├── .gitattributes ├── .gitignore ├── Assets ├── Editor.meta ├── Editor │ ├── UISelectTool.meta │ └── UISelectTool │ │ ├── UIPreviewHelper.cs │ │ ├── UIPreviewHelper.cs.meta │ │ ├── UIPreviewItem.cs │ │ ├── UIPreviewItem.cs.meta │ │ ├── UISelectPopWindow.cs │ │ ├── UISelectPopWindow.cs.meta │ │ ├── UISelectSceneUtility.cs │ │ ├── UISelectSceneUtility.cs.meta │ │ ├── UISelectSetting.cs │ │ └── UISelectSetting.cs.meta ├── Scenes.meta └── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Core.meta ├── Doc └── demonstration.gif ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── AutoStreamingSettings.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* 73 | -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c47c51a200fdf342996e3e1297d1a02 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Editor/UISelectTool.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c0deb8b0dab4b8c4a8004c9959793f83 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Editor/UISelectTool/UIPreviewHelper.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEditor; 3 | using UnityEngine; 4 | 5 | namespace UIEditor 6 | { 7 | public static class UIPreviewHelper 8 | { 9 | public static readonly Color BackgroundColor = new Color(0.8f, 0.8f, 0.8f, 1f); 10 | public static readonly Vector2 Size = new Vector2(128, 128); 11 | 12 | public static Texture[] GetUIAssetPreviews(GameObject[] objs) 13 | { 14 | GameObject canvasObject = new GameObject("RenderCanvas", typeof(Canvas)); 15 | Canvas canvas = canvasObject.GetComponent(); 16 | GameObject cameraObject = new GameObject("RenderCamera"); 17 | 18 | Camera renderCamera = cameraObject.AddComponent(); 19 | renderCamera.backgroundColor = BackgroundColor; 20 | renderCamera.clearFlags = CameraClearFlags.Color; 21 | renderCamera.cameraType = CameraType.Preview; 22 | renderCamera.cullingMask = 1 << 21; 23 | 24 | canvas.worldCamera = renderCamera; 25 | canvasObject.transform.position = new Vector3(-1000, -1000, -1000); 26 | canvasObject.layer = 21; //放在21层,摄像机也只渲染此层的,避免混入了奇怪的东西 27 | 28 | //TODO 如果不然删了再Undo的话,会渲染不出来 29 | Undo.DestroyObjectImmediate(cameraObject); 30 | Undo.PerformUndo(); 31 | 32 | int amount = objs.Length; 33 | Texture[] textures = new Texture[amount]; 34 | for (int i = 0; i < amount; i++) 35 | { 36 | GameObject obj = objs[i]; 37 | GameObject clone = Object.Instantiate(obj, canvasObject.transform); 38 | Transform cloneTransform = clone.transform; 39 | 40 | cloneTransform.localPosition = Vector3.zero; 41 | 42 | Transform[] all = clone.GetComponentsInChildren(); 43 | foreach (Transform trans in all) trans.gameObject.layer = 21; 44 | 45 | Bounds bounds = GetBounds(clone); 46 | Vector3 Min = bounds.min; 47 | Vector3 Max = bounds.max; 48 | 49 | cameraObject.transform.position = new Vector3((Max.x + Min.x) / 2f, (Max.y + Min.y) / 2f, cloneTransform.position.z - 100); 50 | Vector3 center = new Vector3(cloneTransform.position.x, (Max.y + Min.y) / 2f, cloneTransform.position.z); 51 | cameraObject.transform.LookAt(center); 52 | 53 | renderCamera.orthographic = true; 54 | float width = Max.x - Min.x; 55 | float height = Max.y - Min.y; 56 | float maxCameraSize = width > height ? width : height; 57 | renderCamera.orthographicSize = maxCameraSize / 2; //预览图要尽量少点空白 58 | 59 | RenderTexture texture = new RenderTexture((int) Size.x, (int) Size.y, 0, RenderTextureFormat.Default); 60 | renderCamera.targetTexture = texture; 61 | 62 | renderCamera.RenderDontRestore(); 63 | RenderTexture tex = new RenderTexture(128, 128, 0, RenderTextureFormat.Default); 64 | Graphics.Blit(texture, tex); 65 | textures[i] = tex; 66 | 67 | Object.DestroyImmediate(clone); 68 | } 69 | 70 | Object.DestroyImmediate(canvasObject); 71 | Object.DestroyImmediate(cameraObject); 72 | return textures; 73 | } 74 | 75 | public static Bounds GetBounds(GameObject obj) 76 | { 77 | Vector3 