【发布时间】:2019-08-13 22:43:58
【问题描述】:
我想要实现的是通过脚本将编辑器窗口停靠在 Unity 编辑器中游戏视图的下方、顶部或左侧或右侧(为简单起见,我们只专注于停靠在游戏视图上方)。查看this 视频,了解我想要实现的目标。
编辑
由于问题被标记为离题,这里是一个代码示例。我遇到的问题是Dockmethod 中的dropInfo 为null,因此SplitView 的PerformDrop 方法会导致null ref 错误。
public static class Docker
{
private class _EditorWindow
{
private EditorWindow instance;
private Type type;
public _EditorWindow( EditorWindow instance )
{
this.instance = instance;
type = instance.GetType();
}
public object m_Parent
{
get
{
var field = type.GetField( "m_Parent", BindingFlags.Instance | BindingFlags.NonPublic );
return field.GetValue( instance );
}
}
}
private class _DockArea
{
private object instance;
private Type type;
public _DockArea( object instance )
{
this.instance = instance;
type = instance.GetType();
}
public object window
{
get
{
var property = type.GetProperty( "window", BindingFlags.Instance | BindingFlags.Public );
return property.GetValue( instance, null );
}
}
public object s_OriginalDragSource
{
set
{
var field = type.GetField( "s_OriginalDragSource", BindingFlags.Static | BindingFlags.NonPublic );
field.SetValue( null, value );
}
}
}
private class _ContainerWindow
{
private object instance;
private Type type;
public _ContainerWindow( object instance )
{
this.instance = instance;
type = instance.GetType();
}
public object rootSplitView
{
get
{
var property = type.GetProperty( "rootSplitView", BindingFlags.Instance | BindingFlags.Public );
return property.GetValue( instance, null );
}
}
}
private class _SplitView
{
private object instance;
private Type type;
public _SplitView( object instance )
{
this.instance = instance;
type = instance.GetType();
}
public object DragOver( EditorWindow child, Vector2 screenPoint )
{
var method = type.GetMethod( "DragOver", BindingFlags.Instance | BindingFlags.Public );
return method.Invoke( instance, new object[] { child, screenPoint } );
}
public void PerformDrop( EditorWindow child, object dropInfo, Vector2 screenPoint )
{
var method = type.GetMethod( "PerformDrop", BindingFlags.Instance | BindingFlags.Public );
method.Invoke( instance, new object[] { child, dropInfo, screenPoint } );
}
}
public enum DockPosition
{
Left,
Top,
Right,
Bottom
}
/// <summary>
/// Docks the second window to the first window at the given position
/// </summary>
public static void Dock( this EditorWindow wnd, EditorWindow other, DockPosition position )
{
var mousePosition = GetFakeMousePosition( wnd, position );
var parent = new _EditorWindow( wnd );
var child = new _EditorWindow( other );
var dockArea = new _DockArea( parent.m_Parent );
var containerWindow = new _ContainerWindow( dockArea.window );
var splitView = new _SplitView( containerWindow.rootSplitView );
var dropInfo = splitView.DragOver( other, mousePosition );
dockArea.s_OriginalDragSource = child.m_Parent;
splitView.PerformDrop( other, dropInfo, mousePosition );
}
private static Vector2 GetFakeMousePosition( EditorWindow wnd, DockPosition position )
{
Vector2 mousePosition = Vector2.zero;
// The 20 is required to make the docking work.
// Smaller values might not work when faking the mouse position.
switch ( position )
{
case DockPosition.Left:
mousePosition = new Vector2( 20, wnd.position.size.y / 2 );
break;
case DockPosition.Top:
mousePosition = new Vector2( wnd.position.size.x / 2, 20 );
break;
case DockPosition.Right:
mousePosition = new Vector2( wnd.position.size.x - 20, wnd.position.size.y / 2 );
break;
case DockPosition.Bottom:
mousePosition = new Vector2( wnd.position.size.x / 2, wnd.position.size.y - 20 );
break;
}
return new Vector2(wnd.position.x + mousePosition.x, wnd.position.y + mousePosition.y);
}
}
public static class SomeStaticClass
{
[MenuItem("DOCK TESTING/Dock Above")]
public static void DockAbove()
{
SysType gameViewType = Assembly.GetAssembly(typeof(Editor)).GetType("UnityEditor.GameView");
EditorWindow baseWindow = EditorWindow.GetWindow(gameViewType);
EditorWindow newWindow = (EditorWindow)ScriptableObject.CreateInstance(gameViewType);
baseWindow.Dock(newWindow, Docker.DockPosition.Top);
}
}
【问题讨论】:
标签: c# unity3d unity-editor