有很多时候我们需要在编辑器查看一个Gameobject的移动,有些人采用Gizoms类,可是如果不想用,可以使用U3D内置的Icon类。

但是如果想在脚本中设置而不是通过手动选择呢?

Google之,大神在民间

http://forum.unity3d.com/threads/editor-script-to-set-icons-impossible.187975/

一、代码

public enum LabelIcon
{
Gray = ,
Blue,
Teal,
Green,
Yellow,
Orange,
Red,
Purple
} public enum Icon
{
CircleGray = ,
CircleBlue,
CircleTeal,
CircleGreen,
CircleYellow,
CircleOrange,
CircleRed,
CirclePurple,
DiamondGray,
DiamondBlue,
DiamondTeal,
DiamondGreen,
DiamondYellow,
DiamondOrange,
DiamondRed,
DiamondPurple
} private static GUIContent[] labelIcons;
private static GUIContent[] largeIcons; public static void SetIcon(GameObject gObj, LabelIcon icon)
{
if (labelIcons == null)
{
labelIcons = GetTextures("sv_label_", string.Empty, , );
} SetIcon(gObj, labelIcons[(int)icon].image as Texture2D);
} public static void SetIcon(GameObject gObj, Icon icon)
{
if (largeIcons == null)
{
largeIcons = GetTextures("sv_icon_dot", "_pix16_gizmo", , );
} SetIcon(gObj, largeIcons[(int)icon].image as Texture2D);
} private static void SetIcon(GameObject gObj, Texture2D texture)
{
var ty = typeof(EditorGUIUtility);
var mi = ty.GetMethod("SetIconForObject", BindingFlags.NonPublic | BindingFlags.Static);
mi.Invoke(null, new object[] { gObj, texture });
} private static GUIContent[] GetTextures(string baseName, string postFix, int startIndex, int count)
{
GUIContent[] guiContentArray = new GUIContent[count]; var t = typeof(EditorGUIUtility);
var mi = t.GetMethod("IconContent", BindingFlags.Public | BindingFlags.Static, null, new Type[] { typeof(string) }, null); for (int index = ; index < count; ++index)
{
guiContentArray[index] = mi.Invoke(null, new object[] { baseName + (object)(startIndex + index) + postFix }) as GUIContent;
} return guiContentArray;
}

二、使用

     void Test()
{
GameObject go = new GameObject("");
Util.SetIcon(go, LabelIcon.Red); } void OnGUI()
{
if (GUI.Button(new Rect(, , , ), "I am a button")) Test();
}

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