public override void Restart(float delaySec) { EditorApplication.isPlaying = false; //TODO:延时实现 //EditorApplication.isPlaying = true; //EditorTools.StartCoroutine() EdiorCoroutine.Delay(delaySec, () => { EditorApplication.isPlaying = true; }); }
/// <summary> /// 重命名当前Hierarchy选中的GameObject /// </summary> public static void RenameCurHierachyObj() { EdiorCoroutine.Delay(1f, () => { var type = typeof(EditorWindow).Assembly.GetType((GetViewTypeStr(EditorViews.SceneHierarchyWindow))); var hw = GetWindow(type); if (hw) { var rename = type.GetMethod("RenameGO", BindingFlags.Instance | BindingFlags.NonPublic); rename.Invoke(hw, null); } }); }