unity Hierarchy窗口对象的显示和隐藏与锁定

简介: setting.png将脚本QuickToggle放置到Editor目标下/*Copyright 2017, Jeiel AranalPermission is hereby granted, free of charge, t...
img_4c4b7095d900422c13f7aaf3fe5aedbe.png
setting.png

将脚本QuickToggle放置到Editor目标下

/*
Copyright 2017, Jeiel Aranal

Permission is hereby granted, free of charge, to any person obtaining a copy of this software
and associated documentation files (the "Software"), to deal in the Software without restriction,
including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial
portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT
LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH
THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/

using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;

namespace SubjectNerd.QuickToggle
{
   [InitializeOnLoad]
   public class QuickToggle
   {
       #region Constants
       private const string PrefKeyShowToggle = "UnityToolbag.QuickToggle.Visible";
       private const string PrefKeyShowDividers = "UnityToolbag.QuickToggle.Dividers";
       private const string PrefKeyShowIcons = "UnityToolbag.QuickToggle.Icons";
       private const string PrefKeyGutterLevel = "UnityToolbag.QuickToggle.Gutter";

       private const string MENU_NAME = "Window/Hierarchy Quick Toggle/Show Toggles";
       private const string MENU_DIVIDER = "Window/Hierarchy Quick Toggle/Dividers";
       private const string MENU_ICONS = "Window/Hierarchy Quick Toggle/Object Icons";
       private const string MENU_GUTTER_0 = "Window/Hierarchy Quick Toggle/Right Gutter/0";
       private const string MENU_GUTTER_1 = "Window/Hierarchy Quick Toggle/Right Gutter/1";
       private const string MENU_GUTTER_2 = "Window/Hierarchy Quick Toggle/Right Gutter/2";
       #endregion

       private static readonly Type HierarchyWindowType;
       private static readonly MethodInfo getObjectIcon;

       private static bool stylesBuilt;
       private static GUIStyle styleLock, styleUnlocked,
                               styleVisOn, styleVisOff,
                               styleDivider;

       private static bool showDivider, showIcons;

       #region Menu stuff
       [MenuItem(MENU_NAME, false, 1)]
       private static void QuickToggleMenu()
       {
           bool toggle = EditorPrefs.GetBool(PrefKeyShowToggle);
           ShowQuickToggle(!toggle);
           Menu.SetChecked(MENU_NAME, !toggle);
       }

       [MenuItem(MENU_NAME, true)]
       private static bool SetupMenuCheckMarks()
       {
           Menu.SetChecked(MENU_NAME, EditorPrefs.GetBool(PrefKeyShowToggle));
           Menu.SetChecked(MENU_DIVIDER, EditorPrefs.GetBool(PrefKeyShowDividers));
           Menu.SetChecked(MENU_ICONS, EditorPrefs.GetBool(PrefKeyShowIcons));

           int gutterLevel = EditorPrefs.GetInt(PrefKeyGutterLevel, 0);
           gutterCount = gutterLevel;
           UpdateGutterMenu(gutterCount);
           return true;
       }

       [MenuItem(MENU_DIVIDER, false, 20)]
       private static void ToggleDivider()
       {
           ToggleSettings(PrefKeyShowDividers, MENU_DIVIDER, out showDivider);
       }

       [MenuItem(MENU_ICONS, false, 21)]
       private static void ToggleIcons()
       {
           ToggleSettings(PrefKeyShowIcons, MENU_ICONS, out showIcons);
       }

       private static void ToggleSettings(string prefKey, string menuString, out bool valueBool)
       {
           valueBool = !EditorPrefs.GetBool(prefKey);
           EditorPrefs.SetBool(prefKey, valueBool);
           Menu.SetChecked(menuString, valueBool);
           EditorApplication.RepaintHierarchyWindow();
       }

       [MenuItem(MENU_GUTTER_0, false, 40)]
       private static void SetGutter0() { SetGutterLevel(0); }
       [MenuItem(MENU_GUTTER_1, false, 41)]
       private static void SetGutter1() { SetGutterLevel(1); }
       [MenuItem(MENU_GUTTER_2, false, 42)]
       private static void SetGutter2() { SetGutterLevel(2); }

       private static void SetGutterLevel(int gutterLevel)
       {
           gutterLevel = Mathf.Clamp(gutterLevel, 0, 2);
           EditorPrefs.SetInt(PrefKeyGutterLevel, gutterLevel);
           gutterCount = gutterLevel;
           UpdateGutterMenu(gutterCount);
           EditorApplication.RepaintHierarchyWindow();
       }

