Memo
- NOTE : 아이콘 뿐만 아니라 가능한 GUI를 모두 그릴 수 있다.
…
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
[DisallowMultipleComponent]
public class Test_HierarchyIcon : MonoBehaviour
{
#if UNITY_EDITOR
public static string CurrentFolderPath { get; private set; } // "Assets\......\이 스크립트가 있는 폴더 경로"
private static Texture2D iconTexture;
private static string iconTextureFileName = "Icon.png";
[UnityEditor.InitializeOnLoadMethod]
private static void ApplyHierarchyIcon()
{
InitFolderPath();
if (iconTexture == null)
{
// "Assets\...\Icon.png"
string texturePath = System.IO.Path.Combine(CurrentFolderPath, iconTextureFileName);
iconTexture = UnityEditor.AssetDatabase.LoadAssetAtPath(texturePath, typeof(Texture2D)) as Texture2D;
}
UnityEditor.EditorApplication.hierarchyWindowItemOnGUI += DrawHierarchyIcon;
}
private static void InitFolderPath([System.Runtime.CompilerServices.CallerFilePath] string sourceFilePath = "")
{
CurrentFolderPath = System.IO.Path.GetDirectoryName(sourceFilePath);
int rootIndex = CurrentFolderPath.IndexOf(@"Assets\");
if (rootIndex > -1)
{
CurrentFolderPath = CurrentFolderPath.Substring(rootIndex, CurrentFolderPath.Length - rootIndex);
}
}
// 구버전에서는 GUI.color를 통한 색상 지정이 안되므로, 범용성을 위해 style을 사용한다.
private static GUIStyle labelStyle;
static void DrawHierarchyIcon(int instanceID, Rect selectionRect)
{
const float Pos = 0f;
// 1. Icon Rect
Rect iconRect = new Rect(selectionRect);
iconRect.x = iconRect.width + Pos;
iconRect.width = 16f;
// 2. Label Rect
Rect labelRect = new Rect(iconRect);
labelRect.x += 20f;
labelRect.width = 60f;
if (labelStyle == null)
{
labelStyle = new GUIStyle(UnityEditor.EditorStyles.label);
labelStyle.normal.textColor = Color.yellow;
}
GameObject go = UnityEditor.EditorUtility.InstanceIDToObject(instanceID) as GameObject;
if (go != null && go.activeSelf && go.GetComponent<Test_HierarchyIcon>() != null)
{
GUI.DrawTexture(iconRect, iconTexture);
GUI.Label(labelRect, "Nyang", labelStyle);
}
}
#endif
}
좌측 끝에 아이콘 하나 띄우기
…
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
using UnityEngine;
[DisallowMultipleComponent]
public class Test_HierarchyLeftIcon : MonoBehaviour
{
#if UNITY_EDITOR
public static string CurrentFolderPath { get; private set; } // "Assets\......\이 스크립트가 있는 폴더 경로"
private static Texture2D iconTexture;
private static readonly string iconTextureFileName = "Icon.png";
[UnityEditor.InitializeOnLoadMethod]
private static void ApplyHierarchyIcon()
{
InitFolderPath();
if (iconTexture == null)
{
string texturePath = System.IO.Path.Combine(CurrentFolderPath, iconTextureFileName);
iconTexture = UnityEditor.AssetDatabase.LoadAssetAtPath(texturePath, typeof(Texture2D)) as Texture2D;
}
if (iconTexture != null)
{
UnityEditor.EditorApplication.hierarchyWindowItemOnGUI += DrawHierarchyIcon;
}
}
private static void InitFolderPath([System.Runtime.CompilerServices.CallerFilePath] string sourceFilePath = "")
{
CurrentFolderPath = System.IO.Path.GetDirectoryName(sourceFilePath);
int rootIndex = CurrentFolderPath.IndexOf(@"Assets\");
if (rootIndex > -1)
{
CurrentFolderPath = CurrentFolderPath.Substring(rootIndex, CurrentFolderPath.Length - rootIndex);
}
}
static void DrawHierarchyIcon(int instanceID, Rect selectionRect)
{
const float Pos =
#if UNITY_2019_3_OR_NEWER
32f;
#else
0f
#endif
Rect iconRect = new Rect(selectionRect);
iconRect.x = Pos;
iconRect.width = 16f;
GameObject go = UnityEditor.EditorUtility.InstanceIDToObject(instanceID) as GameObject;
if (go != null && go.GetComponent<Test_HierarchyLeftIcon>() != null)
{
GUI.DrawTexture(iconRect, iconTexture);
}
}
#endif
}
타입별로 Built-in 아이콘 그려주기
…
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
#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
public static class EditorHierarchyIconHelper
{
[UnityEditor.InitializeOnLoadMethod]
private static void ApplyHierarchyIcon()
{
if (iconData == null || iconData.Length == 0)
InitIconData();
UnityEditor.EditorApplication.hierarchyWindowItemOnGUI += DrawHierarchyIcon;
}
private static (Type type, Texture icon, Color color)[] iconData;
private static void InitIconData()
{
Texture boxCollider = EditorGUIUtility.IconContent("d_BoxCollider Icon").image;
Texture sphereCollider = EditorGUIUtility.IconContent("d_SphereCollider Icon").image;
iconData = new (Type, Texture, Color)[]
{
(typeof(DustManager), EditorGUIUtility.FindTexture("GameManager Icon"), Color.magenta),
(typeof(Cone), EditorGUIUtility.FindTexture("d_Favorite On Icon"), Color.yellow),
(typeof(Camera), EditorGUIUtility.FindTexture("Camera Gizmo"), Color.cyan),
(typeof(DustBoxCollider), boxCollider, Color.white),
(typeof(DustSphereCollider), sphereCollider, Color.white),
};
}
private static void DrawHierarchyIcon(int instanceID, Rect selectionRect)
{
Rect iconRect = new Rect(selectionRect);
iconRect.x = 32f; // 하이라키 좌측 끝
iconRect.width = 16f;
GameObject go = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
if (go == null)
return;
Color c = GUI.color;
for (int i = 0; i < iconData.Length; i++)
{
ref var current = ref iconData[i];
if (current.icon != null && go.GetComponent(current.type) != null)
{
GUI.color = go.activeInHierarchy ? current.color : Color.white * 0.5f;
GUI.DrawTexture(iconRect, current.icon);
break;
}
}
GUI.color = c;
}
}
#endif