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unity 编辑器和插件制作(四.2)

时间:2014-07-01 11:26:29      阅读:236      评论:0      收藏:0      [点我收藏+]

标签:unity   编辑器 插件   iphone   uibutton   

上次 我们讲述的是编辑器制作,怎么把图片加载到场景中,今天 我们就来讲述下,怎么 制作UIButton以及UIimage的互换。

废话不多说。进入正题。

首先我们要了解 unity的机制,button属性必须有的属性等。

首先 我们先说下 unity的机制:


unity中检测点击事件,使用NGUI的可能知道,NGUI使用的就是SendMessage的方式来进行事件的传递。没错,这也是 unity最为简便的方式,

(要注意一个问题哦,这个方式 如果 你要使用 大于 万次循环的话 会有延迟的哦,一般也不会同时发送万条事件的)。


我们知道了 事件的传送的方式,那么我们就开始制作这个规则,首先 要使用SendMessage的话我们要拿到gameobject的对象才能使用。

所以我们要想办法拿到点击的那个物体。怎么坐那,原理其实很简单,就是射线。我们都知道,unity的射线是用来探测使用的 正好,我们所有可以看到的物体都是存在camera下面,那么我们就可以使用,从camera上发射射线,来达到检测物体的作用,物体要有碰撞体哦。

先贴部分代码等这个章节完了我会贴完整的代码

Ray cameraRay;
	RaycastHit hit;
	Vector3 touchPos,pressOffSet;
	public static GameObject touchObj = null;
	public static VKCamera shareVkCamera;


void Update () {
	#if UNITY_EDITOR
		if(Input.GetMouseButtonDown(0)){
			onPressDown(Input.mousePosition);	
		}else if(Input.GetMouseButtonUp(0)){
			onPressUp(Input.mousePosition);
		}else if(Input.GetMouseButton(0)){
			onDrag(Input.mousePosition);
		}
	#endif


	#if UNITY_IPHONE || UNITY_ANDROID
		Touch touch;
		if(Input.touchCount==1){
			touch = Input.GetTouch (0);
			switch(touch.phase){
			case TouchPhase.Began:
				onPressDown(touch.position);
				break;
			case TouchPhase.Moved:
				onPressUp(touch.position);
				break;
			case TouchPhase.Ended:
			case TouchPhase.Canceled:
				onDrag(touch.position);
				break;
			}
		}
	#else
		if(Input.GetMouseButtonDown(0)){
			onPressDown(Input.mousePosition);	
		}else if(Input.GetMouseButtonUp(0)){
			onPressUp(Input.mousePosition);
		}else if(Input.GetMouseButton(0)){
			onDrag(Input.mousePosition);
		}

	#endif
	}

public void onPressDown(Vector2 vec){
		touchPos = vec;
		for(int i=0 ; i<Camera.allCameras.Length;i++){
			cameraRay = Camera.allCameras[i].ScreenPointToRay(touchPos);
			if(Physics.Raycast(cameraRay,out hit,9999,Camera.allCameras[i].cullingMask) && touchObj == null){
				touchObj = hit.transform.gameObject;
				if(touchObj!=null && touchObj.GetComponent<VKButton>()){
					touchPos = Camera.allCameras[i].ScreenToWorldPoint(touchPos);
					pressOffSet =touchObj.transform.position-touchPos;
					VKButton button = touchObj.GetComponent<VKButton>();
					if(!iSNull(button.pressEventName) && button.eventObj!=null)
						button.eventObj.SendMessage(button.pressEventName,button);
					if(button.pressButtonTex!=null){
						button.renderer.sharedMaterial.mainTexture = button.pressButtonTex;
					}
					if(button.isDrag && !iSNull(button.dragStartEventName)){
						button.eventObj.SendMessage(button.dragStartEventName,vec);
					}
					if(button.isAni){
						button.SendMessage("onPressAni");
					}
				}
			}
		}
	}


	public void onPressUp(Vector2 vec){
		if(touchObj!=null){
			VKButton button = touchObj.GetComponent<VKButton>();
			if(button!=null){
				if(button.buttonTex!=null){
					touchObj.renderer.sharedMaterial.mainTexture = 	touchObj.GetComponent<VKButton>().buttonTex;
				}
				if(!iSNull(button.clickEventName) && button.eventObj!=null){