       private static void UpdateGutterMenu(int gutterLevel)
       {
           string[] gutterKeys = new[] { MENU_GUTTER_0, MENU_GUTTER_1, MENU_GUTTER_2 };
           bool[] gutterValues = null;
           switch (gutterLevel)
           {
               case 1:
                   gutterValues = new[] { false, true, false };
                   break;
               case 2:
                   gutterValues = new[] { false, false, true };
                   break;
               default:
                   gutterValues = new[] { true, false, false };
                   break;
           }
           for (int i = 0; i < gutterKeys.Length; i++)
           {
               string key = gutterKeys[i];
               bool isChecked = gutterValues[i];
               Menu.SetChecked(key, isChecked);
           }
       }
       #endregion

       static QuickToggle()
       {
           // Setup initial state of editor prefs if there are no prefs keys yet
           string[] resetPrefs = new string[] { PrefKeyShowToggle, PrefKeyShowDividers, PrefKeyShowIcons };
           foreach (string prefKey in resetPrefs)
           {
               if (EditorPrefs.HasKey(prefKey) == false)
                   EditorPrefs.SetBool(prefKey, false);
           }

           // Fetch some reflection/type stuff for use later on
           Assembly editorAssembly = typeof(EditorWindow).Assembly;
           HierarchyWindowType = editorAssembly.GetType("UnityEditor.SceneHierarchyWindow");

           var flags = BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic;
           Type editorGuiUtil = typeof(EditorGUIUtility);
           getObjectIcon = editorGuiUtil.GetMethod("GetIconForObject", flags, null, new Type[] { typeof(UnityEngine.Object) }, null);

           // Not calling BuildStyles() in constructor because script gets loaded
           // on Unity initialization, styles might not be loaded yet

           // Reset mouse state
           ResetVars();
           // Setup quick toggle
           ShowQuickToggle(EditorPrefs.GetBool(PrefKeyShowToggle));
       }

       private static void ShowQuickToggle(bool show)
       {
           EditorPrefs.SetBool(PrefKeyShowToggle, show);
           showDivider = EditorPrefs.GetBool(PrefKeyShowDividers, false);
           showIcons = EditorPrefs.GetBool(PrefKeyShowIcons, false);
           gutterCount = EditorPrefs.GetInt(PrefKeyGutterLevel);

           if (show)
           {
               ResetVars();
               EditorApplication.update += HandleEditorUpdate;
               EditorApplication.hierarchyWindowItemOnGUI += DrawHierarchyItem;
           }
           else
           {
               EditorApplication.update -= HandleEditorUpdate;
               EditorApplication.hierarchyWindowItemOnGUI -= DrawHierarchyItem;
           }
           EditorApplication.RepaintHierarchyWindow();
       }

       private struct PropagateState
       {
           public bool isVisibility;
           public bool propagateValue;

           public PropagateState(bool isVisibility, bool propagateValue)
           {
               this.isVisibility = isVisibility;
               this.propagateValue = propagateValue;
           }
       }

       private static PropagateState propagateState;

       // Because we can't hook into OnGUI of HierarchyWindow, doing a hack
       // button that involves the editor update loop and the hierarchy item draw event
       private static bool isFrameFresh;
       private static bool isMousePressed;

       private static int gutterCount = 0;

       private static void ResetVars()
       {
           isFrameFresh = false;
           isMousePressed = false;
       }

       private static void HandleEditorUpdate()
       {
           EditorWindow window = EditorWindow.mouseOverWindow;
           if (window == null)
           {
               ResetVars();
               return;
           }

           if (window.GetType() == HierarchyWindowType)
           {
               if (window.wantsMouseMove == false)
                   window.wantsMouseMove = true;

               isFrameFresh = true;
           }
       }

       private static void DrawHierarchyItem(int instanceId, Rect selectionRect)
       {
           BuildStyles();

           GameObject target = EditorUtility.InstanceIDToObject(instanceId) as GameObject;
           if (target == null)
               return;

           // Reserve the draw rects
           float gutterX = selectionRect.height * gutterCount;
           if (gutterX > 0)
               gutterX += selectionRect.height * 0.1f;
           float xMax = selectionRect.xMax - gutterX;

           Rect visRect = new Rect(selectionRect)
           {
               xMin = xMax - (selectionRect.height * 2.1f),
               xMax = xMax - selectionRect.height
           };
           Rect lockRect = new Rect(selectionRect)
           {
               xMin = xMax - (selectionRect.height * 1.05f),
               xMax = xMax - (selectionRect.height * 0.05f)
           };

