-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy patheditor-window.cs
More file actions
66 lines (55 loc) · 1.98 KB
/
editor-window.cs
File metadata and controls
66 lines (55 loc) · 1.98 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
// Editor Window using UI Toolkit
// Custom tool window accessible from the Tools menu.
// Place in an Editor/ folder.
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace MyGame.Editor
{
public class QuickPlacer : EditorWindow
{
[SerializeField] private VisualTreeAsset _layout;
private ObjectField _prefabField;
[MenuItem("Tools/Quick Placer")]
public static void ShowWindow()
{
var window = GetWindow<QuickPlacer>("Quick Placer");
window.minSize = new Vector2(300, 200);
}
public void CreateGUI()
{
var root = rootVisualElement;
root.Add(new Label("Quick Placer Tool")
{
style = { fontSize = 16, unityFontStyleAndWeight = FontStyle.Bold, marginBottom = 10 }
});
var prefabField = new UnityEditor.UIElements.ObjectField("Prefab to Place")
{
objectType = typeof(GameObject)
};
root.Add(prefabField);
var spacing = new FloatField("Grid Spacing") { value = 2f };
root.Add(spacing);
var placeButton = new Button(() =>
{
var prefab = prefabField.value as GameObject;
if (prefab == null)
{
Debug.LogWarning("Select a prefab first");
return;
}
var sceneView = SceneView.lastActiveSceneView;
if (sceneView == null) return;
var instance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
instance.transform.position = sceneView.pivot;
Selection.activeGameObject = instance;
Undo.RegisterCreatedObjectUndo(instance, "Place Prefab");
})
{
text = "Place at Scene View Center"
};
placeButton.style.marginTop = 10;
root.Add(placeButton);
}
}
}