All Projects → liuhaopen → Ugui Editor

liuhaopen / Ugui Editor

Unity UGUI editor tools,improve the efficiency of ui development.

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UGUI开发流程

用法:下载并解压文件夹放到你项目Assets文件夹里就可以了(文件夹命名为UGUI-Editor,如果想用其它名字还需修改下Configure.cs文件里FolderName字段,否则会报错找不到资源的).也可以用git subtree作为子库管理,如:
git subtree add --prefix=Assets/UGUI-Editor https://github.com/liuhaopen/UGUI-Editor.git master --squash
默认大部分功能都是开启的,如果你觉得哪些用得不顺手,可以在Configure.cs文件里关闭相应功能,设为false保存一下就会立即生效的:
image

PrefabWin窗口

一般一些通用常用的资源我们都会做成prefab,比如某些按钮,文本样式等,然后用到时就在Project视图把它拉入场景,但project视图看不到prefab的预览图,都是蓝色的方块比较难辩认,所以可以用PrefabWin这个窗口拉控件出去,拉到场景时会判断控件落在哪个Canvas上,有则挂其上,无则自动生成一个Canvas,然后右键保存为一个界面prefab:
image
PrefabWin窗口可以从菜单Window->PrefabWin打开
PrefabWin窗口一开始时肯定是没东西的啦,你可以往里面拉prefab,然后它会自动生成预览图的.2D3D的prefab都可以.底下还有个搜索框可以让你快速过滤.

参考图

一般做界面,我们就按美术出的图,那里拉个按钮,那里弄个文本,其坐标大小比例等肯定要严格按美术出的图来调节的,所以编辑界面时最好就有张参考图,添加方式如下:
image
参考图的资源可来自项目外的目录,且右键保存界面时会跳过它的.另外就是每当你保存该界面,UIEditor会保存该界面上的所有参考图的图片和大小坐标等信息,下次打开时会自动加载.
添加参考图后,可以选中它后右键菜单->锁定,这样就不会碍着你了.
对了,顺便说下选中节点后可以用方向键调节节点的坐标,每次加减1.

拉图生成Image节点

在Project视图拉图到场景的Canvas(无则自动生成Canvas),将生成一Image节点并把图赋在其上.还有就是选中Image节点时再点击Project视图里的图片也可以赋上该图.
image

优化层次

下图有8个节点,其中4个图片中,有两个图片来自图集1,两个来自图集2,如果它们是按图集连续排的话就可以合为同一批次,但被其它图集打断就合不了了,另外4个text也是一样,同一字体的也是可以合为一批次的,这个功能就是自动排列好顺序优化合批:
image

查找资源引用

有时一些旧资源想删而不敢删,怕其它地方用到了,这时可以在Project视图右键菜单查找整个项目里有哪些prefab用到了该资源: image

打开整个文件夹里的prefab界面

image

合并组和解体

有时需要把几个节点合成一个组,这时可以这样:
image

排列和清理所有界面

image

对齐工具

image image

运行时修改防重置

运行时可以放心地修改并保存prefab,结束运行时也会重新加载到最新的(默认情况下unity结束运行后是会重置到运行前的状态的)
image

显示界面名

按Ctrl+E切换显示或隐藏所有的界面名 image

其它功能

)运行结束后重新加载所有正在编辑的界面(因为运行期间的修改在运行结束后会重置的)
)运行时打开的界面,退出运行时Unity会自动清掉的,所以我们要记录下来,退出时重新打开
)记录每个界面的参考图信息(现在每次重新打开界面都要添加一次参考图太麻烦了)
)增加右键菜单:优化层级,文字放一起,同一图集的放一起
)按ctrl+shift+c可以复制选中的节点名到剪切板上,生成的字符串是带路径的:
image

TODO

)界面优化大全:选中某界面后遍历其所有子节点并在一个window列出优化建议(比如Text别用bestfix,用到了其它图集的小图等等)
)支持大部分操作的Undo(在操作前用Undo这个工具类记录)(30%)
)右键显示颜色框(有时代码要设置颜色值可以用的)
)Hierarchy界面也要显示我们的右键菜单

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