├── .gitignore ├── Demo ├── .gitignore ├── Assets │ ├── Editor Default Resources.meta │ ├── Editor Default Resources │ │ ├── CustomSkin2.guiskin │ │ └── CustomSkin2.guiskin.meta │ ├── Resources.meta │ ├── Resources │ │ ├── CustomSkin.guiskin │ │ ├── CustomSkin.guiskin.meta │ │ ├── white-texture.psd │ │ └── white-texture.psd.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── CustomHPSliderDemo.unity │ │ ├── CustomHPSliderDemo.unity.meta │ │ ├── CustomHPSliderLayoutDemo.unity │ │ ├── CustomHPSliderLayoutDemo.unity.meta │ │ ├── CustomSkinDemo.unity │ │ ├── CustomSkinDemo.unity.meta │ │ ├── FlashingButtonDemo.unity │ │ ├── FlashingButtonDemo.unity.meta │ │ ├── SceneMouse.unity │ │ └── SceneMouse.unity.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── CustomHPSliderDemo.cs │ │ ├── CustomHPSliderDemo.cs.meta │ │ ├── CustomHPSliderLayoutDemo.cs │ │ ├── CustomHPSliderLayoutDemo.cs.meta │ │ ├── CustomSkinDemo.cs │ │ ├── CustomSkinDemo.cs.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── EditorStyleViewer.cs │ │ ├── EditorStyleViewer.cs.meta │ │ ├── RXLookingGlass.cs │ │ ├── RXLookingGlass.cs.meta │ │ ├── SceneMouseWindow.cs │ │ └── SceneMouseWindow.cs.meta │ │ ├── FlashingButtonDemo.cs │ │ └── FlashingButtonDemo.cs.meta └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityAdsSettings.asset │ └── UnityConnectSettings.asset ├── Doc └── Unity 编辑器.docx ├── LICENSE └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Autogenerated VS/MD solution and project files 9 | ExportedObj/ 10 | *.csproj 11 | *.unityproj 12 | *.sln 13 | *.suo 14 | *.tmp 15 | *.user 16 | *.userprefs 17 | *.pidb 18 | *.booproj 19 | *.svd 20 | 21 | 22 | # Unity3D generated meta files 23 | *.pidb.meta 24 | 25 | # Unity3D Generated File On Crash Reports 26 | sysinfo.txt 27 | 28 | # Builds 29 | *.apk 30 | *.unitypackage 31 | -------------------------------------------------------------------------------- /Demo/.gitignore: -------------------------------------------------------------------------------- 1 | /.vs/ 2 | /Library/ 3 | /Temp/ 4 | -------------------------------------------------------------------------------- /Demo/Assets/Editor Default Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9ecf84221b22b845ad5dfe5168cecdc 3 | folderAsset: yes 4 | timeCreated: 1480304478 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bf86da8e342f84d499386d06add6a786 3 | folderAsset: yes 4 | timeCreated: 1480134384 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/CustomHPSliderDemo.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class CustomHPSliderDemo : MonoBehaviour 4 | { 5 | public float value1; 6 | public float value2; 7 | public float value3; 8 | public GUIStyle controlStyle; 9 | 10 | void OnGUI() 11 | { 12 | value1 = CustomHPSlider(new Rect(0, 0, 500f, 20f), value1, controlStyle); 13 | value2 = CustomHPSlider(new Rect(0, 30f, 500f, 20f), value2, controlStyle); 14 | value3 = CustomHPSlider(new Rect(0, 60f, 500f, 20f), value3, controlStyle); 15 | } 16 | 17 | public static float CustomHPSlider(Rect controlRect, float value, GUIStyle style) 18 | { 19 | // 获取控件ID,以便响应事件 20 | int controlID = GUIUtility.GetControlID(FocusType.Passive); 21 | 22 | // 以ID过滤事件 23 | switch (Event.current.GetTypeForControl(controlID)) 24 | { 25 | case EventType.Repaint: 26 | { 27 | // 通过插值计算当前值的像素宽度 28 | int pixelWidth = (int)Mathf.Lerp(1, controlRect.width, value); 29 | 30 | // 目标矩形 31 | Rect targetRect = new Rect(controlRect) { width = pixelWidth }; 32 | 33 | // 红色到绿色之间的插值 34 | GUI.color = Color.Lerp(Color.red, Color.green, value); 35 | 36 | // 绘制纹理 37 | GUI.DrawTexture(targetRect, style.normal.background); 38 | 39 | // 重置颜色 40 | GUI.color = Color.white; 41 | } 42 | break; 43 | case EventType.MouseDown: 44 | { 45 | // 只有鼠标左键真正点到控件矩形区域的时候 46 | if (controlRect.Contains(Event.current.mousePosition) && GUIUtility.hotControl == 0 && Event.current.button == 0) 47 | { 48 | GUIUtility.hotControl = controlID; 49 | } 50 | } 51 | break; 52 | case EventType.MouseUp: 53 | { 54 | // 释放 55 | if (GUIUtility.hotControl == controlID) 56 | { 57 | GUIUtility.hotControl = 0; 58 | } 59 | } 60 | break; 61 | } 62 | 63 | // 任何鼠标事件(按下、抬起、拖动) 64 | if (Event.current.isMouse && GUIUtility.hotControl == controlID) 65 | { 66 | // 计算水平方向相对距离 67 | float relativeX = Event.current.mousePosition.x - controlRect.x; 68 | 69 | // 除以控件宽度得到0和1之间的值 70 | value = Mathf.Clamp01(relativeX / controlRect.width); 71 | 72 | // ★ 标记GUI改变 73 | GUI.changed = true; 74 | 75 | // ★ 标记事件已被使用 EventType.Used,其他控件不再被响应 76 | Event.current.Use(); 77 | } 78 | 79 | // 返回最终值 80 | return value; 81 | } 82 | } 83 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/CustomHPSliderDemo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b7d96da5f2eadf44ebd6465987e0a96c 3 | timeCreated: 1480137259 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/CustomHPSliderLayoutDemo.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class CustomHPSliderLayoutDemo : MonoBehaviour 4 | { 5 | public float value1; 6 | public float value2; 7 | public float value3; 8 | public GUIStyle controlStyle; 9 | 10 | void OnGUI() 11 | { 12 | GUILayout.BeginHorizontal(GUILayout.Width(Screen.width)); 13 | value1 = CustomHPSliderLayout(value1, controlStyle, GUILayout.Width(500f)); 14 | //value1 = CustomHPSliderLayout(value1, controlStyle, GUILayout.MinWidth(500f)); 15 | //value1 = CustomHPSliderLayout(value1, controlStyle, GUILayout.MaxWidth(500f)); 16 | GUILayout.EndHorizontal(); 17 | 18 | value2 = CustomHPSliderLayout(value2, controlStyle); 19 | value3 = CustomHPSliderLayout(value3, controlStyle); 20 | 21 | GUILayout.BeginVertical(); 22 | GUILayout.Button("Short Button", GUILayout.ExpandWidth(false)); 23 | GUILayout.Button("Very very long Button"); 24 | GUILayout.EndVertical(); 25 | } 26 | 27 | public static float CustomHPSliderLayout(float value, GUIStyle style, params GUILayoutOption[] options) 28 | { 29 | // 通过 EventType.Layout 记录所用风格绘制所需的矩形 30 | // 其他事件的时候,就会返回所记录的矩形 31 | Rect controlRect = GUILayoutUtility.GetRect(GUIContent.none, style, options); 32 | 33 | return CustomHPSliderDemo.CustomHPSlider(controlRect, value, style); 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/CustomHPSliderLayoutDemo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 703c745b5e5a2bf4a9bbdf94b4dcf949 3 | timeCreated: 1480323894 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/CustomSkinDemo.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class CustomSkinDemo : MonoBehaviour 4 | { 5 | public GUISkin skin; 6 | private GUISkin m_Skin; 7 | 8 | void OnGUI() 9 | { 10 | GUI.Button(new Rect(0, 0, 100f, 80f), new GUIContent("New Button"), skin.button); 11 | 12 | // 查找自定义样式 13 | GUIStyle boxStyle = skin.FindStyle("BoxCustom"); 14 | GUI.Button(new Rect(120f, 0, 100f, 80f), new GUIContent("New Button2"), boxStyle); 15 | 16 | #if UNITY_EDITOR 17 | if (!m_Skin) 18 | { 19 | // 从"Assets/Editor Default Resources/"目录获取资源 20 | // 实质调用AssetDatabase.LoadAssetAtPath,注意带后缀名 21 | m_Skin = (GUISkin)UnityEditor.EditorGUIUtility.LoadRequired("CustomSkin2.guiskin"); 22 | } 23 | GUI.Button(new Rect(Screen.width - 100f, 0, 100f, 80f), new GUIContent("New