           // Get states
           bool isVisible = target.activeSelf;
           bool isLocked = (target.hideFlags & HideFlags.NotEditable) > 0;

           // Draw the visibility toggle
           GUIStyle visStyle = (isVisible) ? styleVisOn : styleVisOff;
           GUI.Label(visRect, GUIContent.none, visStyle);

           // Draw lock toggle
           GUIStyle lockStyle = (isLocked) ? styleLock : styleUnlocked;
           GUI.Label(lockRect, GUIContent.none, lockStyle);

           // Draw optional divider
           if (showDivider)
           {
               Rect lineRect = new Rect(selectionRect)
               {
                   yMin = selectionRect.yMax - 1f,
                   yMax = selectionRect.yMax + 2f
               };
               GUI.Label(lineRect, GUIContent.none, styleDivider);
           }
           // Draw optional object icons
           if (showIcons && getObjectIcon != null)
           {
               Texture2D iconImg = getObjectIcon.Invoke(null, new object[] { target }) as Texture2D;
               if (iconImg != null)
               {
                   Rect iconRect = new Rect(selectionRect)
                   {
                       xMin = visRect.xMin - 30,
                       xMax = visRect.xMin - 5
                   };
                   GUI.DrawTexture(iconRect, iconImg, ScaleMode.ScaleToFit);
               }
           }

           if (Event.current == null)
               return;

           HandleMouse(target, isVisible, isLocked, visRect, lockRect);
       }

       private static void HandleMouse(GameObject target, bool isVisible, bool isLocked, Rect visRect, Rect lockRect)
       {
           Event evt = Event.current;

           bool toggleActive = visRect.Contains(evt.mousePosition);
           bool toggleLock = lockRect.Contains(evt.mousePosition);
           bool stateChanged = (toggleActive || toggleLock);

           bool doMouse = false;
           switch (evt.type)
           {
               case EventType.MouseDown:
                   // Checking is frame fresh so mouse state is only tested once per frame
                   // instead of every time a hierarchy item is drawn
                   bool isMouseDown = false;
                   if (isFrameFresh && stateChanged)
                   {
                       isMouseDown = !isMousePressed;
                       isMousePressed = true;
                       isFrameFresh = false;
                   }

                   if (stateChanged && isMouseDown)
                   {
                       doMouse = true;
                       if (toggleActive) isVisible = !isVisible;
                       if (toggleLock) isLocked = !isLocked;

                       propagateState = new PropagateState(toggleActive, (toggleActive) ? isVisible : isLocked);
                       evt.Use();
                   }
                   break;
               case EventType.MouseDrag:
                   doMouse = isMousePressed;
                   break;
               case EventType.DragPerform:
               case EventType.DragExited:
               case EventType.DragUpdated:
               case EventType.MouseUp:
                   ResetVars();
                   break;
           }

           if (doMouse && stateChanged)
           {
               if (propagateState.isVisibility)
                   SetVisible(target, propagateState.propagateValue);
               else
                   SetLockObject(target, propagateState.propagateValue);

               EditorApplication.RepaintHierarchyWindow();
           }
       }

       private static Object[] GatherObjects(GameObject root)
       {
           List<UnityEngine.Object> objects = new List<UnityEngine.Object>();
           Stack<GameObject> recurseStack = new Stack<GameObject>(new GameObject[] { root });

           while (recurseStack.Count > 0)
           {
               GameObject obj = recurseStack.Pop();
               objects.Add(obj);

               foreach (Transform childT in obj.transform)
                   recurseStack.Push(childT.gameObject);
           }
           return objects.ToArray();
       }

       private static void SetLockObject(GameObject target, bool isLocked)
       {
           bool objectLockState = (target.hideFlags & HideFlags.NotEditable) > 0;
           if (objectLockState == isLocked)
               return;

           Object[] objects = GatherObjects(target);

           foreach (Object obj in objects)
           {
               GameObject go = (GameObject)obj;
               string undoString = string.Format("{0} {1}", isLocked ? "Lock" : "Unlock", go.name);
               Undo.RecordObject(go, undoString);

               // Set state according to isLocked
               if (isLocked)
               {
                   go.hideFlags |= HideFlags.NotEditable;
               }
               else
               {
                   go.hideFlags &= ~HideFlags.NotEditable;
               }

