Unity拖拽的默认不是image控件,还有重设size
写在前面[*]拼UI时会用到多个Image,一般操作是:①新建一个Image,②拖入Image用到的图片,③SetNativeSize,④关闭不必要的raycastTarget 。为了能尽快拼完UI,我写了个工具替我完成以上①②③④步。因为原先Unity就有拖动图片到对象上自动生成对应Sprite的操作,这个工具覆盖了这个操作,现在拖动图片会生成对应Image,自动SetNativeSize,自动关闭raycastTarget。
[*]本工具脚本名为CreateImage.cs,不一定要放在Editor文件夹下。
完整代码
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using Object = UnityEngine.Object;
/// <summary>
/// 从Project窗口拖动图片到Canvas下任意层级,自动生成对应Image
/// 会覆盖原生成Sprite操作
/// </summary>
public class CreateImage
{
/// <summary>
/// 总开关
/// </summary>
public static bool Switch = true;
private static bool isTrigger = false;
private static void Init()
{
if (!Switch)
{
return;
}
EditorApplication.projectWindowItemOnGUI += ProjectWindowItemOnGui;
EditorApplication.hierarchyWindowChanged += HierarchyWindowChanged;
}
private static void ProjectWindowItemOnGui(string guid, Rect selectionRect)
{
if (!Switch)
{
return;
}
// 拖动图片出Project窗口时
if (Event.current.type == EventType.DragPerform || Event.current.type == EventType.DragUpdated || Event.current.type == EventType.DragExited)
{
isTrigger = true;
}
}
private static void HierarchyWindowChanged()
{
if (!Switch)
{
return;
}
if (!isTrigger)
{
return;
}
// 此时Unity会默认创建Sprite并定位到该GameObject上
GameObject go = Selection.activeGameObject; if (go == null) { return; }
SpriteRenderer spriteRenderer = go.GetComponent<SpriteRenderer>();
if (spriteRenderer == null)
{
return;
}
go.name = "Image";
RectTransform rt = go.AddComponent<RectTransform>();
rt.localPosition = Vector3.zero;
rt.localScale = Vector3.one;
Image image = go.AddComponent<Image>();
image.raycastTarget = false;
image.sprite = spriteRenderer.sprite;
Object.DestroyImmediate(spriteRenderer);
image.SetNativeSize();
isTrigger = false;
}
}
页:
[1]