Пример #1
0
        private bool Pack(List <GameObject> gameObjects, string name, out GameObject groupRoot)
        {
            groupRoot = null;
            if (gameObjects == null || gameObjects.Count == 0)
            {
                return(false);
            }

            groupRoot = new GameObject(name);

            Undo.IncrementCurrentGroup();
            var undoGroupIndex = Undo.GetCurrentGroup();

            Undo.SetCurrentGroupName("Make prefab asset");
            Undo.RegisterCreatedObjectUndo(groupRoot, "Create prefab asset root object");


            var groupRect = groupRoot.AddComponent <RectTransform>();

            groupRect.transform.SetParent(gameObjects[0].transform.parent);

            var leftTopPos     = new Vector2(99999, -99999);
            var rightBottomPos = new Vector2(-99999, 99999);

            foreach (var obj in gameObjects)
            {
                var bounds   = PrefabUtil.GetBounds(obj);
                var boundMin = obj.transform.parent.InverseTransformPoint(bounds.min);
                var boundMax = obj.transform.parent.InverseTransformPoint(bounds.max);
                leftTopPos.x     = Mathf.Min(leftTopPos.x, boundMin.x);
                leftTopPos.y     = Mathf.Max(leftTopPos.y, boundMax.y);
                rightBottomPos.x = Mathf.Max(rightBottomPos.x, boundMax.x);
                rightBottomPos.y = Mathf.Min(rightBottomPos.y, boundMin.y);
            }

            groupRect.sizeDelta     = new Vector2(rightBottomPos.x - leftTopPos.x, leftTopPos.y - rightBottomPos.y);
            leftTopPos.x           += groupRect.sizeDelta.x / 2;
            leftTopPos.y           -= groupRect.sizeDelta.y / 2;
            groupRect.localPosition = leftTopPos;
            groupRect.localScale    = Vector3.one;

            //需要先生成好root节点和设置好它的坐标和大小才可以把选中的节点挂进来,注意要先排好序,不然层次就乱了
            GameObject[] sorted_objs = gameObjects.OrderBy(x => x.transform.GetSiblingIndex()).ToArray();
            for (int i = 0; i < sorted_objs.Length; i++)
            {
                Undo.SetTransformParent(sorted_objs[i].transform, groupRect, "Move child item to group");
            }

            Selection.activeGameObject = groupRoot;

            Undo.CollapseUndoOperations(undoGroupIndex);

            return(true);
        }
Пример #2
0
        public override void OnInspectorGUI()
        {
            var dummyMono = target as UIDummy;

            if (dummyMono == null)
            {
                return;
            }

            if (PrefabUtil.IsPrefab(dummyMono.gameObject))
            {
                EditorGUILayout.LabelField("请前往Prefab实例内编辑锚点");
                return;
            }

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("锚点列表");
            if (GUILayout.Button("添加"))
            {
                dummyMono.Dummys.Add(new DummyDefine());
            }

            EditorGUILayout.EndHorizontal();

            var pos = new Vector2(0, 20);

            EditorGUILayout.BeginScrollView(pos);
            {
                var dummyArr = new List <DummyDefine>(dummyMono.Dummys.ToArray());
                var index    = 1;
                foreach (var define in dummyArr)
                {
                    define.Offset    = EditorGUILayout.Vector2Field("偏移", define.Offset);
                    define.Type      = (DummyType)EditorGUILayout.EnumPopup("类型", define.Type);
                    define.AliasName = EditorGUILayout.TextField("别名", define.AliasName);
                    if (GUILayout.Button("删除"))
                    {
                        dummyArr.Remove(define);
                    }

                    EditorGUILayout.Separator();
                    index++;
                }
                dummyMono.Dummys = dummyArr;
            }
            EditorGUILayout.EndScrollView();
        }
Пример #3
0
        private void Unpack(object arg)
        {
            var gameObj   = (GameObject)arg;
            var currTrans = gameObj.transform;
            var toTrans   = gameObj.transform.parent;

            if (PrefabUtil.IsPrefab(gameObj))
            {
                PrefabUtility.UnpackPrefabInstance(gameObj, PrefabUnpackMode.OutermostRoot, InteractionMode.AutomatedAction);
            }

            var childrenTransform = gameObj.transform.GetComponentsInChildren <Transform>(true);

            foreach (var trans in childrenTransform)
            {
                if (trans.parent != currTrans || trans == currTrans)
                {
                    continue;
                }
                trans.SetParent(toTrans, true);
            }

            GameObject.DestroyImmediate(gameObj);
        }