Reputation: 24548
The Unity context menu for Assets has all kinds of useful shortcuts, but there is no shortcut to quickly create a custom editor. Instead, if I want to create a custom editor, I have to go through all these annoying boilerplate steps:
Editor
directory (if not created yet), and go to the right sub-directoryCreate
-> C# Script
(which should actually be called C# Component Script
)MonoBehavior
stuffEditor
to the class nameusing UnityEditor
CustomEditor
attributeEditor
...before being able to actually start writing my stuff...
Is there a shortcut for that somewhere?
Upvotes: 3
Views: 2239
Reputation: 24548
I wrote this little script which adds a new Add Custom Editor
MenuItem to the Assets
context menu:
Component
script in the Scripts
folder.Add Custom Editor
.Editor
which gets automatically selected, so you can modify it as you like. It has the same name (with Editor
appended) and is at the same relative path, but in the Scripts/Editor
folderThe screenshots below show an example: Given script Scripts/Test/TestScript
, it creates a new editor at Scripts/Editor/Test/TestScriptEditor
.
NOTE: The MenuItem will be disabled unless you have selected a Script that:
.cs
file endingScripts
folder (can be nested in any sub-directory)Editor
folderCreate
-> C# Script
AddCustomEditorMenuItem
Scripts
directory.scriptName = scriptAsset.name;
// get system file path
scriptPath = Path.GetFullPath(ProjectRoot + AssetDatabase.GetAssetPath (scriptAsset));
// get file name of the editor file
editorFileName = GetEditorFileNameFor (scriptName);
// split the script path
var results = scriptPathRegex.Matches (scriptPath).GetEnumerator ();
results.MoveNext ();
var match = (Match)results.Current;
scriptsPath = match.Groups [1].Value;
scriptRelativePath = match.Groups [2].Value;
// re-combine editor path
editorPath = Path.Combine (scriptsPath, "Editor");
editorPath = Path.Combine (editorPath, scriptRelativePath);
editorPath = Path.Combine (editorPath, editorFileName);
// nicely formatted file path
editorPath = Path.GetFullPath(editorPath);
editorRelativeAssetPath = editorPath.Substring(ProjectRoot.Length);
public void WriteCustomEditorFile ()
{
// create all missing directories in the hierarchy
Directory.CreateDirectory (Path.GetDirectoryName (editorPath));
// write file
File.WriteAllText (editorPath, BuildCustomEditorCode(scriptName));
// let Asset DB pick up the new file
AssetDatabase.Refresh();
// highlight in GUI
var os = AssetDatabase.LoadAllAssetsAtPath(editorRelativeAssetPath);
EditorGUIUtility.PingObject (os[0]);
// log
Debug.Log("Created new custom Editor at: " + editorRelativeAssetPath);
}
// ...
/// <summary>
/// The menu item entry
/// </summary>
[MenuItem ("Assets/Add Custom Editor %#e", false, 0)]
public static void AddCustomEditor ()
{
var scriptAsset = Selection.activeObject;
// figure out paths
var scriptPathInfo = new ScriptPathInfo (scriptAsset);
// write file
scriptPathInfo.WriteCustomEditorFile ();
}
static string BuildCustomEditorCode (string name)
{
return @"using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(" + name + @"))]
public class " + name + @"Editor : Editor {
public override void OnInspectorGUI ()
{
base.OnInspectorGUI ();
var obj = (" + name + @") target;
if (GUILayout.Button (""Hi!"")) {
// do something with obj when button is clicked
Debug.Log(""Button pressed for: "" + obj.name);
EditorGUIUtility.PingObject (obj);
}
}
}";
}
[MenuItem ("Assets/Add Custom Editor %#e", true, 0)]
public static bool ValidateAddCustomEditor ()
{
var scriptAsset = Selection.activeObject;
if (scriptAsset == null) {
// nothing selected? (should probably not happen)
return false;
}
var path = ProjectRoot + AssetDatabase.GetAssetPath (scriptAsset);
if (!scriptPathRegex.IsMatch (path)) {
// not a Script in the Script folder
return false;
}
if (editorScriptPathRegex.IsMatch (path)) {
// we are not interested in Editor scripts
return false;
}
if (Directory.Exists (path)) {
// it's a directory, but we want a file
return false;
}
var scriptPathInfo = new ScriptPathInfo (scriptAsset);
// Debug.Log (scriptPathInfo.scriptPath);
// Debug.Log (Path.GetFullPath(AssetsPath + "/../"));
// Debug.Log (scriptPathInfo.editorRelativeAssetPath);
// Debug.Log (scriptPathInfo.editorPath);
if (File.Exists (scriptPathInfo.editorPath)) {
// editor has already been created
return false;
}
// all good!
return true;
}
Upvotes: 5