: returntarget.GetComponent(typeValue) !=null;
caseFilterMode.Layer: returntarget.layer==intValue;
caseFilterMode.Tag: returntarget.CompareTag(stringValue);
caseFilterMode.Active: returntarget.activeSelf==boolValue;
caseFilterMode.Missing:
switch (missingMode)
                    {
caseMissingMode.Material:
varmr=target.GetComponent<MeshRenderer>();
if (mr==null) returnfalse;
Material[] materials=mr.sharedMaterials;
boolflag=false;
for (inti=0; i<materials.Length; i++)
                            {
if(materials[i] ==null)
                                {
flag=true;
break;
                                }
                            }
returnflag;
caseMissingMode.Mesh:
varmf=target.GetComponent<MeshFilter>();
if (mf==null) returnfalse;
returnmf.sharedMesh==null;
caseMissingMode.Script:
Component[] components=target.GetComponents<Component>();
boolretV=false; 
for (inti=0; i<components.Length; i++)
                            {
if(components[i] ==null)
                                {
retV=true;
break;
                                }
                            }
returnretV;
default:
returnfalse;
                    }
default: returnfalse;
            }
        }
    }
publicsealedclassFilter : EditorWindow    {
        [MenuItem("SKFramework/Tools/Filter")]
privatestaticvoidOpen()
        {
varwindow=GetWindow<Filter>();
window.titleContent=newGUIContent("Filter");
window.Show();
        }
//筛选的目标privateenumFilterTarget        {
All, //在所有物体中筛选Specified, //在指定根级物体内筛选        }
privateFilterTargetfilterTarget=FilterTarget.All;
//存储所有筛选条件privatereadonlyList<FilterCondition>filterConditions=newList<FilterCondition>();
//指定的筛选根级privateTransformspecifiedTarget;
//存储所有组件类型privateList<Type>components;
//存储所有组件名称privateList<string>componentsNames;
privatereadonlyList<GameObject>selectedObjects=newList<GameObject>();
privateVector2scroll=Vector2.zero;
privatevoidOnEnable()
        {
components=newList<Type>();
componentsNames=newList<string>();
Assembly[] assemblies=AppDomain.CurrentDomain.GetAssemblies();
for (inti=0; i<assemblies.Length; i++)
            {
vartypes=assemblies[i].GetTypes();
for (intj=0; j<types.Length; j++)
                {
if (types[j].IsSubclassOf(typeof(Component)))
                    {
components.Add(types[j]);
componentsNames.Add(types[j].Name);
                    }
                }
            }
        }
privatevoidOnGUI()
        {
OnTargetGUI();
scroll=EditorGUILayout.BeginScrollView(scroll);
OnConditionGUI();
OnIsMatchedGameObjectsGUI();
EditorGUILayout.EndScrollView();
OnFilterGUI();
        }
privatevoidOnTargetGUI()
        {
filterTarget= (FilterTarget)EditorGUILayout.EnumPopup("Target", filterTarget);
switch (filterTarget)
            {
caseFilterTarget.Specified:
specifiedTarget=EditorGUILayout.ObjectField("Root", specifiedTarget, typeof(Transform), true) asTransform;
break;
            }
EditorGUILayout.Space();
        }
privatevoidOnConditionGUI()
        {
if (GUILayout.Button("Create New Condition", "DropDownButton"))
            {
GenericMenugm=newGenericMenu();
gm.AddItem(newGUIContent("Name"), false, () =>filterConditions.Add(newFilterCondition(FilterMode.Name, "GameObject")));
