From Unify Community Wiki
Revision as of 22:42, 7 October 2011 by Matt maker (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

<csharp>using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic; using System.Linq; using System;

/// <summary> /// I hear that it has been a longstanding request for the Window menu shortcuts (Command + 0-9) /// cycle through all open windows of the indicated type one by one. This script does that, /// using the same shortcuts with the Alt/Option key added. /// /// by Matt "Trip" Maker, Monstrous Company :: http://monstro.us /// /// from http://unifycommunity.com/wiki/index.php?title=EditorWindowCycler /// /// /// </summary> public class EditorWindowCycler {

static Dictionary<string, EditorWindow> lastWindow = new Dictionary<string, EditorWindow>();

static void openDefaultEditorWindow(string windowType) {

       case "UnityEditor.SceneView":


       case "UnityEditor.GameView":


       case "UnityEditor.InspectorWindow":



case "UnityEditor.HierarchyWindow": EditorApplication.ExecuteMenuItem("Window/Hierarchy"); break;

       case "UnityEditor.ProjectWindow":

EditorApplication.ExecuteMenuItem("Window/Project"); //see also EditorUtility.FocusProjectWindow(); break;

       case "UnityEditor.AnimationWindow":

EditorApplication.ExecuteMenuItem("Window/Animation"); break; case "UnityEditor.ConsoleWindow": EditorApplication.ExecuteMenuItem("Window/Console"); break; default:



static bool focusNextEditorWindowType(string windowType) { EditorWindow last; lastWindow.TryGetValue(windowType, out last); EditorWindow next = getNextWindow(last); if (!next) { //in the case where no windows of this type are open, use Unity's standard menu commands to open one and try again. //this is also fine in the case where we are just starting out and don't know what the last focused windows were. openDefaultEditorWindow(windowType); //EditorWindow.FocusWindowIfItsOpen(Type.GetType(type));//if we didn't want to open a new one, we could use this. //this fails (type is too far removed I guess: EditorWindow.GetWindow(Type.GetType(windowType)); next = getFirstEditorWindowOfType(windowType); } if (next) { next.Focus(); lastWindow[windowType] = next; Debug.Log("WindowCycler Focusing " + windowType + " " + next.GetInstanceID()); } return (next != last); }

//TODO validation functions that make sure at least two such windows are open. //nah, that would be expensive...

[MenuItem("Window/Next Scene &%1", priority = 1044)] static void focusNextScene() { focusNextEditorWindowType("UnityEditor.SceneView"); }

[MenuItem("Window/Next Game &%2", priority = 1044)] static void focusNextGame() { focusNextEditorWindowType("UnityEditor.GameView"); }

[MenuItem("Window/Next Inspector &%3", priority = 1044)] static void focusNextInspector3() { focusNextEditorWindowType("UnityEditor.InspectorWindow"); }

[MenuItem("Window/Next Heirarchy &%4", priority = 1044)] static void focusNextHeirarchy() { focusNextEditorWindowType("UnityEditor.HierarchyWindow"); }

[MenuItem("Window/Next Project &%5", priority = 1044)] static void focusNextProject() { focusNextEditorWindowType("UnityEditor.ProjectWindow"); }

[MenuItem("Window/Next Animation &%6", priority = 1044)] static void focusNextAnimation() { focusNextEditorWindowType("UnityEditor.AnimationWindow"); }

static EditorWindow getNextWindow(EditorWindow prev) { if (!prev) return null; IEnumerable<EditorWindow> wins; wins = getEditorWindowsOfType(prev); //add a second copy so we "loop around" return wins.Concat(wins).SkipWhile(x => x != prev).Skip(1).FirstOrDefault(); }

static EditorWindow getFirstEditorWindowOfType(string type) { return getEditorWindowsOfType(type).FirstOrDefault(); }

static IEnumerable<EditorWindow> getEditorWindowsOfType(EditorWindow win) { return getEditorWindowsOfType(win.GetType().ToString()); } static IEnumerable<EditorWindow> getEditorWindowsOfType(string type) { return (Resources.FindObjectsOfTypeAll(typeof(EditorWindow)) as EditorWindow[]).Where(x => x.GetType().ToString() == type); }


Personal tools