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Unity移除丢失的脚本
GameObjectUtility.RemoveMonoBehavioursWithMissingScript(item.gameObject);using UnityEditor;using UnityEngine;public class DeleteCom : MonoBehaviour{ //2018.4.22能行,但常闪退 [MenuItem("Assets/DeleteAAA 2018.4.22")] public static void Delete...原创 2021-03-04 15:27:53 · 1746 阅读 · 1 评论 -
UnityEditor多种小工具
1.手动F1刷新运行2.清空playerprefs3.标记ab包4.间隔点击运行5.多语言prefab间隔public class ZSXMenu : EditorWindow{ [MenuItem("Helps/刷新并运行 _F1")] public static void ShowZHENTW_copyfff() { AssetDatabas...原创 2019-08-21 14:07:30 · 747 阅读 · 0 评论 -
Unity_EditorWindow 时间戳与时间相互转化 辅助工具
using System;using System.Collections;using System.Collections.Generic;using UnityEditor;using UnityEngine;public class TimeLookEditor : EditorWindow{ [MenuItem("Tools/时间戳")] public st...原创 2018-11-25 22:49:29 · 923 阅读 · 0 评论 -
打包尽量别输出Log,别拼接字符串
Unity EDITOR_LOG.输出会产生GC.拼接字符串也会产生.打包时过滤掉using System;using System.IO;using UnityEditor;using UnityEngine;using System.Collections.Generic;using System.Text;public class ModifyScriptEditor : E...原创 2018-11-11 12:57:23 · 1527 阅读 · 0 评论 -
Editor.NGUI的废弃图集的错误引用
废弃图集,应该删除掉.加载出来需要消耗内存,若显示出来还要drawcall的产生.这些开发时要注意产生与消耗using System.Collections;using System.Collections.Generic;using System.Linq;using UnityEditor;using UnityEngine;public class DCEditor :...原创 2018-10-28 00:12:14 · 382 阅读 · 0 评论 -
NGUI.EventDelegate.Set()方法.点击Inspector直接打开方法体
找到NGUI的EventDelegateEditor脚本.搜索"Notify"这个字符串大概104行吧.//上接点击减号,remove方法 GUILayout.Space(-50); if (GUILayout.Button("o", GUILayout.Width(15), GUILayout.Height(15))) { ...原创 2018-09-22 23:29:23 · 309 阅读 · 0 评论 -
Editor.NGUI的Inspector面板 点击碎图自动选中资源
DrawAdvancedSpriteField造中 /// <summary> 高亮选中 sprite </summary> private static void HightSelectSprite(UIAtlas pAtlas, string pSpriteName) { if (pAtlas == null ||...原创 2018-09-17 12:56:25 · 248 阅读 · 0 评论 -
Editor,NGUI的图集与碎图工具
标题标题using System.Collections;using System.Collections.Generic;using System.IO;using System.Linq;using UnityEditor;using UnityEngine;using UISpriteType = UIBasicSprite.Type;public class Sprite...原创 2018-09-17 00:08:03 · 589 阅读 · 0 评论 -
生成AssetBundle
选中prefabs,生成AssetBundleusing UnityEngine;using System.Collections;using UnityEditor;using System.IO;using UObject = UnityEngine.Object;public class CreateAseetBundle { [MenuItem("CreateAssetBund原创 2017-09-10 23:23:24 · 401 阅读 · 0 评论 -
Editor_EditorWindow学习07转换平台也可一键导出
using System.Collections;using System.Collections.Generic;using UnityEditor;using UnityEngine;public class ExportEditor : EditorWindow{ [MenuItem("Export/导出")] public static void ExportLocal原创 2017-07-08 13:11:44 · 445 阅读 · 0 评论 -
Editor_EditorWindow学习06
public class MyWindow : EditorWindow{ [MenuItem("EditTools/显示窗口")] static void ShowMyWindow() { MyWindow wins = EditorWindow.GetWindow<MyWindow>();//这不是弹框,不能吸到窗口中的,要区分开 win原创 2017-06-10 11:13:33 · 324 阅读 · 0 评论 -
Editor_EditorPrefs,EditorUtility学习05
public class Editor_PrefabsData : ScriptableWizard { [MenuItem("EditTools/PrefabsData",false,18)] static void ShowWinWizard() { ScriptableWizard.DisplayWizard<Editor_PrefabsData>("存原创 2017-06-10 10:59:10 · 619 阅读 · 0 评论 -
Editor_ScriptableWizard,ShowNotification 学习04
using UnityEditor;public class Editor_EnemyChange : ScriptableWizard { /** * 1.此脚本继承scriptableWizard * 2.使用menuItem创建菜单栏,在此方法中使用ScriptableWizard.DisplayWizard方法 * 3.ScriptableWizard原创 2017-06-08 22:11:37 · 410 阅读 · 0 评论 -
Editor_ContextMenu,ContextMenuItem学习03
public class ShowColor : MonoBehaviour { /** 1.ContextMenu继承MonoBehaviour 自身右键改变数值 1.2改变rigidbody只能在MenuItem CONTEXT/脚本名/点击 * 2.ContextMenuItem 在U3d中右击属性值,让其改变 */ public Color pl原创 2017-06-07 23:37:50 · 554 阅读 · 0 评论 -
Editor_MenuItem学习01
using UnityEditor;public class Edit_Tools { /*开始之路,1.有project中建立Editor文件,建立脚本 2.导入using UnityEditor; 3. 要使用到MenuItem这个类,引号里面的就菜单的目录 */ //把按钮添加到菜单栏[新的一个] [MenuItem("EditTools/S原创 2017-06-07 15:47:35 · 405 阅读 · 0 评论 -
Editor_Selection,MenuItem学习02
//也就选中的物体public class Editor_Selection{/* 1.选中的物体(可操作)2.使用快捷键操作3.选中右击添加组体,要先判断是否有此组件4.MenuItem最二个参数的用法 **/ [MenuItem("EditTools/selection1")] static void SelectionObj() { i原创 2017-06-07 21:07:44 · 368 阅读 · 0 评论