本文主要是介绍Unity Editor Extensions – Handle 和Gizmos私人定制,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
孙广东 2015.6.20
先贴一个 Grid网格吧。 可以标记一个对象的正方形范围等
拖拽到指定的对象就OK了。
using UnityEngine;
using System.Collections;// DrawGizmoGrid.cs
// draws a useful reference grid in the editor in Unity.
// 09/01/15 - Hayden Scott-Baron
// twitter.com/docky
// no attribution needed, but please tell me if you like it ^_^public class DrawGizmoGrid : MonoBehaviour
{// universal grid scalepublic float gridScale = 1f; // extents of the gridpublic int minX = -15; public int minY = -15; public int maxX = 15; public int maxY = 15; // nudges the whole grid relpublic Vector3 gridOffset = Vector3.zero; // is this an XY or an XZ grid?public bool topDownGrid = true; // choose a colour for the gizmospublic int gizmoMajorLines = 5; public Color gizmoLineColor = new Color (0.4f, 0.4f, 0.3f, 1f); // rename + centre the gameobject upon first time dragging the script into the editor. void Reset (){if (name == "GameObject")name = "~~ GIZMO GRID ~~"; transform.position = Vector3.zero; }// draw the grid :) void OnDrawGizmos (){// orient to the gameobject, so you can rotate the grid independently if desiredGizmos.matrix = transform.localToWorldMatrix;// set coloursColor dimColor = new Color(gizmoLineColor.r, gizmoLineColor.g, gizmoLineColor.b, 0.25f* gizmoLineColor.a); Color brightColor = Color.Lerp (Color.white, gizmoLineColor, 0.75f); // draw the horizontal linesfor (int x = minX; x < maxX+1; x++){// find major linesGizmos.color = (x % gizmoMajorLines == 0 ? gizmoLineColor : dimColor); if (x == 0)Gizmos.color = brightColor;Vector3 pos1 = new Vector3(x, minY, 0) * gridScale; Vector3 pos2 = new Vector3(x, maxY, 0) * gridScale; // convert to topdown/overhead units if necessaryif (topDownGrid){pos1 = new Vector3(pos1.x, 0, pos1.y); pos2 = new Vector3(pos2.x, 0, pos2.y); }Gizmos.DrawLine ((gridOffset + pos1), (gridOffset + pos2)); }// draw the vertical linesfor (int y = minY; y < maxY+1; y++){// find major linesGizmos.color = (y % gizmoMajorLines == 0 ? gizmoLineColor : dimColor); if (y == 0)Gizmos.color = brightColor;Vector3 pos1 = new Vector3(minX, y, 0) * gridScale; Vector3 pos2 = new Vector3(maxX, y, 0) * gridScale; // convert to topdown/overhead units if necessaryif (topDownGrid){pos1 = new Vector3(pos1.x, 0, pos1.y); pos2 = new Vector3(pos2.x, 0, pos2.y); }Gizmos.DrawLine ((gridOffset + pos1), (gridOffset + pos2)); }}
}
3、Layingthe groundwork for our handles为我们处理奠定基础
4、Creatinga handle
5、Drawinglines in the scene view
6、Coloringhandles
7、Dynamicallysizing handles
public class TerrainPiece : MonoBehaviour
{public SpriteRenderer spriteRenderer;public Vector3 mountPoint;void Awake () {if (spriteRenderer == null)spriteRenderer = GetComponentInChildren<SpriteRenderer>();}
}
下面就来定制这个类:
[CustomEditor(typeof(TerrainPiece))]public class TerrainPieceEditor : Editor{SerializedProperty mountPointProp; // TerrainPiece. mountPointTerrainPiece terrainPiece; // TerrainPiecevoid OnEnable(){terrainPiece = (TerrainPiece) target;mountPointProp = serializedObject.FindProperty("mountPoint");}void OnSceneGUI(){serializedObject.Update();Vector3 worldMountPt = terrainPiece.transform.TransformPoint(mountPointProp.vector3Value); // 转成世界坐标系float sizeFactor = HandleUtility.GetHandleSize(worldMountPt) * 0.25f; // 这样就不会随着scene面板的远近而动态改变大小,一直不变。Handles.color = Color.magenta; // 设置颜色worldMountPt = Handles.FreeMoveHandle(worldMountPt, Quaternion.identity, sizeFactor * 0.2f, Vector3.zero, Handles.RectangleCap); // 拖动handle来改变值Handles.DrawLine(worldMountPt - Vector3.up * sizeFactor, worldMountPt + Vector3.up * sizeFactor);Handles.DrawLine(worldMountPt - Vector3.right * sizeFactor, worldMountPt + Vector3.right * sizeFactor);Vector3 mountPointLocal = terrainPiece.transform.InverseTransformPoint(worldMountPt); // 转成相对父级的本地坐标mountPointLocal.z = 0;mountPointProp.vector3Value = mountPointLocal;serializedObject.ApplyModifiedProperties(); }}
8、Previewingthe status bar
9、Sizinga status bar with handles
10
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