gm.AddItem(newGUIContent("Component"), false, () =>filterConditions.Add(newFilterCondition(FilterMode.Component, typeof(Transform))));
gm.AddItem(newGUIContent("Layer"), false, () =>filterConditions.Add(newFilterCondition(FilterMode.Layer, 0)));
gm.AddItem(newGUIContent("Tag"), false, () =>filterConditions.Add(newFilterCondition(FilterMode.Tag, "Untagged")));
gm.AddItem(newGUIContent("Active"), false, () =>filterConditions.Add(newFilterCondition(FilterMode.Active, true)));
gm.AddItem(newGUIContent("Missing / Material"), false, () =>filterConditions.Add(newFilterCondition(FilterMode.Missing, MissingMode.Material)));
gm.AddItem(newGUIContent("Missing / Mesh"), false, () =>filterConditions.Add(newFilterCondition(FilterMode.Missing, MissingMode.Mesh)));
gm.AddItem(newGUIContent("Missing / Script"), false, () =>filterConditions.Add(newFilterCondition(FilterMode.Missing, MissingMode.Script)));
gm.ShowAsContext();
            }
EditorGUILayout.Space();
if(filterConditions.Count>0)
            {
GUILayout.BeginVertical("Badge");
for (inti=0; i<filterConditions.Count; i++)
                {
varcondition=filterConditions[i];
GUILayout.BeginHorizontal();
if(filterConditions.Count>1)
GUILayout.Label($"{i + 1}.", GUILayout.Width(30f));
switch (condition.filterMode)
                    {
caseFilterMode.Name:
GUILayout.Label("Name", GUILayout.Width(80f));
condition.stringValue=EditorGUILayout.TextField(condition.stringValue);
break;
caseFilterMode.Component:
varindex=componentsNames.FindIndex(m=>m==condition.typeValue.Name);
GUILayout.Label("Component", GUILayout.Width(80f));
varnewIndex=EditorGUILayout.Popup(index, componentsNames.ToArray());
if (index!=newIndex) condition.typeValue=components[newIndex];
break;
caseFilterMode.Layer:
GUILayout.Label("Layer", GUILayout.Width(80f));
condition.intValue=EditorGUILayout.LayerField(condition.intValue);
break;
caseFilterMode.Tag:
GUILayout.Label("Tag", GUILayout.Width(80f));
condition.stringValue=EditorGUILayout.TagField(condition.stringValue);
break;
caseFilterMode.Active:
GUILayout.Label("Active", GUILayout.Width(80f));
condition.boolValue=EditorGUILayout.Toggle(condition.boolValue);
break;
caseFilterMode.Missing:
GUILayout.Label("Missing", GUILayout.Width(80f));
condition.missingMode= (MissingMode)EditorGUILayout.EnumPopup(condition.missingMode);
break;
default:
break;
                    }
if (GUILayout.Button("×", "MiniButton", GUILayout.Width(20f)))
                    {
filterConditions.RemoveAt(i);
return;
                    }
GUILayout.EndHorizontal();
                }
GUILayout.EndVertical();
            }
EditorGUILayout.Space();
        }
privatevoidOnIsMatchedGameObjectsGUI()
        {
for (inti=0; i<selectedObjects.Count; i++)
            {
GameObjectobj=selectedObjects[i];
if(obj==null)
                {
selectedObjects.RemoveAt(i);
i--;
continue;
                }
GUILayout.BeginHorizontal("IN Title");
GUILayout.Label(obj.name);
GUILayout.EndHorizontal();
if (Event.current.type==EventType.MouseDown&&GUILayoutUtility.GetLastRect().Contains(Event.current.mousePosition))
                {
EditorGUIUtility.PingObject(obj);
                }
            }
