https://blog.csdn.net/e295166319/article/details/52370575

需要两个类:树节点类和界面实现类

1:树节点类(TreeNode)

using UnityEngine;
using System.Collections;
using System.Collections.Generic; public class TreeNode { public enum TreeNodeType
{
Item,
Switch
} public string name;
public TreeNodeType nodeType = TreeNodeType.Item;
public TreeNode parent;
public List<TreeNode> children = null;
public bool isOpen = false;
public static TreeNode _instance = null; public static TreeNode Get()
{
if (_instance == null)
{
_instance = new TreeNode ();
}
return _instance;
} public void InsertNode(TreeNode node)
{
if (this.children == null)
{
this.children = new List<TreeNode> ();
}
children.Add (node);
node.parent = this;
} public void OpenAllNode(TreeNode node)
{
node.isOpen = true;
if (node.children != null && node.children.Count > )
{
for (int i = ; i < node.children.Count; i++)
{
OpenAllNode (node.children[i]);
}
}
} public TreeNode GenerateFileTree(List<string> list)
{
TreeNode root = new TreeNode ();
root = GenerateFileNode ("", "生物/", list);
OpenAllNode (root);
return root;
} public TreeNode GenerateFileNode(string parentFullPath,string path,List<string> list)
{
TreeNode node = new TreeNode ();
string[] segment = path.Split ('/');
if (segment.Length > )
{
string name = segment[];
node.name = name;
node.nodeType = TreeNodeType.Switch;
string fullPath = parentFullPath + name+"/";
List<string> allChildrenPath = list.FindAll (s=>
{
if (s.StartsWith(fullPath) && s!=fullPath)
{
return true;
}
return false;
}
);
List<string> dirList = new List<string> ();
for (int i = ; i < allChildrenPath.Count; i++)
{
string childPath = allChildrenPath [i].Remove (, fullPath.Length);
string[] childPathSegment = childPath.Split('/');
if (childPathSegment.Length > ) {
string childDirPath = childPathSegment [];
if (!dirList.Contains (childDirPath)) {
dirList.Add (childDirPath);
TreeNode childNode = GenerateFileNode (fullPath, childDirPath + "/", list);
node.InsertNode (childNode);
}
}
else
{
TreeNode childNode = GenerateFileNode (fullPath, childPath, list);
node.InsertNode (childNode);
}
}
}
else
{
node.name = path;
node.nodeType = TreeNodeType.Item;
list.Remove (path);
}
return node;
} }

2:界面实现类(CreateTreeList)

using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic; public class CreateTreeList:EditorWindow { private List<string> list = new List<string> ();
private static TreeNode root = null;
private TreeNode currentNode;
private static CreateTreeList _instance = new CreateTreeList();
private int treeIndex = ;
private static CreateTreeList window; // 自定义窗体 [MenuItem("H3D/构建树视图")] static void Init(){
window = EditorWindow.GetWindow<CreateTreeList>(); // 创建自定义窗体
window.titleContent = new GUIContent("构建树视图"); // 窗口的标题
window.Show();
_instance.GetAssets ();
_instance.CreateTree ();
// 创建树
} // void Awake()
// {
// Debug.Log ("Awake");
// } void Start()
{
Debug.Log ("Start");
} // void Update()
// {
// Debug.Log ("Update");
// } private void GetAssets()
{
list.Clear ();
list.Add ("生物/动物");
list.Add ("生物/动物/宠物/猫");
list.Add ("生物/动物/宠物/狗");
// list.Add ("生物/动物/野生/老虎");
// list.Add ("生物/动物/野生/狮子"); list.Add ("生物/植物");
list.Add ("生物/植物/蔬菜/白菜");
list.Add ("生物/植物/蔬菜/萝卜");
// list.Add ("生物/植物/水果/苹果");
// list.Add ("生物/植物/水果/橘子"); Debug.Log ("获取数据完成");
} private void CreateTree()
{
root = TreeNode.Get ().GenerateFileTree (list);
Debug.Log ("生成文件树完成");
// ShowFileTree (root, 0);
// Debug.Log ("显示文件树完成");
} private void ShowFileTree(TreeNode node, int level)
{
string prefix = "";
for (int i = ; i < level; i++)
{
prefix += "~";
}
Debug.Log (prefix + node.name);
if (node == null || node.children == null)
{
return;
}
for (int i = ; i < node.children.Count; i++)
{
ShowFileTree (node.children[i], level+);
}
} private void DrawFileTree(TreeNode node, int level)
{
if (node == null)
{
return;
}
GUIStyle style = new GUIStyle();
style.normal.background = null;
style.normal.textColor = Color.white;
if (node == currentNode)
{
style.normal.textColor = Color.red;
} Rect rect = new Rect(+*level, +*treeIndex, node.name.Length*, );
treeIndex++; if (node.nodeType == TreeNode.TreeNodeType.Switch) {
node.isOpen = EditorGUI.Foldout (rect, node.isOpen, node.name, true);
}
else
{
if (GUI.Button (rect, node.name, style))
{
Debug.Log (node.name);
currentNode = node;
}
} if (node==null || !node.isOpen || node.children == null)
{
return;
}
for (int i = ; i < node.children.Count; i++)
{
DrawFileTree (node.children[i], level+);
}
} void OnGUI()
{
treeIndex = ;
DrawFileTree (root, );
}
}

