我所知道的,UGUI给Image赋上图片的方式有二:一是把图片拉去Image的监视器的Source Image处,一是在点其小圆点弹出选择图片的界面。两种方式我都觉得有点麻烦,我想如果我已经选中某Image节点了,这时再点击Project视图的图片时就要给我赋上该图,效果如下:
实现思路:
Selection.selectionChanged这个事件是Unity编辑器几个视图选中的东西变更时会触发的,其中Selection.activeObject就是当前选中的资源,可以是图片、prefab、GameObject等,我们可以用个字段存放上次点击的GameObject,当当前选中的是图片资源且上次选中的是带Image组件的GameObject时,就把该图片赋值给该Image组件,代码很不多:
public class SceneEditor
{
static Object LastSelectObj = null;//用来记录上次选中的GameObject,只有它带有Image组件时才把图片赋值给它
static Object CurSelectObj = null;
[InitializeOnLoadMethod]
static void Init()
{
Selection.selectionChanged += OnSelectChange;
}
static void OnSelectChange()
{
LastSelectObj = CurSelectObj;
CurSelectObj = Selection.activeObject;
//如果要遍历目录,修改为SelectionMode.DeepAssets
UnityEngine.Object[] arr = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.TopLevel);
if (arr != null && arr.Length > 0)
{
GameObject selectObj = LastSelectObj as GameObject;
if (selectObj != null && (arr[0] is Sprite || arr[0] is Texture2D))
{
string assetPath = AssetDatabase.GetAssetPath(arr[0]);//拿到该资源的路径
Image image = selectObj.GetComponent<Image>();
bool isImgWidget = false;
if (image != null)
{
isImgWidget = true;
Object newImg = UnityEditor.AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite));
Undo.RecordObject(image, "Change Image");//有了这句才可以用ctrl+z撤消此赋值操作
image.sprite = newImg as Sprite;
image.SetNativeSize();
EditorUtility.SetDirty(image);
}
if (isImgWidget)
{
//赋完图后把焦点还给Image节点
EditorApplication.delayCall = delegate
{
Selection.activeGameObject = LastSelectObj as GameObject;
};
}
}
}
}
}
详细功能和代码请看:UGUI界面编辑器扩展集合来源:CSDN
作者:liuhaopen
链接:https://blog.csdn.net/yudianxia/article/details/79637528