Unity编辑器拓展-写一个查看当前所有PlayerPrefsKey的窗口

效果图

请添加图片描述

前言

PlayerPrefsKey现在其实用得并不多,不过也有一些应用场景。

最近开发过程中,发现要删除一个PlayerPrefsKey,有点麻烦。可以写代码删除 或者 去注册表删除。都是都感觉有点麻烦,而且也没法知道当前已经设置了哪些PlayerPrefsKey。 所以就想做一个窗口来查看当前所有key,并可以支持搜索和删除。

tip:修改功能就不添加了,因为一般删除PlayerPrefsKey让其恢复默认值是安全OK的。但是如果直接不知道它的用处或值域,直接修改,就可能有问题。所以不增加修改功能。

开发

开发分两步:

  1. 第一步获取所有PlayerPrefsKey数据;
  2. 第二步根据数据写编辑器窗口;

一、获取数据

获取数据我是直接在网上搜了一下获取方法,找到了这篇博客,获取所有PlayerPrefsKey windows下测试可以拿到所有key. 获取数据可以直接看这个链接。这里我们主要讲一下编辑器窗口。

目录结构

看文章可以知道需要两个工具类: PlayerPrefsExtension.cs 和 Plist.cs.
目录结构如下,包含上面两个工具类,和窗口编辑器PlayerPrefsWindow。工具类代码会在最后提供
在这里插入图片描述

二、开发编辑器窗口

效果图

请添加图片描述

思路

看效果图,可以知道大体分为两部分:最上面的搜索栏 和 下面的主框体。
怎么实现搜索呢:

  1. 首先,我们可以通过工具类获取到所有的key
  2. 如果搜索框是空的,我们就把所有数据交给主框体渲染;
  3. 如果搜索框有数据,我们就把第一步拿到的数据过滤一下,再交给主框体渲染。这样就可以了。
一、绘制搜索栏
    private void DrawSearchBar()
    {
   
        //绘制label:
        GUIStyle labelStyle = new GUIStyle(EditorStyles.boldLabel);
        labelStyle.normal.textColor = Color.cyan;
        EditorGUILayout.LabelField("输入要搜索的key:",labelStyle,GUILayout.Width(120));
        
        //绘制输入框:
        var style = new GUIStyle(EditorStyles.textField);
        style.fontStyle = FontStyle.Bold;
        searchKey = GUILayout.TextField(searchKey,style,GUILayout.ExpandWidth(true));

        //绘制 清空输入 按钮
        if (GUILayout.Button("x",btnWidthOpt))
        {
   
            searchKey = string.Empty;
        }

        //绘制 删除所有Key 按钮
        if (GUILayout.Button("删除所有",btnWidthOpt))
        {
   
            if (EditorUtility.DisplayDialog("删除提示", "确认删除所有key吗?", "确定", "取消"))
            {
   
                PlayerPrefs.DeleteAll();
            };
        }
    }
二、定义PlayerPrefs数据结构体

我们用这个结构体来描述每一个PlayerPrefs

[Serializable]
public struct PlayerPrefPair
{
    public string Key { get; set; }

    public object Value { get; set; }
}
三、根据搜索框过滤数据

searchKey就是搜索框输入的内容,如果有输入,我们就过滤数据

 private void FillDataList(ref List<PlayerPrefPair> list)
    {
   
        list.Clear();
        list = PlayerPrefsExtension.GetAll().ToList();
        if (!string.IsNullOrEmpty(searchKey))
        {
   
            for (int i = 0; i < list.Count; i++)
            {
   
                if (!list[i].Key.ToLower().Contains(searchKey.ToLower()))
                {
   
                    list.RemoveAt(i);
                    i--;
                }
            }
        }
    }
四、绘制主框体

因为内容有可能超过窗口,所以这里用了ScrollView,当内容超出时,可以滑动窗口

    private void DrawMainWindow(List<PlayerPrefPair> dataList)
    {
   
        Rect rect = new Rect(0,searchBarHeight + 10,position.width,position.height);
        GUILayout.BeginArea(rect);
        scrollViewPos = GUILayout.BeginScrollView(scrollViewPos,false,true,GUILayout.Height(1000));
        GUILayout.BeginVertical();
        foreach (PlayerPrefPair pair in dataList)
        {
   
            if (!PlayerPrefs.HasKey(pair.Key))
            {
   
                continue;
            }
            
            GUILayout.BeginHorizontal();    
            EditorGUILayout.TextField(pair.Key+":",pair.Value.ToString());
            GUILayout.ExpandWidth(true);
           
            if (GUILayout.Button("删除Key",btnWidthOpt))
            {
   
                if (PlayerPrefs.HasKey(pair.Key))
                {
   
                    PlayerPrefs.DeleteKey(pair.Key);
                    Debug.Log($"{
     GetType()} delete key success,key:{
     pair.Key}");
                }
            }
            GUILayout.EndHorizontal();
        }
        GUILayout.EndVertical();
        GUILayout.EndScrollView();
        GUILayout.EndArea();
    }
五、完整代码

PlayerPrefsWindow.cs

using UnityEditor;
using UnityEngine;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;


[Serializable]
public struct PlayerPrefPair
{
   
    public string Key {
    get; set; }

    public object Value {
    get; set; }
}

public class PlayerPrefsWindow : EditorWindow
{
   
    private Vector2 scrollViewPos;


    private string searchKey = string.Empty;
    private List<PlayerPrefPair> dataList = new List<PlayerPrefPair>();
    private float searchBarHeight = 30;
    
    private GUILayoutOption btnWidthOpt = GUILayout.Width(125);
    
