Files
2025-03-05 15:02:30 +08:00

71 lines
2.0 KiB
C#

using UnityEditor;
using UnityEngine;
namespace AibisDream.SystemEditor
{
public static class EditorKit
{
public static readonly GUIStyle BoldFont = new(EditorStyles.label)
{
fontStyle = FontStyle.Bold
};
public static int SortingLayerField(string label, int id)
{
// 先获取layer
var layers = GetSortingLayerNames();
// 将ID转为idx
var idx = TransSortingLayer2Idx(id);
var newIdx = EditorGUILayout.Popup(label, idx, layers);
return TransIdx2SortingLayer(newIdx);
}
private static string[] GetSortingLayerNames()
{
// 获取所有 Sorting Layer 名称
var layerCount = SortingLayer.layers.Length;
var sortingLayerNames = new string[layerCount];
for (var i = 0; i < layerCount; i++)
{
sortingLayerNames[i] = SortingLayer.layers[i].name;
}
return sortingLayerNames;
}
private static int TransSortingLayer2Idx(int id)
{
var layers = SortingLayer.layers;
for (var i = 0; i < layers.Length; i++)
{
if (layers[i].id == id) return i;
}
return 0;
}
private static int TransIdx2SortingLayer(int idx)
{
if (idx < 0 || idx >= SortingLayer.layers.Length)
{
return SortingLayer.layers[0].id;
}
return SortingLayer.layers[idx].id;
}
public static void RecordObjectAndChildren(GameObject parent, string actionName)
{
Transform[] transforms = parent.GetComponentsInChildren<Transform>(true);
Object[] objectsToUndo = new Object[transforms.Length];
for (int i = 0; i < transforms.Length; i++)
{
objectsToUndo[i] = transforms[i].gameObject;
}
Undo.RegisterCompleteObjectUndo(objectsToUndo, actionName);
}
}
}