GUILayout.FlexibleSpace();
        }
privatevoidOnFilterGUI()
        {
GUILayout.BeginHorizontal();
if (GUILayout.Button("Filter", "ButtonLeft"))
            {
selectedObjects.Clear();
List<GameObject>targetGameObjects=newList<GameObject>();
switch (filterTarget)
                {
caseFilterTarget.All:
GameObject[] rootGameObjects=SceneManager.GetActiveScene().GetRootGameObjects();
for (inti=0; i<rootGameObjects.Length; i++)
                        {
varroot=rootGameObjects[i];
varallChildren=root.GetComponentsInChildren<Transform>(true);
for (intj=0; j<allChildren.Length; j++)
                            {
EditorUtility.DisplayProgressBar("Filter", allChildren[j].name, (float)i/rootGameObjects.Length);
targetGameObjects.Add(allChildren[j].gameObject);
                            }
                        }
EditorUtility.ClearProgressBar();
break;
caseFilterTarget.Specified:
Transform[] children=specifiedTarget.GetComponentsInChildren<Transform>(true);
for (inti=0; i<children.Length; i++)
                        {
EditorUtility.DisplayProgressBar("Filter", children[i].name, (float)i/children.Length);
targetGameObjects.Add(children[i].gameObject);
                        }
EditorUtility.ClearProgressBar();
break;
default:
break;
                }
for (inti=0; i<targetGameObjects.Count; i++)
                {
GameObjecttarget=targetGameObjects[i];
boolisMatch=true;
for (intj=0; j<filterConditions.Count; j++)
                    {
if (!filterConditions[j].IsMatch(target))
                        {
isMatch=false;
break;
                        }
                    }
EditorUtility.DisplayProgressBar("Filter", $"{target.name} -> Is Matched : {isMatch}", (float)i/targetGameObjects.Count);
if (isMatch)
                    {
selectedObjects.Add(target);
                    }
                }
EditorUtility.ClearProgressBar();
            }
if (GUILayout.Button("Select", "ButtonMid"))
            {
Selection.objects=selectedObjects.ToArray();
            }
if (GUILayout.Button("Clear", "ButtonRight"))
            {
selectedObjects.Clear();
            }
GUILayout.EndHorizontal();
        }
    }
}

image.gif

目录
相关文章
|
8天前
|
图形学
【#Unity Shader#Amplify Shader Editor(ASE)_第八篇】
【#Unity Shader#Amplify Shader Editor(ASE)_第八篇】
|
8天前
|
图形学
【#Unity Shader#Amplify Shader Editor(ASE)_第三篇】
【#Unity Shader#Amplify Shader Editor(ASE)_第三篇】
|
2月前
|
数据可视化 Linux Shell
【Linux工具篇】编辑器vim
【Linux工具篇】编辑器vim
43 1
|
4月前
|
C# 图形学
【Unity 3D】元宇宙案例之虚拟地球信息射线实战(附源码、演示视频和步骤 超详细)
【Unity 3D】元宇宙案例之虚拟地球信息射线实战(附源码、演示视频和步骤 超详细)
50 0
|
4月前
|
vr&ar C# 图形学
【Unity 3D】VR飞机拆装后零件说明功能案例实战(附源码和演示视频 超详细)
【Unity 3D】VR飞机拆装后零件说明功能案例实战(附源码和演示视频 超详细)
38 0
|
4月前
|
vr&ar 图形学
【Unity 3D】VR飞机起飞喷火游戏案例实战(附源码和演示视频 超详细)
【Unity 3D】VR飞机起飞喷火游戏案例实战(附源码和演示视频 超详细)
52 0
|
4月前
|
图形学
【Unity 3D】3D游戏跑酷小子实战教学(附源码和步骤 超详细)
【Unity 3D】3D游戏跑酷小子实战教学(附源码和步骤 超详细)
114 0
|
4月前
|
C# 图形学
【Unity】2D游戏-愤怒的小鸟教学实战(附源码和实现步骤 超详细)
【Unity】2D游戏-愤怒的小鸟教学实战(附源码和实现步骤 超详细)
149 1
|
4月前
|
JSON C# 图形学
【Unity 3D】利用C#、Unity和Socket实现简单的在线聊天室工具(附源码 简单易懂)
【Unity 3D】利用C#、Unity和Socket实现简单的在线聊天室工具(附源码 简单易懂)
48 0
|
4月前
|
数据可视化 C# 图形学
【Unity 3D】图形界面GUI的讲解及在C#中实现用户登录界面的实战(附源码)
【Unity 3D】图形界面GUI的讲解及在C#中实现用户登录界面的实战(附源码)
69 0