using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
//Adapted from Unity3DCollege YouTube Video Tutorial https://www.youtube.com/watch?v=pdDrY8Mc2lU
[InitializeOnLoad]
public class CustomHierarchy : MonoBehaviour
{
private static Vector2 offset = new Vector2(0, 2);
public static Color gameObjectFontColor = Color.black;
public static Color prefabOrgFontColor = Color.black;
public static Color prefabModFontColor = Color.white;
public static Color inActiveColor = new Color(0.01f, 0.4f, 0.25f);
public static Color meshRendererColor = Color.yellow;
public static List<string> componentsList = new List<string>();
static CustomHierarchy()
{
EditorApplication.hierarchyWindowItemOnGUI += HandleHierarchyWindowItemOnGUI;
}
private static void HandleHierarchyWindowItemOnGUI(int instanceID, Rect selectionRect)
{
Color fontColor = gameObjectFontColor;
Color backgroundColor = new Color(.76f, .76f, .76f);
FontStyle styleFont = FontStyle.Normal;
var obj = EditorUtility.InstanceIDToObject(instanceID);
GameObject gameObj = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
if (Selection.instanceIDs.Contains(instanceID))
{
backgroundColor = new Color(0.24f, 0.48f, 0.90f);
}
if (obj != null)
{
var prefabType = PrefabUtility.GetPrefabType(obj);
if (gameObj.activeInHierarchy == false)
{
backgroundColor = inActiveColor;
}
if (prefabType == PrefabType.PrefabInstance)
{
styleFont = FontStyle.Bold;
PropertyModification[] prefabMods = PrefabUtility.GetPropertyModifications(obj);
foreach (PropertyModification prefabMod in prefabMods)
{
if (prefabMod.propertyPath.ToString() != "m_Name" && prefabMod.propertyPath.ToString() != "m_LocalPosition.x" && prefabMod.propertyPath.ToString() != "m_LocalPosition.y" && prefabMod.propertyPath.ToString() != "m_LocalPosition.z" && prefabMod.propertyPath.ToString() != "m_LocalRotation.x" && prefabMod.propertyPath.ToString() != "m_LocalRotation.y" && prefabMod.propertyPath.ToString() != "m_LocalRotation.z" && prefabMod.propertyPath.ToString() != "m_LocalRotation.w" && prefabMod.propertyPath.ToString() != "m_RootOrder" && prefabMod.propertyPath.ToString() != "m_IsActive")
{
if (HasAllComponents(gameObj, typeof(MeshRenderer), typeof(BoxCollider)))
{
fontColor = meshRendererColor;
}
else
{
gameObj.hideFlags = gameObj.hideFlags | HideFlags.HideInHierarchy;
fontColor = prefabModFontColor;
}
break;
}
}
if (fontColor != prefabModFontColor)
{
if (HasAllComponents(gameObj, typeof(MeshRenderer), typeof(BoxCollider)))
{
fontColor = meshRendererColor;
}
else
{
gameObj.hideFlags = gameObj.hideFlags | HideFlags.HideInHierarchy;
fontColor = prefabOrgFontColor;
}
}
}
else
{
if(HasAllComponents(gameObj, typeof(MeshRenderer), typeof(BoxCollider)))
fontColor = meshRendererColor;
}
Rect offsetRect = new Rect(selectionRect.position + offset, selectionRect.size);
EditorGUI.DrawRect(selectionRect, backgroundColor);
EditorGUI.LabelField(offsetRect, obj.name, new GUIStyle()
{
normal = new GUIStyleState() { textColor = fontColor },
fontStyle = styleFont
}
);
}
}
public static bool HasAllComponents(GameObject gameObject, params System.Type[] types)
{
for (int i = 0; i < types.Length; i++)
{
if (gameObject.GetComponent(types[i]) == null)
return false;
}
return true;
}
}
使用HasAllComponents方法,我正在检查对象是否附加了多个组件,并将这些对象染成黄色。
现在,我想从层次结构中隐藏那些没有多个组件的对象。
我尝试添加else:
gameObj.hideFlags = gameObj.hideFlags | HideFlags.HideInHierarchy;
但是,这隐藏了层次结构中的所有对象。 我想进行某种过滤,并仅在层次结构中显示具有多个组件的对象。