					button.eventObj.SendMessage(button.clickEventName,button);
				}

				if(button.isDrag && !iSNull(button.dragEndEventName)){
					button.SendMessage(button.dragEndEventName,vec);
				}
				if(button.isAni){
					button.SendMessage("onClickAni");
				}
			}
			touchObj = null;
		}
	}

	public void onDrag(Vector2 vec){
		if(touchObj!=null){
			VKButton button = touchObj.GetComponent<VKButton>();
			if(button!=null && button.isDrag){
				for(int i= 0;i<Camera.allCameras.Length;i++){
					Vector2 worldVec =  Camera.allCameras[i].ScreenToWorldPoint(vec);
					touchObj.transform.position = new Vector3(worldVec.x+pressOffSet.x,worldVec.y+pressOffSet.y,touchObj.transform.position.z);
					if(!iSNull(button.dragEventName))
						button.eventObj.SendMessage(button.dragEventName,worldVec);
				}

			}
		}

	}


	bool iSNull(string eventName){
		bool buttonIsNull = false;
		if(eventName== null || eventName.Equals("null")){
			buttonIsNull  =true;
		}
		return buttonIsNull;
	}

这些是camera的部分,还有一点这个 我们没有贴我的适配方案 摄像机的适配方案,这里统配是1420*800的设计方案,因为这里我估计还要改下,发现这个摄像机适配方案,超出了unity的物理引擎的范围。不建议,不过可以参考。

public void initVKCamere(){
		gameObject.name = "VKCamere";
		this.camera.orthographic = true;
		this.camera.backgroundColor = Color.black;
		this.camera.nearClipPlane = 0;
		this.camera.farClipPlane = 9999;
		this.camera.orthographic =true;
		this.camera.orthographicSize = getCameraSize ();
		this.transform.position = new Vector3(0,0,-1000);
		this.transform.rotation = Quaternion.Euler(Vector3.zero);
		this.transform.localScale = Vector3.one;
		Application.targetFrameRate=60;
		if(GetComponent<AudioListener>()){
			//DestroyImmediate(GetComponent<AudioListener>());
		}

	}
	int getCameraSize(){
		int size = 384;
		bool isLandscape=(Camera.main.pixelWidth>Camera.main.pixelHeight);
		float rad = Camera.main.pixelWidth/Camera.main.pixelHeight;
		bool isIPad= (Mathf.Abs(rad-1.3333f)<0.001f) || (Mathf.Abs(rad-0.75f)<0.001f);
		if(isIPad){
			if(isLandscape){
				size=400;
			}else{
				size=533;
			}
		}else{
			if(isLandscape){
				size=400;
			}else{
				//iPhone 5
				if(Camera.main.pixelHeight/Camera.main.pixelWidth>1.6){
					size=710;
				}else{
					size=600;
				}
			}
		}
		return size;
	}


camera的编辑器类

using UnityEditor;
using UnityEngine;
using System.Collections;

[CustomEditor(typeof(VKCamera))]
public class VKCameraEditor : Editor {
	
	public override void OnInspectorGUI (){

		base.OnInspectorGUI();
		VKCamera vkCamere = (VKCamera)target;

		if(GUILayout.Button("ReSetCamera")){
			vkCamere.initVKCamere();
		}
		EditorUtility.SetDirty(vkCamere);
		EditorUtility.UnloadUnusedAssets();
	}

}


好下面我们来讲述下,button的一些东西,其实就很简单了。只是在编辑器方面可能会有些麻烦。


说白了 就是button就来处理 摄像机发来的东西。虽然很简单的一句话,但我们写得东西还是有很多的。

依然,button还是继承前面的view

using UnityEngine;
using System.Collections;
using Holoville.HOTween;

//[RequireComponent(typeof(BoxCollider))]
public class VKButton : VKView {

	[HideInInspector] public Material buttonDefultMat;
	[HideInInspector] public Mesh buttonDefultMesh;
	[HideInInspector] public Texture buttonTex,pressButtonTex;
	[HideInInspector] public string pressEventName = null;
	[HideInInspector] public string clickEventName = null;
	[HideInInspector] public string dragStartEventName = null;
	[HideInInspector] public string dragEventName = null;
	[HideInInspector] public string dragEndEventName = null;
	[HideInInspector] public GameObject eventObj = null;
	[HideInInspector] public string eventScript = null;
	[HideInInspector] public bool isDrag = false;
	[HideInInspector] public float scale = 1;
	[HideInInspector] public string info= null;
	[HideInInspector] public string[] animatorType = new string[]{"null","bigger","smaller","moveLeft","moveRight"};
	[HideInInspector] public int currentAnimator = 0;
	[HideInInspector] public bool isAni = false;
	void Start () {
		buttonDefultMat = new Material(Shader.Find("VK/VKButtonShader"));
		gameObject.GetComponent<MeshRenderer> ().material = buttonDefultMat;
		buttonDefultMesh = new Mesh ();
		gameObject.GetComponent<MeshFilter> ().mesh = buttonDefultMesh;
		if(GetComponent<BoxCollider>()== null)
			gameObject.AddComponent<BoxCollider>();
		updateButton();