Min = new Vector3(99999, 99999, 99999); 78 | Vector3 Max = new Vector3(-99999, -99999, -99999); 79 | 80 | RectTransform[] rectTrans = obj.GetComponentsInChildren(); 81 | Vector3[] corner = new Vector3[4]; 82 | for (int i = 0; i < rectTrans.Length; i++) 83 | { 84 | //获取节点的四个角的世界坐标,分别按顺序为左下左上,右上右下 85 | rectTrans[i].GetWorldCorners(corner); 86 | if (corner[0].x < Min.x) Min.x = corner[0].x; 87 | if (corner[0].y < Min.y) Min.y = corner[0].y; 88 | if (corner[0].z < Min.z) Min.z = corner[0].z; 89 | 90 | if (corner[2].x > Max.x) Max.x = corner[2].x; 91 | if (corner[2].y > Max.y) Max.y = corner[2].y; 92 | if (corner[2].z > Max.z) Max.z = corner[2].z; 93 | } 94 | 95 | Vector3 center = (Min + Max) / 2; 96 | Vector3 size = new Vector3(Max.x - Min.x, Max.y - Min.y, Max.z - Min.z); 97 | return new Bounds(center, size); 98 | } 99 | 100 | public static List GetIndex(GameObject current, GameObject root) 101 | { 102 | List indexList = new List(); 103 | GetIndex(indexList, current, root).Reverse(); 104 | return indexList; 105 | } 106 | 107 | private static List GetIndex(List index, GameObject current, GameObject target) 108 | { 109 | if (current == target) { return index; } 110 | index.Add(current.transform.GetSiblingIndex()); 111 | return GetIndex(index, current.transform.parent.gameObject, target); 112 | } 113 | } 114 | } -------------------------------------------------------------------------------- /Assets/Editor/UISelectTool/UIPreviewHelper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9aed055d06f70cc4dbe1063af5b5516e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/UISelectTool/UIPreviewItem.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace UIEditor 6 | { 7 | [Serializable] 8 | public class UIPreviewItem 9 | { 10 | public GameObject ui; 11 | public Texture preview; 12 | public List uiIndex; 13 | } 14 | } -------------------------------------------------------------------------------- /Assets/Editor/UISelectTool/UIPreviewItem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2db03fbb6f8e9bf42945042a81edffb2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/UISelectTool/UISelectPopWindow.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Linq; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | 7 | namespace UIEditor 8 | { 9 | public class UISelectPopWindow : EditorWindow 10 | { 11 | public static void PopupWindow(GameObject target, List selectList) 12 | { 13 | UISelectPopWindow window = CreateInstance(); 14 | 15 | window.target = target; 16 | window.selectList = selectList; 17 | 18 | Vector2 size = UISelectSetting.size; 19 | Vector2 interval = UISelectSetting.interval; 20 | Vector2 offset = UISelectSetting.offset; 21 | Vector2 showAmount = UISelectSetting.showAmount; 22 | float scale = UISelectSetting.scale; 23 | 24 | Event e = Event.current; 25 | Vector2 mousePosition = e.mousePosition; 26 | Vector2 screenPosition = GUIUtility.GUIToScreenPoint(mousePosition); 27 | 28 | float sizeX = size.x * scale * showAmount.x + interval.x * (showAmount.x - 1); 29 | float sizeY = size.y * scale * showAmount.y + interval.y * (showAmount.y - 1); 30 | 31 | Vector2 windowSize = new Vector2(sizeX, sizeY) + offset; 32 | Rect rect = new Rect(screenPosition, windowSize); 33 | 34 | window.position = rect; 35 | 36 | window.ShowPopup(); 37 | window.Focus(); 38 | } 39 | 40 | [SerializeField] 41 | private GameObject target; 42 | 43 | [SerializeField] 44 | private List selectList; 45 | 46 | [SerializeField] 47 | private List selectItemList; 48 | 49 | [SerializeField] 50 | private Vector2 scrollPosition; 51 | 52 | [SerializeField] 53 | private List itemList; 54 | 55 | private void OnInspectorUpdate() 56 | { 57 | if (focusedWindow != this) this.Close(); 58 | Repaint(); 59 | } 60 | 61 | private void OnGUI() 62 | { 63 | if (selectItemList == null) InitSelectItemList(); 64 | else