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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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