	}

	public float setScale{
		set{
			scale = value;	
		}get{
			return scale;
		}
	}

	public void updateButton(){

		if(buttonTex!=null){
			if(buttonDefultMat!=null)
				buttonDefultMat.mainTexture = buttonTex;
			if(buttonDefultMesh!=null)
				buttonDefultMesh.vertices = InitBase.initVertice(buttonTex.width *scale,buttonTex.height*scale,ancPointx,ancPointy);
			if(this!=null&&gameObject.GetComponent<BoxCollider>()!=null){
				gameObject.GetComponent<BoxCollider>().size = new Vector3(buttonTex.width*scale,buttonTex.height*scale,0);
			}

		}else{
			if(buttonDefultMat!=null)
				buttonDefultMat.mainTexture = null;
			if(buttonDefultMesh!=null)
				buttonDefultMesh.vertices = InitBase.initVertice(width*scale,height*scale,ancPointx,ancPointy);
			gameObject.GetComponent<BoxCollider>().size = new Vector3(width,height,0);
		}
		if(buttonDefultMesh!= null){
			buttonDefultMesh.triangles = InitBase.initTri ();
			buttonDefultMesh.normals = InitBase.initNormal();
			buttonDefultMesh.uv = InitBase.initUV();
		}
	}
	
	Vector3 pressScale= Vector3.zero;
	Vector3 pressPos = Vector3.zero;
	Tweener tw = null;
	void onPressAni(){
		if(tw!=null && !tw.isComplete){
			return;
		}
		pressScale = transform.localScale;
		pressPos = transform.position;
		switch(currentAnimator){
			case 1:
				tw = VKAnimator.scaleBy(gameObject,0.3f,Vector3.one*0.2f,VkAniDuration.AnimationCurve,null);
				break;
			case 2:
				tw = VKAnimator.scaleBy(gameObject,0.3f,Vector3.one*-0.2f,VkAniDuration.AnimationCurve,null);
				break;
			case 3:
				tw = VKAnimator.moveBy(gameObject,0.3f,new Vector3(-10f,0,0),false,VkAniDuration.AnimationCurve,null);
			break;
			case 4:
				tw = VKAnimator.moveBy(gameObject,0.3f,new Vector3(10f,0,0),false,VkAniDuration.AnimationCurve,null);
			break;
		}
	}

	void onClickAni(){
		if(currentAnimator == 1 || currentAnimator==2){
			VKAnimator.scaleTo(gameObject,0.3f,pressScale,VkAniDuration.AnimationCurve,null);
		} else if(currentAnimator == 3 || currentAnimator==4){
			VKAnimator.moveTo(gameObject,0.3f,pressPos,false,VkAniDuration.AnimationCurve,null);
		}
	}

	public void switchImageView(){
		VKImageView imgView = gameObject.AddComponent<VKImageView> ();
		imgView.imgViewTex = buttonTex;
		imgView.highLightedTex = pressButtonTex;
		imgView.ancPointx = ancPointx;
		imgView.ancPointy = ancPointy;
		imgView.scale = scale;
		imgView.updateImageView ();
		if(GetComponent<BoxCollider>()){
			DestroyImmediate(GetComponent<BoxCollider>());
		}

