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  • [cb]Unity 关卡编辑器 开发

    关卡编辑器

    关卡编辑器插件开发日记

    1. Apply to Prefab [替换Prefab]

    image

    if (GUILayout.Button("Apply Collider To Prefab"))
                {
                    PrefabUtility.ReplacePrefab(simActor.Preview, PrefabUtility.GetPrefabParent(simActor.Preview), ReplacePrefabOptions.ConnectToPrefab);
                }

    2. 获取Scene的中间坐标

    比如每次 New Actor时,都出现在Scene视图的中间

       SceneView.onSceneGUIDelegate -= OnCustomSceneGUI;
        void OnCustomSceneGUI(SceneView sceneview)
        {
            SceneViewPos = sceneview.pivot;
        }
    //创建Actor
        public void CreateMapActor()
       {
            GameObject gameLogic = GameObject.Find("MapLogic");
            GameObject newActor = GameObject.CreatePrimitive(PrimitiveType.Sphere);
    
            newActor.name = "Actor-" + UnityEngine.Random.Range(1, 999999);
            CBaseTool.SetChild(newActor.transform, gameLogic.transform);
            Selection.activeGameObject = newActor;
            CSimActor simActor = newActor.AddComponent<CSimActor>();
    
            newActor.transform.position = SceneViewPos;
        }

    3. Scene Context Menu[场景视图添加右键菜单]

    可以参考NGUI的 UIWidgetContainerEditor. NGUIEditorTools.ShowSpriteSelectionMenu(e.mousePosition); 我这儿实现的,还没有做处理

    using UnityEngine;
    using UnityEditor;
    
    [InitializeOnLoad]
    [ExecuteInEditMode]
    public class MySceneContext : MonoBehaviour
    {
    
        void Update()
        {
            SceneView.onSceneGUIDelegate = SceneContext;
        }
    
        void SceneContext(SceneView sceneview)
        {
            if (Selection.activeTransform == null) return;
            Transform selectTrans = Selection.activeTransform;
            Vector3 curPos = selectTrans.position;
    
            Event evt = Event.current;
            if (evt.type == EventType.ContextClick)
            {
                GenericMenu menu = new GenericMenu();
                menu.AddItem(new GUIContent("MenuItem1"), false, CallBack, "item 1");
                menu.AddItem(new GUIContent("MenuItem2"), false, CallBack, "item 2");
                menu.ShowAsContext();
                evt.Use();
            }
        }
    
        void CallBack(object userData)
        {
    
        }
    }

    4. Inspector Context Menu

    image

    [MenuItem("CONTEXT/Transform/MyContext1")]
        public static void MyContext(MenuCommand command)
        {
            CBase.Log("context menu");
        }

    文献资料

    http://docs.unity3d.com/ScriptReference/MenuCommand-context.html

    http://answers.unity3d.com/questions/22947/adding-to-the-context-menu-of-the-hierarchy-tab.html

    The CONTEXT/{string} seems to work for components within the Inspector

    同时可查看 NGUIEditorNGUIContextMenu.cs

    可选插件

    Asset Store工具推荐:https://www.assetstore.unity3d.com/en/#!/content/10424

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  • 原文地址:https://www.cnblogs.com/zhaoqingqing/p/3812368.html
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