SelectItemListDrawer(); 65 | } 66 | 67 | void InitSelectItemList() 68 | { 69 | Event e = Event.current; 70 | if (e.type == EventType.Layout) return; 71 | if (itemList == null) GeneratePreview(this.target); 72 | this.selectItemList = GetSelectUIList(this.selectList); 73 | selectItemList.Reverse(); 74 | } 75 | 76 | void GeneratePreview(GameObject gameObject) 77 | { 78 | this.itemList = new List(); 79 | Transform[] uiTransforms = gameObject.GetComponentsInChildren(false); 80 | if (uiTransforms == null) return; 81 | GameObject[] uiGameObjects = uiTransforms.Select((x) => x.gameObject).ToArray(); 82 | Texture[] uiPreviews = UIPreviewHelper.GetUIAssetPreviews(uiGameObjects); 83 | int amount = uiGameObjects.Length; 84 | for (int i = 0; i < amount; i++) 85 | { 86 | Texture uiPreview = uiPreviews[i]; 87 | GameObject uiGameObject = uiGameObjects[i]; 88 | Graphic graphics = uiGameObject.GetComponentInChildren(); 89 | if (graphics == null) continue; 90 | UIPreviewItem item = new UIPreviewItem(); 91 | item.ui = uiGameObject; 92 | item.preview = uiPreview; 93 | item.uiIndex = UIPreviewHelper.GetIndex(uiGameObject, gameObject); 94 | this.itemList.Add(item); 95 | } 96 | this.itemList.Sort(SortItem); 97 | } 98 | 99 | int SortItem(UIPreviewItem a, UIPreviewItem b) 100 | { 101 | int minIndex = Mathf.Min(a.uiIndex.Count, b.uiIndex.Count); 102 | if (a.uiIndex.Count == 0 && b.uiIndex.Count != 0) { return 1; } 103 | if (b.uiIndex.Count == 0 && a.uiIndex.Count != 0) { return -1; } 104 | 105 | for (int i = 0; i < minIndex; i++) 106 | { 107 | int aIndex = a.uiIndex[i]; 108 | int bIndex = b.uiIndex[i]; 109 | if (aIndex == bIndex) { continue; } 110 | if (aIndex > bIndex) { return -1; } 111 | if (aIndex < bIndex) { return 1; } 112 | } 113 | 114 | if (a.uiIndex.Count > b.uiIndex.Count) { return -1; } 115 | if (a.uiIndex.Count < b.uiIndex.Count) { return 1; } 116 | 117 | return 0; 118 | } 119 | 120 | List GetSelectUIList(List selects) 121 | { 122 | List selectItems = new List(); 123 | int amount = selects.Count; 124 | for (int i = 0; i < amount; i++) 125 | { 126 | GameObject select = selects[i]; 127 | UIPreviewItem item = this.itemList.Find(m => m.ui == select); 128 | if (item != null) selectItems.Add(item); 129 | } 130 | 131 | return selectItems; 132 | } 133 | 134 | void SelectItemListDrawer() 135 | { 136 | 137 | Vector2 size = UISelectSetting.size; 138 | float scale = UISelectSetting.scale; 139 | Vector2Int showAmount = UISelectSetting.showAmount; 140 | 141 | scrollPosition = GUILayout.BeginScrollView(scrollPosition); 142 | int horizontalAmount = showAmount.x; 143 | int amount = this.selectItemList.Count; 144 | for (int i = 0; i < amount; i++) 145 | { 146 | UIPreviewItem item = this.selectItemList[i]; 147 | if (i % horizontalAmount == 0) GUILayout.BeginHorizontal(); 148 | 149 | float width = size.x * scale; 150 | float height = size.y * scale; 151 | 152 | GUILayout.BeginVertical(); 153 | 154 | if (GUILayout.Button(item.preview, GUILayout.Width(width), GUILayout.Height(height))) 155 | { 156 | Selection.activeGameObject = item.ui.gameObject; 157 | EditorGUIUtility.PingObject(item.ui.gameObject); 158 | this.Close(); 159 | } 160 | 161 | GUILayout.Label(item.ui.name); 162 | 163 | GUILayout.EndVertical(); 164 | 165 | if (i % horizontalAmount == horizontalAmount - 1) GUILayout.EndHorizontal(); 166 | } 167 | 168 | GUILayout.EndScrollView(); 169 | } 170 | } 171 | } -------------------------------------------------------------------------------- /Assets/Editor/UISelectTool/UISelectPopWindow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 89816d9693175914eb7fa6710e40323d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/UISelectTool/UISelectSceneUtility.