		DestroyImmediate (GetComponent<VKButton>());
	}

}

这里有个 动画效果 我是自己使用的hotween整合的一些东西,如果你想用自己的可以自己去做。hotween插件 我就不用公布了,可以去官网进行下载,各大论坛也有下载资源。

using UnityEngine;
using System.Collections;
using Holoville.HOTween;

public enum VkAniDuration{
	AnimationCurve = EaseType.AnimationCurve,
	EaseInBack=EaseType.EaseInBack,
	EaseInBounce=EaseType.EaseInBounce,
	EaseInCirc=EaseType.EaseInCirc,
	EaseInCubic=EaseType.EaseInCubic,
	EaseInElastic=EaseType.EaseInElastic,
	EaseInExpo=EaseType.EaseInExpo,
	EaseInOutBack=EaseType.EaseInOutBack,
	EaseInOutBounce=EaseType.EaseInOutBounce,
	EaseInOutCirc=EaseType.EaseInOutCirc,
	EaseInOutCubic=EaseType.EaseInOutCubic,
	EaseInOutElastic=EaseType.EaseInOutElastic,
	EaseInOutExpo=EaseType.EaseInOutExpo,
	EaseInOutQuad=EaseType.EaseInOutQuad,
	EaseInOutQuart=EaseType.EaseInOutQuart,
	EaseInOutQuint=EaseType.EaseInOutQuint,
	EaseInOutSine=EaseType.EaseInOutSine,
	EaseInQuad=EaseType.EaseInQuad,
	EaseInQuart=EaseType.EaseInQuart,
	EaseInQuint=EaseType.EaseInQuint,
	EaseInSine=EaseType.EaseInSine,
	EaseOutBack=EaseType.EaseOutBack,
	EaseOutBounce=EaseType.EaseOutBounce,
	EaseOutCirc=EaseType.EaseOutCirc,
	EaseOutCubic=EaseType.EaseOutCubic,
	EaseOutElastic=EaseType.EaseOutElastic,
	EaseOutExpo=EaseType.EaseOutExpo,
	EaseOutQuad=EaseType.EaseOutQuad,
	EaseOutQuart=EaseType.EaseOutQuart,
	EaseOutQuint=EaseType.EaseOutQuint,
	EaseOutSine=EaseType.EaseOutSine,
	Linear=EaseType.Linear
};

public class VKAnimator {

//	public static Tweener moveTo(GameObject obj,float time,Vector3 target,bool isLocal,VkAniDuration vkDurType = VkAniDuration.AnimationCurve){
//		Tweener tw = null;
//		if(isLocal)
//			tw = startVkAnimote(obj,time,"localPosition",target,vkDurType,null);
//			
//		else
//			tw = startVkAnimote(obj,time,"position",target,vkDurType,null);
//		return tw;
//	}

	public static Tweener moveTo(GameObject obj,float time,Vector3 target,bool isLocal,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){
		Tweener tw = null;
		if(isLocal)
			tw =startVkAnimote(obj,time,"localPosition",target,vkDurType,completeObj);
		
		else
			tw = startVkAnimote(obj,time,"position",target,vkDurType,completeObj);
		return tw;
	}



	public static Tweener moveBy(GameObject obj,float time,Vector3 offset,bool isLocal,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){
		Tweener tw = null;
		if(isLocal){
			Vector3 tLocalPos = obj.transform.localPosition + offset;
			tw = startVkAnimote(obj,time,"localPosition",tLocalPos,vkDurType,completeObj);
		}else{
			Vector3 tPos = obj.transform.position + offset;
			tw = startVkAnimote(obj,time,"position",tPos,vkDurType,completeObj);
		}
		return tw;
	}



	public static Tweener scaleTo(GameObject obj,float time,Vector3 scale,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){
		Tweener tw = null;
		tw = startVkAnimote(obj,time,"localScale",scale,vkDurType,completeObj);
		return tw;
	}


	public static Tweener scaleBy(GameObject obj,float time,Vector3 offsetScale,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){
		Tweener tw = null;
		Vector3 targetScale = obj.transform.localScale+offsetScale;
		tw = startVkAnimote(obj,time,"localScale",targetScale,vkDurType,completeObj);
		return tw;

	}


	public static Tweener routeTo(GameObject obj,float time,Vector3 routeEulerTarget,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){
		Tweener tw = null;
		tw = startVkAnimote(obj,time,"localEulerAngles",routeEulerTarget,vkDurType,completeObj);
		return tw;
	}



	public static Tweener routeBy(GameObject obj,float time,Vector3 routeEulerOffset,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){
		Tweener tw = null;
		Vector3 target = obj.transform.localEulerAngles+ routeEulerOffset;
		tw = startVkAnimote(obj,time,"localEulerAngles",target,vkDurType,completeObj);
		return tw;
	}

