Unity修改Project下的Assets的子文件的图标

Unity修改文件夹的图标

示例:

在右键可以创建指定文件夹。

复制代码
github链接
https://github.com/SeaeeesSan/SimpleFolderIcon

CSDN资源的链接
https://download.csdn.net/download/GoodCooking/89347361
去GitHub下载支持原作者哦。

重要的事情

截图来自GitHub 。

  1. Unity版本是: Unity2019.4 or later
  2. 从GitHub上下载的只能是创建文件夹之后,自己修改名字然后会自动修改图标。修改的图标必须在SimpleFolderIcon/Icons下有对应的图片才会修改,没有对应的图片是不会修改的。
  3. 如果想添加更多风格的文件夹图标,在SimpleFolderIcon/Icons添加图片,然后将图片的名称改为需要修改图标的文件夹名称即可。
  4. 如果修改SimpleFolderIcon的位置,则需要修改IconDictionaryCreator.cs
csharp 复制代码
        private const string AssetsPath = "SimpleFolderIcon/Icons";

的路径。

  1. 自带的文件夹图标有:
java 复制代码
Animations
Audio
Editor
Fonts
Materials
Models
Plugins
Prefabs
Presets
Resources
Scenes
Scripts
Settings
Shaders
Sprites
Textures

我自己添加的:

java 复制代码
  StreamingAssets    Unity系统定义文件夹 
  ThirdPartyPlugins   第三方插件
  CertificateFolder     证书文件夹
  1. 在GIF中右键显示Folder_WithIcon需要添加编辑器脚本CreateCustomStyleFolder.cs
csharp 复制代码
using UnityEngine;
using UnityEditor;
using System.IO;

/// <summary>
/// 创建自定义风格的文件夹
/// </summary>
public class CreateCustomStyleFolder : MonoBehaviour
{
    [MenuItem("Assets/Create/Folder_WithIcon/Animations", false, 10)]
    private static void CreateAnimationsFolder()
    {
        CreateFolder("Animations");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Audio", false, 11)]
    private static void CreateAudioFolder()
    {
        CreateFolder("Audio");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Editor", false, 12)]
    private static void CreateEditorFolder()
    {
        CreateFolder("Editor");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Fonts", false, 13)]
    private static void CreateFontsFolder()
    {
        CreateFolder("Fonts");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Materials", false, 14)]
    private static void CreateMaterialsFolder()
    {
        CreateFolder("Materials");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Models", false, 15)]
    private static void CreateModelsFolder()
    {
        CreateFolder("Models");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Plugins", false, 16)]
    private static void CreatePluginsFolder()
    {
        CreateFolder("Plugins");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Prefabs", false, 17)]
    private static void CreatePrefabsFolder()
    {
        CreateFolder("Prefabs");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Presets", false, 18)]
    private static void CreatePresetsFolder()
    {
        CreateFolder("Presets");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Resources", false, 19)]
    private static void CreateResourcesFolder()
    {
        CreateFolder("Resources");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Scenes", false, 20)]
    private static void CreateScenesFolder()
    {
        CreateFolder("Scenes");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Scripts", false, 21)]
    private static void CreateScriptsFolder()
    {
        CreateFolder("Scripts");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Settings", false, 22)]
    private static void CreateSettingsFolder()
    {
        CreateFolder("Settings");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Shaders", false, 23)]
    private static void CreateShadersFolder()
    {
        CreateFolder("Shaders");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Sprites", false, 24)]
    private static void CreateSpritesFolder()
    {
        CreateFolder("Sprites");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/Textures", false, 25)]
    private static void CreateTexturesFolder()
    {
        CreateFolder("Textures");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/StreamingAssets", false, 26)]
    private static void CreateStreamingAssetsFolder()
    {
        CreateFolder("StreamingAssets");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/ThirdPartyPlugins", false, 27)]
    private static void CreateThirdPartyPluginsFolder()
    {
        CreateFolder("ThirdPartyPlugins");
    }

    [MenuItem("Assets/Create/Folder_WithIcon/CertificateFolder", false, 28)]
    private static void CreateCertificateFolder()
    {
        CreateFolder("CertificateFolder");
    }


    private static void CreateFolder(string folderName)
    {
        // 获取鼠标右键点击的位置的路径
        string assetPath = AssetDatabase.GetAssetPath(Selection.activeObject);
        if (string.IsNullOrEmpty(assetPath))
        {
            assetPath = "Assets";
        }
        else if (Path.GetExtension(assetPath) != "")
        {
            assetPath = assetPath.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), "");
        }

        // 创建文件夹
        string newFolderPath = AssetDatabase.GenerateUniqueAssetPath(assetPath + "/" + folderName);
        AssetDatabase.CreateFolder(assetPath, folderName);
        AssetDatabase.Refresh();

        Debug.Log("Created folder at: " + newFolderPath);
    }
}
相关推荐
GLDbalala3 小时前
Unity基于自定义管线实现经典经验光照模型
unity·游戏引擎
心疼你的一切6 小时前
Unity异步编程神器:Unitask库深度解析(功能+实战案例+API全指南)
深度学习·unity·c#·游戏引擎·unitask
呆呆敲代码的小Y8 小时前
【Unity 实用工具篇】 | Book Page Curl 快速实现翻书效果
游戏·unity·游戏引擎·u3d·免费游戏·翻书插件
AC梦21 小时前
unity中如何将UI上的字高清显示
ui·unity
小贺儿开发1 天前
Unity3D 智慧城市管理平台
数据库·人工智能·unity·智慧城市·数据可视化
June bug2 天前
【领域知识】休闲游戏一次发版全流程:Google Play + Apple App Store
unity
星夜泊客2 天前
C# 基础:为什么类可以在静态方法中创建自己的实例?
开发语言·经验分享·笔记·unity·c#·游戏引擎
dzj20212 天前
PointerEnter、PointerExit、PointerDown、PointerUp——鼠标点击物体,则开始旋转,鼠标离开或者松开物体,则停止旋转
unity·pointerdown·pointerup
心前阳光2 天前
Unity 模拟父子关系
android·unity·游戏引擎
在路上看风景2 天前
26. Mipmap
unity