    [MenuItem("Tool/PlayerPrefsWindow %q")]
    public static void OpenWindow()
    {
   
        PlayerPrefsWindow window = UnityEditor.EditorWindow.GetWindow<PlayerPrefsWindow>();
        window.name = "PlayerPrefs窗口";
    }

    public void OnGUI()
    {
   
        GUILayout.BeginVertical();
        Rect rect = new Rect(0, 0, position.width, searchBarHeight);
        GUILayout.BeginArea(rect);
        {
   
            GUI.Box(rect,"");
            //搜索
            GUILayout.BeginHorizontal();
            DrawSearchBar();
            GUILayout.EndHorizontal();
        }
        GUILayout.EndArea();
        
        //数据
        FillDataList(ref dataList);
        
        //主框体
        DrawMainWindow(dataList);
        
        GUILayout.EndVertical();
    }


    private void DrawSearchBar()
    {
   
        //绘制label:
        GUIStyle labelStyle = new GUIStyle(EditorStyles.boldLabel);
        labelStyle.normal.textColor = Color.cyan;
        EditorGUILayout.LabelField("输入要搜索的key:",labelStyle,GUILayout.Width(120));
        
        //绘制输入框:
        var style = new GUIStyle(EditorStyles.textField);
        style.fontStyle = FontStyle.Bold;
        searchKey = GUILayout.TextField(searchKey,style,GUILayout.ExpandWidth(true));

        //绘制 清空输入 按钮
        if (GUILayout.Button("x",btnWidthOpt))
        {
   
            searchKey = string.Empty;
        }

        //绘制 删除所有Key 按钮
        if (GUILayout.Button("删除所有",btnWidthOpt))
        {
   
            if (EditorUtility.DisplayDialog("删除提示", "确认删除所有key吗?", "确定", "取消"))
            {
   
                PlayerPrefs.DeleteAll();
            };
        }
    }

    private void FillDataList(ref List<PlayerPrefPair> list)
    {
   
        list.Clear();
        list = PlayerPrefsExtension.GetAll().ToList();
        if (!string.IsNullOrEmpty(searchKey))
        {
   
            for (int i = 0; i < list.Count; i++)
            {
   
                if (!list[i].Key.ToLower().Contains(searchKey.ToLower()))
                {
   
                    list.RemoveAt(i);
                    i--;
                }
            }
        }
    }
    
    private void DrawMainWindow(List<PlayerPrefPair> dataList)
    {
   
        Rect rect = new Rect(0,searchBarHeight + 10,position.width,position.height);
        GUILayout.BeginArea(rect);
        scrollViewPos = GUILayout.BeginScrollView(scrollViewPos,false,true,GUILayout.Height(1000));
        GUILayout.BeginVertical();
        foreach (PlayerPrefPair pair in dataList)
        {
   
            if (!PlayerPrefs.HasKey(pair.Key))
            {
   
                continue;
            }
            
            GUILayout.BeginHorizontal();    
            EditorGUILayout.TextField(pair.Key+":",pair.Value.ToString());
            GUILayout.ExpandWidth(true);
           
            if (GUILayout.Button("删除Key",btnWidthOpt))
            {
   
                if (PlayerPrefs.HasKey(pair.Key))
                {
   
                    PlayerPrefs.DeleteKey(pair.Key);
                    Debug.Log($"{
     GetType()} delete key success,key:{
     pair.Key}");
                }
            }
            GUILayout.EndHorizontal();
        }
        GUILayout.EndVertical();
        GUILayout.EndScrollView();
        GUILayout.EndArea();
    }
}

PlayerPrefsExtension.cs

using UnityEditor;
using UnityEngine;
using System;
using System.Collections.Generic;
using System.IO;
using PlistCS;
using UnityEditor;
using UnityEngine;

   
public static class PlayerPrefsExtension
    {
   
        public static PlayerPrefPair[] GetAll()
        {
   
            return GetAll(PlayerSettings.companyName, PlayerSettings.productName);
        }

        public static PlayerPrefPair[] GetAll(string companyName, string productName)
        {
   
            if (Application.platform == RuntimePlatform.OSXEditor)
            {
   
                // From Unity docs: On Mac OS X PlayerPrefs are stored in ~/Library/Preferences folder, in a file named unity.[company name].[product name].plist, where company and product names are the names set up in Project Settings. The same .plist file is used for both Projects run in the Editor and standalone players.

                // Construct the plist filename from the project's settings
                string plistFilename = string.Format("unity.{0}.{1}.plist", companyName, productName);
                // Now construct the fully qualified path
                string playerPrefsPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), "Library/Preferences"),
                    plistFilename);

                // Parse the player prefs file if it exists
                if (File.Exists(playerPrefsPath))
                {
   
                    // Parse the plist then cast it to a Dictionary
                    object plist = Plist.readPlist(playerPrefsPath);

                    Dictionary<string, object> parsed = plist as Dictionary<string, object>;

                    // Convert the dictionary data into an array of PlayerPrefPairs
                    PlayerPrefPair[] tempPlayerPrefs = new PlayerPrefPair[parsed.Count];
                    int i = 0;
                    foreach (KeyValuePair<string, object> pair in parsed)
                    {
   
                        if (pair.Value.GetType() == typeof(double))
                        {
   
                            // Some float values may come back as double, so convert them back to floats
                            tempPlayerPrefs[i] = new PlayerPrefPair() {
   Key = pair.Key, Value = (float) (double) pair.Value};
                        }
                        else
                        {
   
                            tempPlayerPrefs[i] = new PlayerPrefPair() {
   Key = pair.Key, Value = pair.Value};
                        }

                        i++;
 
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