unity编写一个和Inspector面板中3D模型预览窗口一样的预览窗口编辑器,继承EditorWindow,不能再Hierarchy创建节点
时间: 2024-09-29 18:15:53 浏览: 65
在Unity中创建一个自定义的3D模型预览窗口并继承自`EditorWindow`,你需要做以下几个步骤:
1. 创建Editor窗体类:首先,在Unity项目中新建一个脚本文件,例如`ModelPreview.cs`,然后声明一个继承自`EditorWindow`的新类,并添加必要的字段来存储3D模型信息,如`public GameObject modelObject;`。
```csharp
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(GameObject))]
public class ModelPreview : EditorWindow
{
public GameObject modelObject;
void OnEnable()
{
// 初始化预览逻辑,例如加载模型到GameView
if (modelObject)
LoadModel();
}
private void LoadModel()
{
// 使用GameObject的MeshFilter或Renderer获取3D模型数据,并显示在预览窗口
MeshFilter meshFilter = modelObject.GetComponent<MeshFilter>();
if (meshFilter != null)
{
MeshRenderer renderer = meshFilter.sharedRenderer;
// 预览渲染器的材质和模型
RenderTexture renderTexture = new RenderTexture(renderer.bounds.size.x, renderer.bounds.size.y, 24);
Graphics.Blit(renderer.material.mainTexture, renderTexture);
// 将渲染后的纹理展示在预览窗口上
// ...
}
}
// 其他必要的方法,比如关闭窗口、保存设置等
[MenuItem("Tools/Model Preview")]
static void CreateWindow()
{
GetInstance<ModelPreview>().ShowPopup();
}
static ModelPreview GetInstance()
{
return FindObjectOfType<ModelPreview>() ?? FindObjectOfType<ModelPreview>(true);
}
}
```
2. 在Inspector中使用:在你的`ModelPreview`类上添加`[CustomEditor]`属性,并指定需要编辑的类型为`GameObject`。当用户在Inspector中选择了一个游戏对象,就会自动打开这个预览窗口。
3. 自定义UI:在`LoadModel`方法中,你可以根据需要定制预览窗口的布局和样式,包括显示模型的各个部分、UV映射等。
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