コード例 #1
0
    public static void ResetAllHangPoint()
    {
        HangPointSet hangPointSet = new HangPointSet();
        var          guids        = AssetDatabase.FindAssets("t:GameObject", new string[] { "Assets/ResourceEx/Prefab" });
        int          count        = guids.Length;

        for (int i = 0; i < count; i++)
        {
            EditorUtility.DisplayProgressBar("更新挂点数据", "正在更新挂点数据(" + i + "/" + count + ")", i / (float)count);
            string        goPath        = AssetDatabase.GUIDToAssetPath(guids[i]);
            GameObject    gameObject    = AssetDatabase.LoadAssetAtPath <GameObject>(goPath);
            HangPointView hangPointView = gameObject.GetComponent <HangPointView>();
            if (hangPointView != null)
            {
                HangPointItem hangPointItem = new HangPointItem();
                hangPointItem.path = goPath;
                FindHangPoint(gameObject.transform, gameObject.transform, null, null, hangPointItem);
                hangPointSet.mLstHangPointItem.Add(hangPointItem);
            }
        }
        NEUtil.SerializerObject(HangPointCfgSys.HangPointPath, hangPointSet);
        EditorUtility.ClearProgressBar();
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
コード例 #2
0
    private void LoadData()
    {
        TextAsset textAsset = AssetDatabase.LoadAssetAtPath <TextAsset>(HangPointCfgSys.HangPointPath);

        m_cHangPointSet = null;
        if (textAsset != null)
        {
            var bytes = textAsset.bytes;
            m_cHangPointSet = NEUtil.DeSerializerObjectFromBuff(bytes, typeof(HangPointSet)) as HangPointSet;
        }
        if (m_cHangPointSet == null)
        {
            m_cHangPointSet = new HangPointSet();
        }

        HangPointView hangPoint  = (HangPointView)target;
        PrefabType    prefabType = PrefabUtility.GetPrefabType(hangPoint.gameObject);

        Debug.Log(prefabType);
        m_bIsPrefab = (prefabType == PrefabType.Prefab || prefabType == PrefabType.PrefabInstance);
        if (m_bIsPrefab)
        {
            UnityEngine.Object prefab = null;
            if (prefabType == PrefabType.PrefabInstance)
            {
                prefab = PrefabUtility.GetPrefabParent(hangPoint.gameObject);
            }
            else
            {
                prefab = hangPoint.gameObject;
            }
            Debug.Log(prefab);
            if (m_cHangPointSet != null && prefab != null)
            {
                string path = AssetDatabase.GetAssetPath(prefab);
                Debug.Log("path:" + path);
                m_cHangPointItem = m_cHangPointSet.GetHangPointItem(path);
                if (m_cHangPointItem == null)
                {
                    m_cHangPointItem      = new HangPointItem();
                    m_cHangPointItem.path = path;
                    m_cHangPointSet.mLstHangPointItem.Add(m_cHangPointItem);
                }
            }
        }
    }
コード例 #3
0
    public override void OnInspectorGUI()
    {
        var transNameProperty = serializedObject.FindProperty("m_lstTransName");
        var transProperty     = serializedObject.FindProperty("m_lstTrans");

        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("HangPoint_Transform:");
        EditorGUILayout.EndHorizontal();
        int count = transNameProperty.arraySize;

        for (int i = 0; i < count; i++)
        {
            var prop    = transNameProperty.GetArrayElementAtIndex(i);
            var objProp = transProperty.GetArrayElementAtIndex(i);
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.ObjectField(objProp, new GUIContent(prop.stringValue));
            EditorGUILayout.EndHorizontal();
        }

        HangPointView hangPoint = (HangPointView)target;

        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("HangPoint_Position:");
        EditorGUILayout.EndHorizontal();

        PrefabType prefabType = PrefabUtility.GetPrefabType(hangPoint.gameObject);
        bool       isPrefab   = prefabType == PrefabType.Prefab || prefabType == PrefabType.PrefabInstance;

        if (isPrefab != m_bIsPrefab)
        {
            LoadData();
        }
        m_bIsPrefab = isPrefab;

        if (m_cHangPointItem == null)
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("当前对象必须是一个预制体");
            EditorGUILayout.EndHorizontal();
        }
        else
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("path:" + m_cHangPointItem.path);
            EditorGUILayout.EndHorizontal();
            int dataCount = m_cHangPointItem.mLstData.Count;
            for (int i = 0; i < dataCount; i++)
            {
                HangPointData hangPointData = m_cHangPointItem.mLstData[i];
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField("    " + hangPointData.name);
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
                var pos = hangPointData.position;
                EditorGUILayout.Vector3Field("\tposition", new Vector3(pos.x.AsFloat(), pos.y.AsFloat(), pos.z.AsFloat()));
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
                var forward = hangPointData.forward;
                EditorGUILayout.Vector3Field("\tforward", new Vector3(forward.x.AsFloat(), forward.y.AsFloat(), forward.z.AsFloat()));
                EditorGUILayout.EndHorizontal();
            }
        }
        if (GUILayout.Button("查找所有挂点"))
        {
            transNameProperty.ClearArray();
            transProperty.ClearArray();
            if (m_cHangPointItem != null)
            {
                m_cHangPointItem.mLstData.Clear();
            }
            Transform trans = hangPoint.transform;
            FindHangPoint(trans, trans, transNameProperty, transProperty, m_cHangPointItem);
            if (GUI.changed)
            {
                EditorUtility.SetDirty(hangPoint.gameObject);
            }
            serializedObject.ApplyModifiedProperties();
            SaveData();
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }
    }