[英]Unity - Dock an editor window above the game view
我要實現的目標是通過腳本將編輯器窗口停靠在Unity編輯器中游戲視圖的下方,頂部或左側或右側(為簡單起見,我們只專注於停靠在游戲視圖上方)。 觀看此視頻,了解我想要實現的示例。
編輯
由於該問題被標記為主題之外,因此這里是一個代碼示例。 我的問題是Dock
方法中的dropInfo
為null,因此SplitView
的PerformDrop
方法導致null引用錯誤。
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);
}
}
因此,為以后的參考,對於嘗試此代碼的其他任何人(在此處找到),這就是我所做的工作。
dropInfo
對象始終為null的原因有兩點:
首先使用固定值20計算假鼠標位置,生成的位置落在游戲視圖的標簽區域,因此無法將另一個窗口錨定到游戲視圖(這僅在嘗試標簽)。 為了解決這個問題,我只使用了一個不同的值,將GetFakeMousePosition
作為offset
參數傳遞給GetFakeMousePosition
。
其次,使用編輯器的窗口位置來計算假鼠標的位置,總是會產生奇怪的結果,也就是說,當我注意到window position
屬性返回的是窗口相對於其父窗口的本地位置,而不是窗口的屏幕位置時,我從使用窗口位置更改為使用其頂部父位置(Window-> DockArea-> SplitView)位置來計算假鼠標位置。
完成所有這些更改后, GetFakeMousePosition
如下所示:
private static Vector2 GetFakeMousePosition(_SplitView view, DockPosition position, float offset)
{
Vector2 mousePosition = Vector2.zero;
switch ( position )
{
case DockPosition.Left:
mousePosition = new Vector2(offset, view.position.height / 2);
break;
case DockPosition.Top:
mousePosition = new Vector2(view.position.width / 2, offset);
break;
case DockPosition.Right:
mousePosition = new Vector2(view.position.width - offset, wnd.position.size.y / 2 );
break;
case DockPosition.Bottom:
mousePosition = new Vector2(view.position.width / 2, view.position.height - offset);
break;
}
return new Vector2(view.position.x + mousePosition.x, view.position.y + mousePosition.y);
}
_SplitView
類如下所示:
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 Rect position
{
get
{
var property = type.GetProperty("screenPosition", BindingFlags.Instance | BindingFlags.Public);
return property.GetValue(instance, null);
}
}
}
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