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