	//localEulerAngles
	
	private static Tweener startVkAnimote(GameObject obj,float time,string key,object target,VkAniDuration vkDurType = VkAniDuration.AnimationCurve,VKAniComplete completeObj = null){
		Tweener tw = null;
		TweenParms twp = new TweenParms();
		twp.Prop(key,target);
		twp.Ease((EaseType)vkDurType);
		if(completeObj!=null){
			twp.OnComplete(completeObj.sendTargetObj,completeObj.methodName,completeObj.sendobj,SendMessageOptions.DontRequireReceiver);
		}
		tw =  HOTween.To(obj.transform,time,twp);
		return tw;
	}
}


using UnityEngine;
using System.Collections;

public class VKAniComplete{
	public GameObject sendTargetObj = null;
	public string methodName = null;
	public object sendobj = null;
	
	public VKAniComplete(GameObject sendTargetObj,string methodName,object sendobj){
		this.sendTargetObj = sendTargetObj;
		this.methodName = methodName;
		this.sendobj = sendobj;
	}
}

下面就是button的编辑器方面了。ok,这里可能有点麻烦。不过还是可以解决的。

首先我们要获取脚本里面的方法怎么获取那。根据c#的MSDN的描述我们可以看到。就是以下方法,这就是 为什么 NGUI 只能找到public属性的方法。

using UnityEngine;
using System.Collections;
using System.Reflection;

public class GetPublic : MonoBehaviour {

	static public  MethodInfo[] GetObjectMethods(string selectedObjClass){
		if(selectedObjClass==null)return null;
		MethodInfo[] methodInfos=null;
		if(System.Type.GetType(selectedObjClass)==null){
			return methodInfos;
		}
		methodInfos =  System.Type.GetType(selectedObjClass).GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly);
		return methodInfos;
	}

}

这里就是button编辑器的一些属性的传递,和界面的修改哈。

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Reflection;

[CustomEditor(typeof(VKButton))]
public class VKButtonEditor : Editor {

	public override void OnInspectorGUI ()
	{

		int pressEventNum= 0;
		int selectScriptNum = 0;
		int clickEventNum = 0;
		int dragStartEveNum = 0;
		int dragEveNum = 0;
		int dragEndEveNum = 0;


		VKButton button = (VKButton)target;
		button.buttonTex = EditorGUILayout.ObjectField ("Texture",button.buttonTex,typeof(Texture),true)as Texture;
		button.pressButtonTex = EditorGUILayout.ObjectField ("PressButtonTex",button.pressButtonTex,typeof(Texture),true)as Texture;
		button.eventObj = EditorGUILayout.ObjectField("eventObj",button.eventObj,typeof(GameObject),true) as GameObject;
		
		button.info = EditorGUILayout.TextField("info",button.info);

		button.ancPointx = EditorGUILayout.Slider("AnchorX",button.ancPointx,0.0f,1.0f);
		button.ancPointy = EditorGUILayout.Slider("AnchorY",button.ancPointy,0.0f,1.0f);
		if(button.buttonTex == null){
			button.width=EditorGUILayout.IntField("Width",button.width);
			button.height=EditorGUILayout.IntField("Height",button.height);
		}
		GUILayout.BeginHorizontal();
		if(GUILayout.Button("2X")){
			button.setScale = 0.5f;
		}
		if(GUILayout.Button("1X")){
			button.setScale = 1f;
		}
		if(GUILayout.Button("1.5X")){
			button.setScale = 0.75f;
		}
		GUILayout.EndHorizontal();

		GUILayout.BeginHorizontal();
		if(GUILayout.Button("ChangeName")){
			if(button.buttonTex!=null){
				button.name = button.buttonTex.name;
			}
		}
		if(GUILayout.Button("Switch ImageView")){
			button.switchImageView();
		}
		GUILayout.EndHorizontal();

		if(button.eventObj!=null){
			MonoBehaviour[]	monoScriptArry =new MonoBehaviour[button.eventObj.GetComponents<MonoBehaviour>().Length+1];// button.eventObj.GetComponents<MonoBehaviour>();
			for(int i=0;i<monoScriptArry.Length;i++){
				if(i<monoScriptArry.Length-1)
					monoScriptArry [i] = button.eventObj.GetComponents<MonoBehaviour>()[i];
				if(i == monoScriptArry.Length-1){
					monoScriptArry [i] = null;
				}
			}

			if(monoScriptArry !=null&& monoScriptArry.Length>0){
				string [] scriptName = new string[monoScriptArry.Length];

