Unity快捷键
作者:互联网
using System;
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Text;
using System.Collections.Generic;
public class CustomHotKey : MonoBehaviour
{
[MenuItem("CustomHotKey/ToggleActivie &v")]
public static void ToggleActive()
{
foreach (var obj in Selection.gameObjects)
{
Undo.RegisterCompleteObjectUndo(new UnityEngine.Object[] { obj, }, obj.name);
obj.SetActive(!obj.activeSelf);
}
}
[MenuItem("CustomHotKey/TogglePause &p")]
public static void TogglePause()
{
EditorApplication.isPaused = !EditorApplication.isPaused;
}
[MenuItem("CustomHotKey/SaveProject &s")]
public static void SaveAssets()
{
AssetDatabase.SaveAssets();
Debug.Log("Project Saved.");
}
[MenuItem("CustomHotKey/ApplyPrefab &a")]
public static void ApplyPrefab()
{
foreach (var obj in Selection.gameObjects)
{
var prefabParent = PrefabUtility.GetPrefabParent(obj);
if (prefabParent != null)
PrefabUtility.ReplacePrefab(PrefabUtility.FindPrefabRoot(obj), prefabParent, ReplacePrefabOptions.ConnectToPrefab);
}
}
[MenuItem("CustomHotKey/Open Containing Folder &o")]
public static void OpenContainingFolder()
{
#if UNITY_EDITOR_WIN
var path = Path.Combine(Path.Combine(Application.dataPath, ".."), AssetDatabase.GetAssetPath(Selection.activeObject));
ShowSelectedInExplorer.FilesOrFolders(path);
#else
Debug.LogWarning("not supported on current platform");
#endif
}
[MenuItem("CustomHotKey/Copy Hierarchy Path &i")]
public static void CopyHierarchyPath()
{
var output = "";
foreach (var obj in Selection.gameObjects)
{
var line = obj.name;
var parent = obj.transform.parent;
while (parent)
{
line = parent.gameObject.name + "/" + line;
parent = parent.parent;
}
if (output.Length > 0)
output += "\n";
output += line;
}
// copy to clipboard
TextEditor te = new TextEditor();
//te.content = new GUIContent(output);
te.text = output;
te.OnFocus();
te.Copy();
}
[MenuItem("CustomHotKey/Copy Asset Path &t")]
public static void CopyAssetPath()
{
StringBuilder output = new StringBuilder();
foreach (var obj in Selection.objects)
{
if (output.Length > 0)
output.AppendLine();
output.Append(AssetDatabase.GetAssetPath(obj));
}
String outputStr = output.ToString();
// copy to clipboard
TextEditor te = new TextEditor();
//te.content = new GUIContent(output);
te.text = outputStr;
te.OnFocus();
te.Copy();
}
[MenuItem("CustomHotKey/Clear Console &c")]
public static void ClearConsole()
{
Type logEntries = System.Type.GetType("UnityEditor.LogEntries,UnityEditor.dll");
if (logEntries == null)
{
Debug.LogWarning("Can't find type");
return;
}
var method = logEntries.GetMethod("Clear", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public);
if (method != null)
{
method.Invoke(null, null);
GUIUtility.keyboardControl = 0;
}
else
{
Debug.LogWarning("Can't find methord");
return;
}
}
[MenuItem("CustomHotKey/AddUISound (with path from clipboard) %&S")]
public static void AddUISound()
{
String soundPath = EditorGUIUtility.systemCopyBuffer ?? "";
GameObject[] sels = Selection.gameObjects;
if (sels == null)
return;
Boolean bRemove = String.IsNullOrEmpty(soundPath) || soundPath == " ";
Int32 count = 0;
foreach (GameObject sel in sels)
{
if (UISoundAssist.AddOrRemoveUIMainSound(sel, !bRemove, soundPath))
++count;
}
if (!bRemove)
{
if (count > 0)
Debug.LogFormat("sound event '{0}' has been added to {1} UI controls", soundPath, count);
else
Debug.LogWarningFormat("sound event '{0}' has not been added to any UI control", soundPath);
}
else
{
if (count > 0)
Debug.LogFormat("sound event has been removed from {0} UI controls", count);
else
Debug.LogFormat("sound event has not been removed from any UI control");
}
}
[MenuItem("CustomHotKey/AddUIToggleSound (with two path from clipboard) %&T")]
public static void AddUIToggleSound()
{
String soundPath = EditorGUIUtility.systemCopyBuffer ?? "";
GameObject[] sels = Selection.gameObjects;
if (sels == null)
return;
Boolean bRemove = String.IsNullOrEmpty(soundPath) || soundPath == " ";
Int32 count = 0;
foreach (GameObject sel in sels)
{
if (UISoundAssist.AddOrRemoveUIToggleSound(sel, !bRemove, soundPath))
++count;
}
if (!bRemove)
{
if (count > 0)
Debug.LogFormat("sound event '{0}' has been added to {1} UI controls", soundPath, count);
else
Debug.LogWarningFormat("sound event '{0}' has not been added to any UI control", soundPath);
}
else
{
if (count > 0)
Debug.LogFormat("sound event has been removed from {0} UI controls", count);
else
Debug.LogFormat("sound event has not been removed from any UI control");
}
}
static bool hide = true;
[MenuItem("CustomHotKey/Toggle Selected wireframe &x")]
public static void ToggleWireframe(){
if (Selection.activeGameObject == null) return ;
Renderer[] renderers = Selection.activeGameObject.GetComponentsInChildren<Renderer>();
for( int i = 0; i < renderers.Length; i ++)
{
#pragma warning disable 618
EditorUtility.SetSelectedWireframeHidden(renderers[i], hide);
#pragma warning restore 618
}
hide = !hide;
}
[MenuItem("CustomHotKey/Reimport selected %&i")]
public static void ReimportSelected()
{
var objs = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets);
foreach (var obj in objs)
{
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(obj.GetInstanceID()));
}
}
[MenuItem("CustomHotKey/Unparent Selected #%&P")]
static void UnparentSelectedObjecet()
{
foreach (var obj in Selection.gameObjects)
{
var tp = PrefabUtility.GetPrefabType(obj);
if (tp == PrefabType.Prefab || tp == PrefabType.ModelPrefab)
continue;
Transform objT = obj.transform;
if (objT != null && objT.parent != null)
{
Undo.SetTransformParent(objT, null, "Unparent " + obj.name);
}
}
}
[MenuItem("CustomHotKey/Restore 60 FPS #%&6")]
static void Restore_60_FPS()
{
Application.targetFrameRate = 60;
}
[MenuItem("CustomHotKey/Select Objects by Clipboard #%&7")]
static void SelectObjectsByClipboard()
{
string[] lines = GUIUtility.systemCopyBuffer.Split('\r', '\n');
List<UnityEngine.Object> objs = new List<UnityEngine.Object>();
foreach (string line in lines)
{
if (string.IsNullOrEmpty(line))
continue;
var obj = AssetDatabase.LoadAssetAtPath(line, typeof(UnityEngine.Object));
if (obj != null)
{
objs.Add(obj);
Debug.Log(obj.name);
}
}
Selection.objects = objs.ToArray();
}
}
标签:obj,void,CustomHotKey,var,Unity,static,MenuItem,快捷键 来源: https://www.cnblogs.com/ezhar/p/16341206.html