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@@ -0,0 +1,93 @@
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+using UnityEngine;
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+using UnityEditor;
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+using UnityEditor.SceneManagement;
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+
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+[InitializeOnLoad]
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+public class ParticleSystemHierarchyEditor
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+{
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+ static ParticleSystemHierarchyEditor()
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+ {
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+ // 注册 Hierarchy 窗口的绘制回调
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+ EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyWindowItemGUI;
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+ }
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+
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+ private static void OnHierarchyWindowItemGUI(int instanceID, Rect selectionRect)
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+ {
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+ // 获取当前绘制的 GameObject
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+ GameObject obj = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
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+ if (obj == null) return;
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+
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+ // 检查是否包含 ParticleSystem 和 ParticleSystemRenderer
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+ ParticleSystem particleSystem = obj.GetComponent<ParticleSystem>();
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+ ParticleSystemRenderer particleRenderer = obj.GetComponent<ParticleSystemRenderer>();
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+ if (particleSystem == null || particleRenderer == null) return;
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+
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+ // 设置绘制区域(Hierarchy 右侧)
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+ Rect rect = new Rect(selectionRect);
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+ rect.x += rect.width - 150; // 调整位置,留出空间显示控件
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+ rect.height = EditorGUIUtility.singleLineHeight;
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+
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+ // 显示当前 Sorting Layer 名称(只读)
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+ rect.width = 60; // 层名称显示宽度
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+ GUIStyle labelStyle = new GUIStyle(EditorStyles.label) { fontSize = 10 };
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+ EditorGUI.LabelField(rect, particleRenderer.sortingLayerName, labelStyle);
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+
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+ // 显示当前 Sorting Order 数值(只读)
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+ rect.x += rect.width + 5;
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+ rect.width = 30; // 数值显示宽度
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+ EditorGUI.LabelField(rect, particleRenderer.sortingOrder.ToString(), labelStyle);
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+
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+ // 绘制“+”按钮
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+ rect.x += rect.width + 5;
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+ rect.width = 20; // 按钮宽度
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+ if (GUI.Button(rect, "+"))
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+ {
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+ RecordPrefabChange(particleRenderer, obj, "Increment Particle System Sorting Order");
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+ particleRenderer.sortingOrder += 1;
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+ MarkDirty(particleRenderer, obj);
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+ Debug.Log($"Incremented Sorting Order of {obj.name} to {particleRenderer.sortingOrder}");
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+ }
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+
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+ // 绘制“-”按钮
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+ rect.x += rect.width + 2;
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+ rect.width = 20; // 按钮宽度
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+ if (GUI.Button(rect, "-"))
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+ {
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+ RecordPrefabChange(particleRenderer, obj, "Decrement Particle System Sorting Order");
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+ particleRenderer.sortingOrder -= 1;
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+ MarkDirty(particleRenderer, obj);
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+ Debug.Log($"Decremented Sorting Order of {obj.name} to {particleRenderer.sortingOrder}");
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+ }
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+ }
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+
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+ // 记录预制件修改,支持 Undo
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+ private static void RecordPrefabChange(Object target, GameObject obj, string undoMessage)
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+ {
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+ Undo.RecordObject(target, undoMessage);
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+ // 如果在预制件编辑模式中,记录预制件根对象的修改
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+ if (PrefabStageUtility.GetCurrentPrefabStage() != null)
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+ {
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+ var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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+ if (prefabStage.prefabContentsRoot == obj || obj.transform.IsChildOf(prefabStage.prefabContentsRoot.transform))
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+ {
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+ Undo.RecordObject(prefabStage.prefabContentsRoot, undoMessage);
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+ }
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+ }
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+ }
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+
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+ // 标记对象为脏,确保修改保存
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+ private static void MarkDirty(Object target, GameObject obj)
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+ {
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+ EditorUtility.SetDirty(target);
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+ EditorUtility.SetDirty(obj);
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+ // 如果在预制件编辑模式中,保存预制件
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+ if (PrefabStageUtility.GetCurrentPrefabStage() != null)
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+ {
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+ var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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+ if (prefabStage.prefabContentsRoot == obj || obj.transform.IsChildOf(prefabStage.prefabContentsRoot.transform))
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+ {
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+ PrefabUtility.SavePrefabAsset(prefabStage.prefabContentsRoot);
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+ }
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+ }
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+ }
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+}
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