				for(int i=0;i<scriptName.Length;i++){
					if(monoScriptArry[i]!=null){
						scriptName[i] = monoScriptArry[i].GetType().ToString();
						if(scriptName[i].Equals("VKCamera")){
							scriptName[i] = "null";
						}
					}else{
						scriptName[i] = "null";
					}

					if(scriptName[i].Equals(button.eventScript)){
						selectScriptNum = i;
					}
				}

				selectScriptNum = EditorGUILayout.Popup("EventScript",selectScriptNum,scriptName);
				button.eventScript = scriptName[selectScriptNum];
				MethodInfo[] publicMethodArry;
				if(button.eventScript == null || button.eventScript.Equals("null")){
					publicMethodArry = new MethodInfo[1];
				}else{
					publicMethodArry = new MethodInfo[GetPublic.GetObjectMethods(button.eventScript).Length+1];
				}
					

				for(int i = 0;i<publicMethodArry.Length;i++){
					if(i<publicMethodArry.Length-1){
						publicMethodArry[i] =GetPublic.GetObjectMethods(button.eventScript)[i];
					}else{
						publicMethodArry[i] = null;
					}
				} 

				if(publicMethodArry!=null && publicMethodArry.Length>0){
					string[] methodArry = new string[publicMethodArry.Length];
					for(int i=0;i<methodArry.Length;i++){
						if(publicMethodArry[i]!=null){
							methodArry[i] = publicMethodArry[i].Name;
						}else{
							methodArry[i] ="null";
						}

						if(button.pressEventName !=null && button.pressEventName.Equals(methodArry[i])){
							pressEventNum = i;
						}
						if(button.clickEventName != null && button.clickEventName.Equals(methodArry[i])){
							clickEventNum = i;
						}

						if(button.isDrag){
							if(button.dragStartEventName != null && button.dragStartEventName.Equals(methodArry[i])){
								dragStartEveNum = i;
							}
							if(button.dragEventName != null && button.dragEventName.Equals(methodArry[i])){
								dragEveNum = i;
							}
							if(button.dragEndEventName != null && button.dragEndEventName.Equals(methodArry[i])){
								dragEndEveNum = i;
							}
						}
					}

					pressEventNum = EditorGUILayout.Popup("PressEvent",pressEventNum,methodArry);
					clickEventNum = EditorGUILayout.Popup("ClickEvent",clickEventNum,methodArry);
					button.pressEventName = methodArry[pressEventNum];
					button.clickEventName = methodArry[clickEventNum];
					button.isAni = EditorGUILayout.Toggle ("ISAimator",button.isAni);
					if(button.isAni){
						button.currentAnimator = EditorGUILayout.Popup("ButtonAnimator",button.currentAnimator,button.animatorType);
					}
				
					button.isDrag =  EditorGUILayout.Toggle ("ISDrag",button.isDrag);

					if(button.isDrag){
//						EditorGUILayout.LabelField("---------------------------------------------");
						dragStartEveNum = EditorGUILayout.Popup("DragStartEvent",dragStartEveNum,methodArry);
						dragEveNum = EditorGUILayout.Popup("DragEvent",dragEveNum,methodArry);
						dragEndEveNum = EditorGUILayout.Popup("DragEndEvent",dragEndEveNum,methodArry);

						button.dragStartEventName = methodArry[dragStartEveNum];
						button.dragEventName = methodArry[dragEveNum];
						button.dragEndEventName  =methodArry[dragEndEveNum];
					}

				}else{
					pressEventNum = EditorGUILayout.Popup("PressEvent",pressEventNum,new string[]{"null"});
					clickEventNum = EditorGUILayout.Popup("ClickEvent",clickEventNum,new string[]{"null"});
				}
			}

		}else{
			button.isAni =false;
			button.isDrag =false;
		}

		button.updateButton ();
		if(button!=null){
			EditorUtility.SetDirty(button);
		}
		EditorUtility.UnloadUnusedAssets();
	}
}
我这里扩展了一些功能,像移动啊,什么的。。其实还可以加一些功能的 ,这里只是学习。有兴趣的可以自己加些东西。






unity 编辑器和插件制作(四.2),布布扣,bubuko.com

unity 编辑器和插件制作(四.2)

标签:unity   编辑器 插件   iphone   uibutton   

原文地址:http://blog.csdn.net/u011866450/article/details/36015245

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