HeavenStudioPlus/Assets/X-PostProcessing/Editor/XPostProcessingEditorUtility.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Rendering.PostProcessing;
using UnityEngine;
public class XPostProcessingEditorUtility : Editor
{
#region Collape Hierarchy相关工具函数
public static void Collapse(GameObject go, bool collapse)
{
if (go == null || go.transform == null)
{
return;
}
// bail out immediately if the go doesn't have children
if (go.transform.childCount == 0) return;
// get a reference to the hierarchy window
var hierarchy = GetFocusedWindow("Hierarchy");
// select our go
SelectObject(go);
// create a new key event (RightArrow for collapsing, LeftArrow for folding)
var key = new Event { keyCode = collapse ? KeyCode.RightArrow : KeyCode.LeftArrow, type = EventType.KeyDown };
// finally, send the window the event
hierarchy.SendEvent(key);
}
public static void SelectObject(Object obj)
{
Selection.activeObject = obj;
}
public static EditorWindow GetFocusedWindow(string window)
{
FocusOnWindow(window);
return EditorWindow.focusedWindow;
}
public static void FocusOnWindow(string window)
{
EditorApplication.ExecuteMenuItem("Window/" + window);
}
#endregion
public static readonly string DISPLAY_TITLE_PREFIX = "X-" ;
public static string GetEnumName(SerializedParameterOverride prop)
{
return " (" + prop.value.enumDisplayNames[prop.value.intValue] + ")";
}
public static string GetEnumNameEX(SerializedParameterOverride prop)
{
return ((prop.overrideState.boolValue) ? " (" + prop.value.enumDisplayNames[prop.value.intValue] + ")" : string.Empty);
}
[MenuItem("Windows/OpenFrameDebugger %F")]
public static void OpenFrameDebugger()
{
EditorApplication.ExecuteMenuItem("Window/Frame Debugger");
}
}