using UnityEditor;
public class Edit_Tools
{
[MenuItem("EditTools/ShowTest")]
static void ShowTest()
{
Debug.LogError("show");
}
[MenuItem("EditTools/ShowTestNew",false,15)]
static void ShowTestNew()
{
Debug.LogWarning("MenuItem 最后一个参数是 显示的优先集,相差11 之后就会出一条线");
}
[MenuItem("Window/ShowWindowTool")]
static void WindowTools()
{
Debug.LogWarning("系统内置那一栏的");
}
[MenuItem("Assets/assetbuttonShow")]
static void ShowAssetsButton()
{
Debug.LogWarning("Assest 内置那一栏的,在Project中右击可以出现");
}
[MenuItem("GameObject/ShowMyGO",false,10)]
static void ShowGameObjectButton()
{
Debug.LogWarning("GameObject 内置那一栏的,在Hierarch视图中右击可以出现,第三个参数在10左右才能出现");
}
}



[MenuItem("CONTEXT/PlayerHealth/ModifyHealth")]
static void ScriptAddComponent()
{
Debug.LogError("在属性面板针对某一脚本右键显示出ModifyHealth,进行操作");
}

//自己写的脚本,很多地方用到,很多值,一个个输入,麻烦,直接用Editor操作
[MenuItem("CONTEXT/PlayerHealth/ModifyHealthValue")]
static void ScriptComponentHealth(MenuCommand cmd)//cmd当前操作的组件
{
Debug.LogError("修改值啦,类型="+cmd.context.GetType().FullName)
CompleteProject.PlayerHealth helath = (CompleteProject.PlayerHealth)cmd.context
helath.startingHealth = 10
helath.flashSpeed = 10
}
[MenuItem("CONTEXT/Rigidbody/ClearMass")]//清除重力
static void CleartMassAndGravity(MenuCommand cmd)
{
Rigidbody rb = cmd.context as Rigidbody
rb.mass = 0
rb.useGravity = false
Debug.LogError("清除组件的重力")
}