效果图:

(点击后,被点击的节点红色显示,并在控制台输出被点击的节点的名字)

unity editor 折叠树的更多相关文章

  1. 帆软报表(finereport) 折叠树

    在进行展现数据时,希望模板的数据是可以动态折叠的,即点击数据前面的加号才展开对应下面的数据,可通过树节点按钮实现折叠树效果 实现思路: 1.这里建立一个内置数据集 添加数据 设置模板样式,添加颜色和对 ...

  2. Spine用于Timeline(NullReferenceException: Object reference not set to an instance of an object pine.Unity.Editor.AnimationReferenceAssetEditor.OnInspectorGUI ())

    报错信息:Spine.Unity.Editor.AnimationReferenceAssetEditor.OnInspectorGUI () (at Assets/Extention/Spine/E ...

  3. Unity Editor 下创建Lua和Text文件

    预览 在Project视图中,扩展右键菜单,右键 – Create - Text File 创建一个Text文件,或者Lua文件. 关键点 获取当前选择的路径,以Assets路径开头 var sele ...

  4. Unity Editor已停止工作

    在更换系统之后,可能会出现打开刚安装好的Unity,显示Unity Editor已停止工作,这时候我们考虑是系统win7的问题.可以在原系统上升级,也可以重新安装,升级.文中所涉及到的软件,可在右侧加 ...

  5. vue 仿zTree折叠树

    需求: vue实现仿zTree折叠树,此文章仅作为记录文档. 实现: <template> <div class="line-tree"> <div ...

  6. 编写 Unity Editor 插件

    Editor Style Viewer 在开发过程中,我喜欢编写一些辅助的Editor插件,方便在游戏开发过程进行调试. 下面是摘自Asset Store的一个查看Unity 默认GUI样式的小工具 ...

  7. [Editor]Unity Editor类常用方法

    Editor文档资料 Unity教程之-Unity Attribute的使用总结:http://www.unity.5helpyou.com/3550.html 利用unity3d属性来设置Inspe ...

  8. [cb] Unity Editor 添加右键菜单

    需求 为Unity的Editor窗口添加右键菜单 实现代码 // This example shows how to create a context menu inside a custom Edi ...

  9. unity Editor的使用

    1.首先定义一个需要控制数值的类,类中定义若干个变量 using UnityEngine;using System.Collections; using UnityEngine; using Syst ...

随机推荐

  1. Python 项目转化为so文件

    思路是先将py转换为c代码,然后编译c为so文件,所以要安装以下内容: python 安装:cython pip install cython linux 安装:python-devel,gcc yu ...

  2. KFK2060穿越者

  3. visual studio 2013 生成依赖项关系图出错

    开始是说无法连接到sql服务器,我安装卸载localdb http://www.microsoft.com/zh-cn/download/details.aspx?id=29062 下载 CHS\x6 ...

  4. poj 1564 Sum It Up(dfs)

    Sum It Up Time Limit: 1000MS   Memory Limit: 10000K Total Submissions: 7191   Accepted: 3745 Descrip ...

  5. STM32程序编写或调试犯过的错误

    1.宏定义后加了分号: eg: define NOKEY_PRES 0;      (❌) define NOKEY_PRES 0      (✔) 2.

  6. Codeforces1221D. Make The Fence Great Again(dp)

    题目链接:传送门 思路: 仔细想一下可以发现:每个位置最多就增加2个高度. 所以就可以有状态: f[i][j]表示保证前i个篱笆都是great时,第i个篱笆增加j的高度所需要的最小花费(1 <= ...

  7. 机器学习分类算法之K近邻(K-Nearest Neighbor)

    一.概念 KNN主要用来解决分类问题,是监督分类算法,它通过判断最近K个点的类别来决定自身类别,所以K值对结果影响很大,虽然它实现比较简单,但在目标数据集比例分配不平衡时,会造成结果的不准确.而且KN ...

  8. Codeforces 939 时区模拟 三分

    A #include <bits/stdc++.h> #define PI acos(-1.0) #define mem(a,b) memset((a),b,sizeof(a)) #def ...

  9. Linux一键安装LNMP环境

    Linux一键安装LNMP环境 官方地址:https://lnmp.org/. 参考安装步骤:https://lnmp.org/install.html. 一键安装可以选择mysql版本.php版本, ...

  10. 【GDOI 2016 Day1】疯狂动物城

    题目 分析 注意注意:码农题一道,打之前做好心理准备. 对于操作1.2,修改或查询x到y的路径,显然树链剖分. 对于操作2,我们将x到y的路径分为x到lca(x,y)和lca(x,y)到y两部分. 对 ...