using UnityEngine;
using System.Collections;
using UnityEditor;

//首先这个脚本要放在特殊文件夹中 还要继承EditorWindow
public class LuaText : EditorWindow
{
//创建扩展菜单 #P快捷键
[MenuItem(“Assets/gui #P”)]
static void Editors()
{
//创建扩展窗口    返回当前在屏幕上的第一个类型t的编辑器窗口。
EditorWindow.GetWindow(typeof(LuaText));
}

//加上static可以永久保存但是不能加载场景 不然就木有了
static string name;
static GameObject obj;
static Material mat;
static Texture tex;
static float flo = 0;
static Color color;
//扩展窗口的绘制
void OnGUI()
{
//文本框
GUILayout.Label(“注册:”, EditorStyles.boldLabel);
//输入框
obj = EditorGUILayout.ObjectField(“My Cube”, obj, typeof(GameObject), true) as GameObject;
name = EditorGUILayout.TextField(“修改物体名字:”, name);

//游戏物体
//扩展编译器 重点; 上一帧得到渲染的物体赋值给下一帧作为下一对象

mat = EditorGUILayout.ObjectField(“材质球”, mat, typeof(Material), true) as Material;
tex = EditorGUILayout.ObjectField(“材质球图片”, tex, typeof(Texture), true) as Texture;

flo = EditorGUILayout.Slider(“音量”, flo, 0, 100);
color = EditorGUILayout.ColorField(“颜色”, color);

// bool a= GUILayout.Button(“点”);
//按钮
if (GUILayout.Button(“改”))
{
obj.name = name;
obj.GetComponent<MeshRenderer>().material = mat;
mat.SetTexture(“_MainTex”, tex);
mat.color = color;
}

}

}

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