Button3"), m_Skin.button); 24 | #endif 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/CustomSkinDemo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe76db679f3075043b4fa23fb3635a9a 3 | timeCreated: 1480302669 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b0af5d09a5da6847b11f1cb4343e870 3 | folderAsset: yes 4 | timeCreated: 1480134426 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/Editor/EditorStyleViewer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | public class EditorStyleViewer : EditorWindow 5 | { 6 | private Vector2 scrollPosition = Vector2.zero; 7 | private string search = string.Empty; 8 | 9 | [MenuItem("程序工具/杂项/GUI样式查看器")] 10 | public static void Init() 11 | { 12 | EditorWindow.GetWindow(typeof(EditorStyleViewer)); 13 | } 14 | 15 | void OnGUI() 16 | { 17 | GUILayout.BeginHorizontal("HelpBox"); 18 | GUILayout.Label("单击示例将复制其名到剪贴板", "label"); 19 | GUILayout.FlexibleSpace(); 20 | GUILayout.Label("查找:"); 21 | search = EditorGUILayout.TextField(search); 22 | GUILayout.EndHorizontal(); 23 | 24 | scrollPosition = GUILayout.BeginScrollView(scrollPosition); 25 | 26 | foreach (GUIStyle style in GUI.skin) 27 | { 28 | if (style.name.ToLower().Contains(search.ToLower())) 29 | { 30 | GUILayout.BeginHorizontal("PopupCurveSwatchBackground"); 31 | GUILayout.Space(7); 32 | if (GUILayout.Button(style.name, style)) 33 | { 34 | EditorGUIUtility.systemCopyBuffer = "\"" + style.name + "\""; 35 | } 36 | GUILayout.FlexibleSpace(); 37 | EditorGUILayout.SelectableLabel("\"" + style.name + "\""); 38 | GUILayout.EndHorizontal(); 39 | GUILayout.Space(11); 40 | } 41 | } 42 | 43 | GUILayout.EndScrollView(); 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/Editor/EditorStyleViewer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 49405cffa4b9c224f9919142b77da2ec 3 | timeCreated: 1480390899 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/Editor/RXLookingGlass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System; 4 | using System.Linq; 5 | using System.Reflection; 6 | 7 | [InitializeOnLoad] 8 | public class RXLookingGlass 9 | { 10 | public static Type type_HandleUtility; 11 | protected static MethodInfo meth_IntersectRayMesh; 12 | 13 | static RXLookingGlass() 14 | { 15 | var editorTypes = typeof(Editor).Assembly.GetTypes(); 16 | 17 | type_HandleUtility = editorTypes.FirstOrDefault(t => t.Name == "HandleUtility"); 18 | meth_IntersectRayMesh = type_HandleUtility.GetMethod("IntersectRayMesh", (BindingFlags.Static | BindingFlags.NonPublic)); 19 | } 20 | 21 | public static bool IntersectRayMesh(Ray ray, MeshFilter meshFilter, out RaycastHit hit) 22 | { 23 | return IntersectRayMesh(ray, meshFilter.mesh, meshFilter.transform.localToWorldMatrix, out hit); 24 | } 25 | 26 | static object[] parameters = new object[4]; 27 | public static bool IntersectRayMesh(Ray ray, Mesh mesh, Matrix4x4 matrix, out RaycastHit hit) 28 | { 29 | parameters[0] = ray; 30 | parameters[1] = mesh; 31 | parameters[2] = matrix; 32 | parameters[3] = null; 33 | bool result = (bool)meth_IntersectRayMesh.Invoke(null, parameters); 34 | hit = (RaycastHit)parameters[3]; 35 | return result; 36 | } 37 | } -------------------------------------------------------------------------------- /Demo/Assets/Scripts/Editor/RXLookingGlass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6dfbfcae9d1f5474199b4be86a414bf0 3 | timeCreated: 1511691300 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/Editor/SceneMouseWindow.