Reputation: 11317
The first script is EditorWindow: And places in Editor folder:
public class HierarchyEditor : EditorWindow
The second script is MonoBehaviour but with attibute: [InitializeOnLoad]
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public class CustomHierarchy : MonoBehaviour
{
private static Vector2 offset = new Vector2(0, 2);
public static Color gameObjectFontColor = Color.black;
public static Color prefabOrgFontColor = Color.black;
public static Color prefabModFontColor = Color.white;
public static Color inActiveColor = new Color(0.01f, 0.4f, 0.25f);
public static Color meshRendererColor = Color.yellow;
static CustomHierarchy()
{
EditorApplication.hierarchyWindowItemOnGUI += HandleHierarchyWindowItemOnGUI;
}
private static void HandleHierarchyWindowItemOnGUI(int instanceID, Rect selectionRect)
{
Color fontColor = gameObjectFontColor;
Color backgroundColor = new Color(.76f, .76f, .76f);
FontStyle styleFont = FontStyle.Normal;
var obj = EditorUtility.InstanceIDToObject(instanceID);
GameObject gameObj = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
if (Selection.instanceIDs.Contains(instanceID))
{
backgroundColor = new Color(0.24f, 0.48f, 0.90f);
}
if (obj != null)
{
var prefabType = PrefabUtility.GetPrefabType(obj);
if (gameObj.activeInHierarchy == false)
{
backgroundColor = inActiveColor;
}
if (prefabType == PrefabType.PrefabInstance)
{
styleFont = FontStyle.Bold;
PropertyModification[] prefabMods = PrefabUtility.GetPropertyModifications(obj);
foreach (PropertyModification prefabMod in prefabMods)
{
if (prefabMod.propertyPath.ToString() != "m_Name" && prefabMod.propertyPath.ToString() != "m_LocalPosition.x" && prefabMod.propertyPath.ToString() != "m_LocalPosition.y" && prefabMod.propertyPath.ToString() != "m_LocalPosition.z" && prefabMod.propertyPath.ToString() != "m_LocalRotation.x" && prefabMod.propertyPath.ToString() != "m_LocalRotation.y" && prefabMod.propertyPath.ToString() != "m_LocalRotation.z" && prefabMod.propertyPath.ToString() != "m_LocalRotation.w" && prefabMod.propertyPath.ToString() != "m_RootOrder" && prefabMod.propertyPath.ToString() != "m_IsActive")
{
if (HasAllComponents(gameObj, typeof(MeshRenderer), typeof(BoxCollider)))
{
fontColor = meshRendererColor;
}
else
{
fontColor = prefabModFontColor;
}
break;
}
}
if (fontColor != prefabModFontColor)
{
if (HasAllComponents(gameObj, typeof(MeshRenderer), typeof(BoxCollider)))
{
fontColor = meshRendererColor;
}
else
{
fontColor = prefabOrgFontColor;
}
}
}
else
{
if (HasAllComponents(gameObj, typeof(MeshRenderer), typeof(BoxCollider)))
{
fontColor = meshRendererColor;
}
}
Rect offsetRect = new Rect(selectionRect.position + offset, selectionRect.size);
EditorGUI.DrawRect(selectionRect, backgroundColor);
EditorGUI.LabelField(offsetRect, obj.name, new GUIStyle()
{
normal = new GUIStyleState() { textColor = fontColor },
fontStyle = styleFont
}
);
}
}
public static bool HasAllComponents(GameObject gameObject, params System.Type[] types)
{
for (int i = 0; i < types.Length; i++)
{
if (gameObject.GetComponent(types[i]) == null)
return false;
}
return true;
}
}
I want to access some variables that are in the CustomHierarchy script from the HierarchyEditor script.
In the CustomHierarchy script in all places:
if (HasAllComponents(gameObj, typeof(MeshRenderer), typeof(BoxCollider)))
{
fontColor = meshRendererColor;
}
This gameobjects I want to get and show in the editorwindow script. In the CustomHierarchy script I color the objects in yellow fontColor = meshRendererColor but I also want to display this objects in the editorwindow.
Upvotes: 0
Views: 85
Reputation: 3629
As all the members of your CustomHierarchy
class are static you can simply make your class static as well:
public static class CustomHierarchy
{
// ...
}
HierarchyEditor
can simply access your members:
public class HierarchyEditor : EditorWindow
{
void Test()
{
Color someColor = CustomHierarchy.gameObjectFontColor;
// ...
}
// ...
}
Upvotes: 3