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常州手游开发培训-U3D监听Hierachy视图变化

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常州手游开发培训-U3D监听Hierachy视图变化

 
对于初学者来说,不知道监听Hierarchy视图中创建或删除变化的事件也是可以理解的,为此下面给大家介绍下Unity中监听Hierachy视图的两种方法。
 
一、是EditorWindow.OnHierarchyChang这种要创建一个窗口,而且这个窗口关闭了就失效了,不管那么多来看常州网站开发培训实现代码:

using UnityEngine;
using System.Collections;
using UnityEditor;
public class HierachyChange : EditorWindow {
    [MenuItem("Tools/HierachyChangeWindow")]
    static void AddWindow()
    {
        Rect wr = new Rect(0, 0, 500, 500);
        HierachyChange window = (HierachyChange)EditorWindow.GetWindowWithRect(typeof(HierachyChange), wr, true, "widow name");
        window.Show();
    }
    void OnHierarchyChange()
    {
        Debug.Log("当Hierarchy视图中的任何对象发生改变时调用一次,改变后保存当前场景还会调用一次");
    }


该脚本要放在Editor文件夹下。
 
二、是雨松MOMO的一篇文章http://www.xuanyusong.com/archives/3053 中看到的。将他的代码贴出来,大家可以看看:

//这个是基类
using System;
using System.Collections;
using System.Reflection;
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public class EditorMonoBehaviour
    static EditorMonoBehaviour()
    {
        var type = Types.GetType("UnityEditor.EditorAssemblies", "UnityEditor.dll");
        var method = type.GetMethod("SubclassesOf", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Instance, null, new Type[] { typeof(Type) }, null);
        var e = method.Invoke(null, new object[] { typeof(EditorMonoBehaviour) }) as IEnumerable;
        foreach (Type editorMonoBehaviourClass in e)
        {
            method = editorMonoBehaviourClass.BaseType.GetMethod("OnEditorMonoBehaviour", BindingFlags.NonPublic | BindingFlags.Instance);
            if (method != null)
            {
                method.Invoke(System.Activator.CreateInstance(editorMonoBehaviourClass), new object[0]);
            }
        }
    }
    private void OnEditorMonoBehaviour()
    {
        EditorApplication.update += Update;
        EditorApplication.hierarchyWindowChanged += OnHierarchyWindowChanged;
        EditorApplication.hierarchyWindowItemOnGUI += HierarchyWindowItemOnGUI;
        EditorApplication.projectWindowChanged += OnProjectWindowChanged;
        EditorApplication.projectWindowItemOnGUI += ProjectWindowItemOnGUI;
        EditorApplication.modifierKeysChanged += OnModifierKeysChanged;
        // globalEventHandler
        EditorApplication.CallbackFunction function = () => OnGlobalEventHandler(Event.current);
        FieldInfo info = typeof(EditorApplication).GetField("globalEventHandler", BindingFlags.Static | BindingFlags.Instance | BindingFlags.NonPublic);
        EditorApplication.CallbackFunction functions = (EditorApplication.CallbackFunction)info.GetValue(null);
        functions += function;
        info.SetValue(null, (object)functions);
        EditorApplication.searchChanged += OnSearchChanged;
        EditorApplication.playmodeStateChanged += () => {
            if (EditorApplication.isPaused)
            {
                OnPlaymodeStateChanged(PlayModeState.Paused);
            }
            if (EditorApplication.isPlaying)
            {
                OnPlaymodeStateChanged(PlayModeState.Playing);
            }
            if (EditorApplication.isPlayingOrWillChangePlaymode)
            {
                OnPlaymodeStateChanged(PlayModeState.PlayingOrWillChangePlaymode);
            }
        };
    }
    public virtual void Update()
    {
    }
    public virtual void OnHierarchyWindowChanged()
    {
    }
    public virtual void HierarchyWindowItemOnGUI(int instanceID, Rect selectionRect)
    {
    }
    public virtual void OnProjectWindowChanged()
    {
    }
    public virtual void ProjectWindowItemOnGUI(string guid, Rect selectionRect)
    {
    }
    public virtual void OnModifierKeysChanged()
    {
    }
    public virtual void OnGlobalEventHandler(Event e)
    {
    }
    public virtual void OnSearchChanged()
    {
    }
    public virtual void OnPlaymodeStateChanged(PlayModeState playModeState)
    {
    }
    public enum PlayModeState
    {
        Playing,
        Paused,
        Stop,
        PlayingOrWillChangePlaymode
    }


下面是常州企业培训子类他实现了上面的虚函数。

using UnityEditor;
using UnityEngine;
public class NewBehaviourScript : EditorMonoBehaviour
    public override void Update()
    {
        //Debug.Log ("每一帧回调一次");
    }
    public override void OnPlaymodeStateChanged(PlayModeState playModeState)
    {
        //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);
    }
    public override void OnGlobalEventHandler(Event e)
    {
        //Debug.Log ("全局事件回调: " + e);
    }
    public override void HierarchyWindowItemOnGUI(int instanceID, Rect selectionRect)
    {
        // Debug.Log (string.Format ("{0} : {1} - {2}", EditorUtility.InstanceIDToObject (instanceID), instanceID, selectionRect));
    }
    public override void OnHierarchyWindowChanged()
    {
        Debug.Log("层次视图发生变化");
    }
    public override void OnModifierKeysChanged()
    {
        // Debug.Log ("当触发键盘事件");
    }
    public override void OnProjectWindowChanged()
    {
        // Debug.Log ("当资源视图发生变化");
    }
    public override void ProjectWindowItemOnGUI(string guid, Rect selectionRect)
    {
        //根据常州软件技术培训GUID得到资源的准确路径
        //Debug.Log (string.Format ("{0} : {1} - {2}", AssetDatabase.GUIDToAssetPath (guid), guid, selectionRect));
    }
把这两个类放在Editor文件夹里就行了。


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