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Linq; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | 7 | namespace UIEditor 8 | { 9 | [InitializeOnLoad] 10 | public static class UISelectSceneUtility 11 | { 12 | static UISelectSceneUtility() 13 | { 14 | SceneView.duringSceneGui += OnSceneGUI; 15 | } 16 | 17 | public static void OnSceneGUI(SceneView sceneView) 18 | { 19 | Event e = Event.current; 20 | if (e.type != EventType.MouseDown || e.button != 1) return; 21 | Vector2 mousePosition = Event.current.mousePosition; 22 | float mult = EditorGUIUtility.pixelsPerPoint; 23 | mousePosition.y = sceneView.camera.pixelHeight - mousePosition.y * mult; 24 | mousePosition.x *= mult; 25 | 26 | IEnumerable scenes = GetAllScenes(); 27 | IGrouping[] groups = scenes 28 | .Where(m => m.isLoaded) 29 | .SelectMany(m => m.GetRootGameObjects()) 30 | .Where(m => m.activeInHierarchy) 31 | .SelectMany(m => m.GetComponentsInChildren()) 32 | .Where(m => RectTransformUtility.RectangleContainsScreenPoint(m, mousePosition, sceneView.camera)) 33 | .GroupBy(m => m.gameObject.scene.name) 34 | .ToArray(); 35 | 36 | List selectUIList = new List(); 37 | foreach (IGrouping group in groups) 38 | { 39 | foreach (RectTransform rectTransform in group) { selectUIList.Add(rectTransform.gameObject); } 40 | } 41 | 42 | if (selectUIList.Count <= 0) return; 43 | 44 | Event.current.Use(); 45 | UISelectPopWindow.PopupWindow(GetUIRoot(), selectUIList); 46 | } 47 | 48 | private static IEnumerable GetAllScenes() 49 | { 50 | for (int i = 0; i < SceneManager.sceneCount; i++) yield return SceneManager.GetSceneAt(i); 51 | } 52 | 53 | private static GameObject GetUIRoot() 54 | { 55 | //TODO Temp 56 | return GameObject.Find("UIRoot"); 57 | } 58 | } 59 | } -------------------------------------------------------------------------------- /Assets/Editor/UISelectTool/UISelectSceneUtility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2694016a16ffd4e4e9a087f3c2059aa8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Editor/UISelectTool/UISelectSetting.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace UIEditor 4 | { 5 | public static class UISelectSetting 6 | { 7 | //缩放 8 | public static float scale = 1; 9 | 10 | //单个大小 11 | public static Vector2 size = new Vector2(200, 200); 12 | 13 | //间隔 14 | public static Vector2 interval = new Vector2(10, 10); 15 | 16 | //大小偏移 17 | public static Vector2 offset = new Vector2(20, 20); 18 | 19 | //显示数量 20 | public static Vector2Int showAmount = new Vector2Int(3, 2); 21 | } 22 | } -------------------------------------------------------------------------------- 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https://raw.githubusercontent.com/CCEMT/UISelectTool/399e0e9bf23d62d0322ce0d5e6e55c871ab85888/Doc/demonstration.gif -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2023 EMT 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.2d.animation": "3.2.18", 4 | "com.unity.2d.pixel-perfect": "2.1.0", 5 | "com.unity.2d.psdimporter": "2.1.11", 6 | "com.unity.2d.sprite": "1.0.0", 7 | "com.unity.2d.spriteshape": "3.0.18", 8 | "com.unity.2d.tilemap": "1.0.0", 9 | "com.unity.collab-proxy": "1.14.18", 10 | "com.unity.ide.rider": "1.2.1", 11 | "com.unity.ide.visualstudio": "2.0.15", 12 | "com.unity.ide.vscode": "1.2.5", 13 | "com.unity.test-framework": "1.1.31", 14 | "com.unity.textmeshpro": "2.1.6", 15 | 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/ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UISelectTool 2 | 3 | ## Unity UGUI的UGUI选择工具 4 | 5 | 为解决时常选择不到的UI所写的工具,在面对UI面板复杂的情况下能更快的检索UI 6 | 7 | ## 使用 8 | 9 | 右键场景中的UI则会弹出一个窗口并显示你所点击到的所有UI(并且按照层级进行排序) 10 | 11 | ![demo](./Doc/demonstration.gif) 12 | 13 | ## 如何接入 14 | 15 | * 在UISelectSceneUtility脚本中修改GetUIRoot函数 16 | * 在UISelectSceneUtility脚本中修改OnSceneGUI函数,限制在UI编辑场景中调用 17 | * 在UISelectSetting脚本中可修改参数,可改为继承ScriptableObject将设置项抛出给使用者调 18 | * 该工具只能在场景中使用,如果想在预制模式下请自行实现 19 | --------------------------------------------------------------------------------