当我们在编辑界面要批量设置游戏资源的时候,就需要从UnityEditor里面继承,实现自己的窗口类。

所幸UNITY提供了最简单的一个自定义窗体类,我们直接往上扔public类型的属性就好,提供了确认和取消两种按钮。

using UnityEngine;

using System.Collections.Generic;

using UnityEditor;

public class Plugin_LoadingData : ScriptableWizard

{

        [MenuItem ("GameObject/Data Setting/Loading text")]

        static void CreateWizard ()

        {

            DisplayWizard<Plugin_LoadingData> ("配置登陆提示文字", "确认", "取消");

        }

        // This is called when the user clicks on the Create button.

        void OnWizardCreate ()

        {

                Debug.Log ("确认");

        }

        // Allows you to provide an action when the user clicks on the

        // other button "Apply".

        void OnWizardOtherButton ()

        {

                Debug.Log ("取消");

        }

}
05-27 05:19