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(); }
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); } } } }
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(); } }