private static void FindCollider(Transform root, Transform trans, GameColliderItem gameColliderItem) { int count = trans.childCount; for (int i = 0; i < count; i++) { var child = trans.GetChild(i); if (child.tag == "GameCollider" && gameColliderItem != null) { Collider collider = child.GetComponent <Collider>(); if (collider != null) { var scale = child.lossyScale; collider.enabled = false; if (scale.x != 1 || scale.y != 1 || scale.z != 1) { EditorUtility.DisplayDialog("提示", "child=" + child.name + "不能有缩放", "知道了"); return; } if (collider is SphereCollider) { SphereCollider sphereCollider = (SphereCollider)collider; CircleColliderData colliderData = new CircleColliderData(); colliderData.name = child.name; colliderData.gameColliderType = GameColliderType.CircleCollider; Vector3 center = child.TransformPoint(sphereCollider.center); var localCenter = root.InverseTransformPoint(center); colliderData.center = new TSVector(FP.FromFloat(localCenter.x), 0, FP.FromFloat(localCenter.z)); var localForward = child.forward; colliderData.forward = new TSVector(FP.FromFloat(localForward.x), 0, FP.FromFloat(localForward.z)); colliderData.radius = FP.FromFloat(sphereCollider.radius); gameColliderItem.mLstData.Add(colliderData); } else if (collider is BoxCollider) { BoxCollider boxCollider = (BoxCollider)collider; RectColliderData colliderData = new RectColliderData(); colliderData.name = child.name; colliderData.gameColliderType = GameColliderType.RectCollider; Vector3 center = child.TransformPoint(boxCollider.center); var localCenter = root.InverseTransformPoint(center); colliderData.center = new TSVector(FP.FromFloat(localCenter.x), 0, FP.FromFloat(localCenter.z)); var localForward = child.forward; colliderData.forward = new TSVector(FP.FromFloat(localForward.x), 0, FP.FromFloat(localForward.z)); colliderData.halfWidth = FP.FromFloat(boxCollider.size.x / 2f); colliderData.halfHeight = FP.FromFloat(boxCollider.size.z / 2f); gameColliderItem.mLstData.Add(colliderData); } else { EditorUtility.DisplayDialog("提示", "暂时不支持" + collider.GetType().ToString() + "碰撞框(请删除它再重试)", "知道了"); return; } } } FindCollider(root, child, gameColliderItem); } }
private void OnCircleGUI(CircleColliderData colliderData) { EditorGUILayout.BeginHorizontal(); var center = colliderData.center; EditorGUILayout.Vector3Field("\tcenter", new Vector3(center.x.AsFloat(), center.y.AsFloat(), center.z.AsFloat())); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); var forward = colliderData.forward; EditorGUILayout.Vector3Field("\tforward", new Vector3(forward.x.AsFloat(), forward.y.AsFloat(), forward.z.AsFloat())); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("\tradius", colliderData.radius.ToString()); EditorGUILayout.EndHorizontal(); }