               // Set hideflags of components
               foreach (Component comp in go.GetComponents<Component>())
               {
                   if (comp is Transform)
                       continue;
                   Undo.RecordObject(comp, undoString);
                   if (isLocked)
                   {
                       comp.hideFlags |= HideFlags.NotEditable;
                       comp.hideFlags |= HideFlags.HideInHierarchy;
                   }
                   else
                   {
                       comp.hideFlags &= ~HideFlags.NotEditable;
                       comp.hideFlags &= ~HideFlags.HideInHierarchy;
                   }
                   EditorUtility.SetDirty(comp);
               }
               EditorUtility.SetDirty(go);
           }
           Undo.IncrementCurrentGroup();
       }

       private static void SetVisible(GameObject target, bool isActive)
       {
           if (target.activeSelf == isActive) return;

           string undoString = string.Format("{0} {1}",
                                       isActive ? "Show" : "Hide",
                                       target.name);
           Undo.RecordObject(target, undoString);

           target.SetActive(isActive);
           EditorUtility.SetDirty(target);
       }

       private static void BuildStyles()
       {
           // All of the styles have been built, don't do anything
           if (stylesBuilt)
               return;

           // Now build the GUI styles
           // Using icons different from regular lock button so that
           // it would look darker
           var tempStyle = GUI.skin.FindStyle("IN LockButton");
           styleLock = new GUIStyle(tempStyle)
           {
               normal = tempStyle.onNormal,
               active = tempStyle.onActive,
               hover = tempStyle.onHover,
               focused = tempStyle.onFocused,
           };

           // Unselected just makes the normal states have no lock images
           tempStyle = GUI.skin.FindStyle("OL Toggle");
           styleUnlocked = new GUIStyle(tempStyle);

           tempStyle = GUI.skin.FindStyle("VisibilityToggle");

           styleVisOff = new GUIStyle(tempStyle);
           styleVisOn = new GUIStyle(tempStyle)
           {
               normal = new GUIStyleState() { background = tempStyle.onNormal.background }
           };

           styleDivider = GUI.skin.FindStyle("EyeDropperHorizontalLine");

           stylesBuilt = (styleLock != null && styleUnlocked != null &&
                          styleVisOn != null && styleVisOff != null &&
                          styleDivider != null);
       }
   }
}
相关文章
|
编解码 图形学
|
2月前
|
设计模式 存储 人工智能
深度解析Unity游戏开发:从零构建可扩展与可维护的游戏架构,让你的游戏项目在模块化设计、脚本对象运用及状态模式处理中焕发新生,实现高效迭代与团队协作的完美平衡之路
【9月更文挑战第1天】游戏开发中的架构设计是项目成功的关键。良好的架构能提升开发效率并确保项目的长期可维护性和可扩展性。在使用Unity引擎时,合理的架构尤为重要。本文探讨了如何在Unity中实现可扩展且易维护的游戏架构,包括模块化设计、使用脚本对象管理数据、应用设计模式(如状态模式)及采用MVC/MVVM架构模式。通过这些方法,可以显著提高开发效率和游戏质量。例如,模块化设计将游戏拆分为独立模块。
168 3
|
5月前
|
存储 图形学
【unity小技巧】unity事件系统创建通用的对象交互的功能
【unity小技巧】unity事件系统创建通用的对象交互的功能
51 0
|
6月前
|
API 图形学
Unity Hololens2开发|(十)MRTK3空间操作 ObjectManipulator (对象操控器)
Unity Hololens2开发|(十)MRTK3空间操作 ObjectManipulator (对象操控器)
|
6月前
|
C# 图形学
【Unity 3D】游戏对象、添加删除获取组件、预制体Prefabs简介
【Unity 3D】游戏对象、添加删除获取组件、预制体Prefabs简介
198 0
|
编解码 API 图形学
|
编译器 API 图形学
【unity细节】基于unity子对象(如相机)为什么无法进行z轴的拖拽移动和z轴自动归位的问题
【unity细节】基于unity子对象(如相机)为什么无法进行z轴的拖拽移动和z轴自动归位的问题
151 0
|
编解码 监控 图形学
Unity 窗口界面的简单介绍
Unity 窗口界面的简单介绍
478 0
Unity 窗口界面的简单介绍
|
定位技术 API 图形学
【Unity开发实战】—— 2D项目1 - Ruby‘s Adventure 游戏世界中各个对象的交互(3-1)
【Unity开发实战】—— 2D项目1 - Ruby‘s Adventure 游戏世界中各个对象的交互(3-1)
279 0
【Unity开发实战】—— 2D项目1 - Ruby‘s Adventure 游戏世界中各个对象的交互(3-1)
|
人工智能 图形学
游戏开发初级之游戏对象和组件关系(Unity3D)
Unity是一个基于组件的游戏引擎。本文将解释这是什么以及如何有效地使用它。