IndieGame/client/Assets/Ether/Editor/Tools/SelectPrefabEditor/SelectedPrefabTool.cs

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2024-10-11 10:12:15 +08:00
using UnityEditor;
using UnityEngine;
public class SelectedPrefabTool : EditorWindow
{
[MenuItem("工具/预制体路径查找工具", false, 4)]
public static void ShowWindow()
{
EditorWindow.GetWindow(typeof(SelectedPrefabTool), false, "预制体路径查找工具");
}
private void OnGUI()
{
GameObject selectedPrefab = Selection.activeGameObject;
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
{
GUILayout.Label("当前选中预制体: " + GetPrefabPath(selectedPrefab));
GUILayout.Space(10);
GUILayout.Label("该预制体子物体路径:");
GUILayout.BeginVertical();
Transform[] childs = selectedPrefab.GetComponentsInChildren<Transform>();
foreach (Transform child in childs)
{
GUILayout.Label(GetChildPath(child));
}
GUILayout.EndVertical();
}
else
{
GUILayout.Label("当前没有选中预制体!");
}
}
private string GetPrefabPath(GameObject prefab)
{
string path = AssetDatabase.GetAssetPath(prefab);
return path;
}
private string GetChildPath(Transform child)
{
string path = child.name;
Transform parent = child.parent;
while (parent != null)
{
path = parent.name + "/" + path;
parent = parent.parent;
}
return path;
}
}