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Asset面板下预制体并不会显示全,制作一个工具显示预制体的全部层级,这算是TreeView的一个应用
代码中用了Unity编辑器拓展之十一:通过Image Name反查Prefab
中的一个类PrefabTreeView
using System.Collections;
using System.Collections.Generic;
using UnityEditor.IMGUI.Controls;
using UnityEngine;
public class GameObjectTreeViewItem {
public TreeViewItem viewItem;
public Transform treeViewTrans;
public Transform parent;
public List childs = new List ();
public bool IsChild (Transform tran) {
if (null == tran) return false;
if (tran.parent == treeViewTrans) return true;
return false;
}
public void AddChildTransform (Transform childTransform) {
if (null != childTransform)
childs.Add (childTransform);
}
public bool HasChildTransform (Transform tran) {
if (null == tran) return false;
return childs.Contains (tran);
}
}
public class PrefabTreeView : TreeView {
private Transform[] childs;
private GameObjectTreeViewItem[] items;
public PrefabTreeView (TreeViewState state, GameObject go) : base (state) {
if (go != null)
{
treeGameObject = go;
childs = treeGameObject.GetComponentsInChildren (true);
items = new GameObjectTreeViewItem[childs.Length];
#region Init Items Parent
for (int i = 0; i < childs.Length; i++) {
items[i] = new GameObjectTreeViewItem ();
items[i].treeViewTrans = childs[i];
if (childs[i].parent != null)
items[i].parent = childs[i].parent;
}
#endregion
#region Init Child Transform
for (int i = 0; i < childs.Length; i++) {
for (int j = 0; j < items.Length; j++) {
if (items[j].IsChild (childs[i])) {
items[j].AddChildTransform (childs[i]);
break;
}
}
}
#endregion
}
else
{
childs = null;
items = null;
}
Reload ();
}
private GameObject treeGameObject;
private GameObjectTreeViewItem GetGameObjectTreeViewItem (GameObjectTreeViewItem[] items, Transform trans) {
if (null == items || items.Length == 0 || trans == null)
return null;
for (int i = 0; i < items.Length; i++) {
if (items[i] != null && items[i].treeViewTrans == trans)
return items[i];
}
return null;
}
private GameObjectTreeViewItem GetGameObjectTreeViewItem (GameObjectTreeViewItem[] items, TreeViewItem viewItem) {
if (null == items || items.Length == 0 || viewItem == null)
return null;
for (int i = 0; i < items.Length; i++) {
if (null != items && items[i].viewItem == viewItem)
return items[i];
}
return null;
}
protected override TreeViewItem BuildRoot () {
TreeViewItem root = new TreeViewItem { id = 0, depth = -1, displayName = "root" };
if (childs != null && items != null)
{
TreeViewItem[] childItems = new TreeViewItem[childs.Length];
for (int i = 0; i < childs.Length; i++)
{
childItems[i] = new TreeViewItem {id = i + 1, displayName = childs[i].name};
GameObjectTreeViewItem item = GetGameObjectTreeViewItem(items, childs[i]);
if (null != item)
{
item.viewItem = childItems[i];
}
}
root.AddChild(childItems[0]);
for (int i = 0; i < childItems.Length; i++)
{
GameObjectTreeViewItem temp = GetGameObjectTreeViewItem(items, childItems[i]);
if (temp != null && temp.childs != null)
{
for (int j = 0; j < temp.childs.Count; j++)
{
GameObjectTreeViewItem childItem = GetGameObjectTreeViewItem(items, temp.childs[j]);
if (childItem != null && childItem.viewItem != null)
{
childItems[i].AddChild(childItem.viewItem);
}
}
}
}
}
SetupDepthsFromParentsAndChildren (root);
return root;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine;
public class PrefabViewWindow : EditorWindow {
private GameObject selectPrefab = null;
[SerializeField]
TreeViewState treeViewState;
PrefabTreeView prefabTreeView;
void OnEnable () {
if (null == treeViewState)
treeViewState = new TreeViewState ();
if (selectPrefab != null)
prefabTreeView = new PrefabTreeView(treeViewState, selectPrefab);
else prefabTreeView = null;
}
[MenuItem ("PrefabView/PrefabViewWindow")]
private static void ShowWindow () {
GetWindow ().Show ();
}
private void OnGUI () {
if (null != selectPrefab && prefabTreeView != null) {
Rect rect = GUILayoutUtility.GetRect (0, 100000, 0, 100000);
prefabTreeView.OnGUI (rect);
}
}
void OnSelectionChange ()
{
GameObject curSelectPrefab = Selection.activeObject as GameObject;
if (curSelectPrefab == null) return;
if (curSelectPrefab != selectPrefab)
{
selectPrefab = Selection.activeObject as GameObject;
prefabTreeView = new PrefabTreeView(treeViewState,selectPrefab);
}
Repaint();
}
}
https://github.com/JingFengJi/PrefabViewWindow
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