以前就有人问我怎么监听Hierarchy视图中创建或删除变化的事件,当时因为有别的事情就没研究这块。刚好最近有这一类的需求我就学习学习。网上发现了一个日本人写的文档,实现的原理很有意思,内容不错我就翻译一下。
请注意一定把这两个监听的脚本放在Editor文件夹下。
先是基类。
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using System;
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using System.Collections;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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[InitializeOnLoad]
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public class EditorMonoBehaviour
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{
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static EditorMonoBehaviour ()
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{
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var type = Types.GetType ("UnityEditor.EditorAssemblies", "UnityEditor.dll");
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var method = type.GetMethod ("SubclassesOf", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Instance, null, new Type[]{ typeof(Type) }, null);
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var e = method.Invoke (null, new object[]{ typeof(EditorMonoBehaviour) }) as IEnumerable;
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foreach (Type editorMonoBehaviourClass in e) {
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method = editorMonoBehaviourClass.BaseType.GetMethod ("OnEditorMonoBehaviour", BindingFlags.NonPublic | BindingFlags.Instance);
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if (method != null) {
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method.Invoke (System.Activator.CreateInstance (editorMonoBehaviourClass), new object[0]);
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}
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}
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}
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private void OnEditorMonoBehaviour ()
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{
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EditorApplication.update += Update;
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EditorApplication.hierarchyWindowChanged += OnHierarchyWindowChanged;
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EditorApplication.hierarchyWindowItemOnGUI += HierarchyWindowItemOnGUI;
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EditorApplication.projectWindowChanged += OnProjectWindowChanged;
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EditorApplication.projectWindowItemOnGUI += ProjectWindowItemOnGUI;
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EditorApplication.modifierKeysChanged += OnModifierKeysChanged;
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// globalEventHandler
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EditorApplication.CallbackFunction function = () => OnGlobalEventHandler (Event.current);
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FieldInfo info = typeof(EditorApplication).GetField ("globalEventHandler", BindingFlags.Static | BindingFlags.Instance | BindingFlags.NonPublic);
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EditorApplication.CallbackFunction functions = (EditorApplication.CallbackFunction)info.GetValue (null);
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functions += function;
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info.SetValue (null, (object)functions);
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EditorApplication.searchChanged += OnSearchChanged;
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EditorApplication.playmodeStateChanged += () => {
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if (EditorApplication.isPaused) {
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OnPlaymodeStateChanged (PlayModeState.Paused);
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}
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if (EditorApplication.isPlaying) {
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OnPlaymodeStateChanged (PlayModeState.Playing);
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}
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if (EditorApplication.isPlayingOrWillChangePlaymode) {
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OnPlaymodeStateChanged (PlayModeState.PlayingOrWillChangePlaymode);
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}
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};
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}
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public virtual void Update ()
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{
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}
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public virtual void OnHierarchyWindowChanged ()
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{
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}
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public virtual void HierarchyWindowItemOnGUI (int instanceID, Rect selectionRect)
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{
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}
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public virtual void OnProjectWindowChanged ()
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{
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}
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public virtual void ProjectWindowItemOnGUI (string guid, Rect selectionRect)
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{
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}
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public virtual void OnModifierKeysChanged ()
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{
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}
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public virtual void OnGlobalEventHandler (Event e)
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{
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}
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public virtual void OnSearchChanged ()
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{
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}
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public virtual void OnPlaymodeStateChanged (PlayModeState playModeState)
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{
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}
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public enum PlayModeState
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{
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Playing,
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Paused,
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Stop,
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PlayingOrWillChangePlaymode
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}
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接着是继承类,所有监听的事件在这里完成,两个类都不用实例化也不用NEW直接就可以监听。
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using UnityEditor;
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using UnityEngine;
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public class NewBehaviourScript : EditorMonoBehaviour
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{
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public override void Update ()
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{
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//Debug.Log ("每一帧回调一次");
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}
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public override void OnPlaymodeStateChanged (PlayModeState playModeState)
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{
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//Debug.Log ("游戏运行模式发生改变, 点击 运行游戏 或者暂停游戏或者 帧运行游戏 按钮时触发: " + playModeState);
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}
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public override void OnGlobalEventHandler (Event e)
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{
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//Debug.Log ("全局事件回调: " + e);
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}
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public override void HierarchyWindowItemOnGUI (int instanceID, Rect selectionRect)
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{
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// Debug.Log (string.Format ("{0} : {1} - {2}", EditorUtility.InstanceIDToObject (instanceID), instanceID, selectionRect));
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}
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public override void OnHierarchyWindowChanged ()
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{
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Debug.Log ("层次视图发生变化");
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}
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public override void OnModifierKeysChanged ()
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{
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// Debug.Log ("当触发键盘事件");
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}
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public override void OnProjectWindowChanged ()
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{
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// Debug.Log ("当资源视图发生变化");
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}
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public override void ProjectWindowItemOnGUI (string guid, Rect selectionRect)
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{
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//根据GUID得到资源的准确路径
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//Debug.Log (string.Format ("{0} : {1} - {2}", AssetDatabase.GUIDToAssetPath (guid), guid, selectionRect));
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}
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思考:因为在这里我们只能得到它变化的事件,但是我们不知道哪个GameObject变化了。所以我觉得可以自己写一段代码来对比一下前后。