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | public class SceneMouseWindow : EditorWindow 5 | { 6 | [MenuItem("Tool/Window/Scene Mouse")] 7 | public static void ShowWindow() 8 | { 9 | var window = GetWindow(); 10 | window.Show(); 11 | } 12 | 13 | void OnFocus() 14 | { 15 | SceneView.onSceneGUIDelegate -= OnSceneGUI; 16 | SceneView.onSceneGUIDelegate += OnSceneGUI; 17 | Repaint(); 18 | } 19 | 20 | void OnDestroy() 21 | { 22 | SceneView.onSceneGUIDelegate -= OnSceneGUI; 23 | if (capSphere != null) 24 | { 25 | DestroyImmediate(capSphere.gameObject); 26 | } 27 | } 28 | 29 | private void OnSceneGUI(SceneView sceneView) 30 | { 31 | // 当前屏幕坐标,左上角是(0,0)右下角(camera.pixelWidth,camera.pixelHeight) 32 | Vector2 mousePosition = Event.current.mousePosition; 33 | 34 | // Retina 屏幕需要拉伸值 35 | float mult = 1; 36 | #if UNITY_5_4_OR_NEWER 37 | mult = EditorGUIUtility.pixelsPerPoint; 38 | #endif 39 | 40 | // 转换成摄像机可接受的屏幕坐标,左下角是(0,0,0)右上角是(camera.pixelWidth,camera.pixelHeight,0) 41 | mousePosition.y = sceneView.camera.pixelHeight - mousePosition.y * mult; 42 | mousePosition.x *= mult; 43 | 44 | // 近平面往里一些,才能看得到摄像机里的位置 45 | Vector3 fakePoint = mousePosition; 46 | fakePoint.z = 20; 47 | Vector3 point = sceneView.camera.ScreenToWorldPoint(fakePoint); 48 | 49 | Ray ray = sceneView.camera.ScreenPointToRay(mousePosition); 50 | MeshFilter[] componentsInChildren = GameObject.FindObjectsOfType(); 51 | float num = float.PositiveInfinity; 52 | foreach (MeshFilter meshFilter in componentsInChildren) 53 | { 54 | Mesh sharedMesh = meshFilter.sharedMesh; 55 | RaycastHit hit; 56 | if (sharedMesh 57 | && RXLookingGlass.IntersectRayMesh(ray, sharedMesh, meshFilter.transform.localToWorldMatrix, out hit) 58 | && hit.distance < num) 59 | { 60 | point = hit.point; 61 | num = hit.distance; 62 | } 63 | } 64 | 65 | //Handles.SphereCap(0, point, Quaternion.identity, 2); 66 | SphereCapPos(point); 67 | 68 | // 刷新界面,才能让球一直跟随 69 | sceneView.Repaint(); 70 | HandleUtility.Repaint(); 71 | } 72 | 73 | private static Transform capSphere; 74 | 75 | private void SphereCapPos(Vector3 point) 76 | { 77 | if (capSphere == null) 78 | { 79 | GameObject go = GameObject.Find("[SphereCapPos]"); 80 | if (go == null) 81 | { 82 | go = GameObject.CreatePrimitive(PrimitiveType.Sphere); 83 | go.name = "[SphereCapPos]"; 84 | 85 | Collider collider = go.GetComponent(); 86 | DestroyImmediate(collider); 87 | 88 | Material mat = new Material(Shader.Find("Unlit/Color")); 89 | mat.SetColor("_Color", Color.cyan); 90 | mat.hideFlags = HideFlags.HideAndDontSave; 91 | 92 | Renderer renderer = go.GetComponent(); 93 | renderer.sharedMaterial = mat; 94 | } 95 | 96 | go.hideFlags = HideFlags.HideAndDontSave; 97 | capSphere = go.transform; 98 | capSphere.rotation = Quaternion.identity; 99 | capSphere.localScale = Vector3.one * 0.5f; 100 | } 101 | capSphere.position = point; 102 | } 103 | } 104 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/Editor/SceneMouseWindow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6c7e3d821213e04bbce2013f2361121 3 | timeCreated: 1511683762 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/FlashingButtonDemo.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class FlashingButtonDemo : MonoBehaviour 4 | { 5 | void OnGUI() 6 | { 7 | FlashingButton(new Rect(0, 0, 100f, 80f), new GUIContent("Flashing"), GUI.skin.button); 8 | } 9 | 10 | public class FlashingButtonInfo 11 | { 12 | public float mouseDownAt; 13 | 14 | // 存储按下时刻的时间 15 | public void MouseDownNow() 16 | { 17 | mouseDownAt = Time.timeSinceLevelLoad; 18 | } 19 | 20 | // 判断控件是否可以闪烁 21 | public bool IsFlashing(int controlID) 22 | { 23 | if (GUIUtility.hotControl != controlID) 24 | { 25 | return false; 26 | } 27 | 28 | // 至少按下超过2秒 29 | float elapsedTime = Time.timeSinceLevelLoad - mouseDownAt; 30 | if (elapsedTime < 2f) 31 | { 32 | return false; 33 | } 34 | 35 | // 每0.1秒闪烁一次 36 | return (int)((elapsedTime - 2f) / 0.1f) % 2 == 0; 37 | } 38 | } 39 | 40 | public static bool FlashingButton(Rect controlRect, GUIContent content, GUIStyle style) 41 | { 42 | int controlID = GUIUtility.GetControlID(FocusType.Native); 43 | 44 | // 获取或创建状态对象 45 | FlashingButtonInfo state = 46 | (FlashingButtonInfo)GUIUtility.GetStateObject(typeof(FlashingButtonInfo), controlID); 47 | 48 | switch (Event.current.GetTypeForControl(controlID)) 49 | { 50 | case EventType.Repaint: 51 | { 52 | GUI.color = state.IsFlashing(controlID) ? Color.red : Color.white; 53 | style.Draw(controlRect, content, controlID); 54 | } 55 | break; 56 | case EventType.MouseDown: 57 | { 58 | if (controlRect.Contains(Event.current.mousePosition) && GUIUtility.hotControl == 0 && Event.current.button == 0) 59 | { 60 | GUIUtility.hotControl = controlID; 61 | state.MouseDownNow(); 62 | } 63 | } 64 | break; 65 | case EventType.MouseUp: 66 | { 67 | if (GUIUtility.hotControl == controlID) 68 | { 69 | GUIUtility.hotControl = 0; 70 | } 71 | } 72 | break; 73 | } 74 | 75 | return GUIUtility.hotControl == controlID; 76 | } 77 | } 78 | -------------------------------------------------------------------------------- /Demo/Assets/Scripts/FlashingButtonDemo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 581f322f3fbc4c74585d99acd7d19167 3 | timeCreated: 1480245511 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Demo/ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_DisableAudio: 0 16 | m_VirtualizeEffects: 1 17 | -------------------------------------------------------------------------------- /Demo/ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 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PS4: 5 172 | PSM: 5 173 | PSP2: 2 174 | Samsung TV: 2 175 | Standalone: 5 176 | Tizen: 2 177 | WP8: 5 178 | Web: 5 179 | WebGL: 3 180 | WiiU: 5 181 | Windows Store Apps: 5 182 | XBOX360: 5 183 | XboxOne: 5 184 | iPhone: 2 185 | tvOS: 5 186 | -------------------------------------------------------------------------------- /Demo/ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 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 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Demo/ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /Demo/ProjectSettings/UnityAdsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!292 &1 4 | UnityAdsSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_EnabledPlatforms: 4294967295 10 | m_IosGameId: 11 | m_AndroidGameId: 12 | -------------------------------------------------------------------------------- /Demo/ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | UnityPurchasingSettings: 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | UnityAnalyticsSettings: 10 | m_Enabled: 0 11 | m_InitializeOnStartup: 1 12 | m_TestMode: 0 13 | m_TestEventUrl: 14 | m_TestConfigUrl: 15 | -------------------------------------------------------------------------------- /Doc/Unity 编辑器.docx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/akof1314/UnityEditorLearn/4c7de33422ab0fb8d08f0417a9e57d3a041b0edb/Doc/Unity 编辑器.docx -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2016 WuHuan 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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityEditorLearn 2 | Unity Editor Learn 3 | --------------------------------------------------------------------------------