_xiaofang/xiaofang/Assets/Script/GridLayoutGroup3D.cs
2024-10-21 16:51:26 +08:00

141 lines
4.2 KiB
C#

#if UNITY_EDITOR
using UnityEditor.SceneManagement;
#endif
using System.Collections.Generic;
using UnityEngine;
public class GridLayoutGroup3D : MonoBehaviour
{
#if UNITY_EDITOR
public Vector3 matrixInterval = new Vector3(0.25f, 0.25f, 0.25f);
public Vector3Int matrixSize = new Vector3Int(3, 3, 3);
public Color matrixColor = new Color(255 / 225f, 225 / 225f, 0, 100 / 255f);
public float radius = 0.1f;
private int ChildIndex = 0;
public List<Location> locations = new List<Location>();
//子物体间隔
public Vector3 MatrixInterval
{
get => matrixInterval; set
{
matrixInterval = value;
UnityEditor.EditorApplication.QueuePlayerLoopUpdate();
}
}
//矩阵大小
public Vector3Int MatrixSize
{
get => matrixSize; set
{
matrixSize = value;
UnityEditor.EditorApplication.QueuePlayerLoopUpdate();
}
}
public float Radius
{
get => radius; set
{
radius = value;
UnityEditor.EditorApplication.QueuePlayerLoopUpdate();
}
}
public Color MatrixColor
{
get => matrixColor; set
{
matrixColor = value;
UnityEditor.EditorApplication.QueuePlayerLoopUpdate();
}
}
private void OnDrawGizmosSelected()
{
DrawAndSetLocation();
}
public void DrawAndSetLocation()
{
ChildIndex = 0;
int MatrixSizeX = Mathf.Abs(MatrixSize.x);
int MatrixSizeY = Mathf.Abs(MatrixSize.y);
int MatrixSizeZ = Mathf.Abs(MatrixSize.z);
//刷新子物体的位置
for (int j = 0; j < MatrixSizeY; j++)
{
for (int z = 0; z < MatrixSizeZ; z++)
{
for (int i = 0; i < MatrixSizeX; i++)
{
Vector3 CurLoc = new Vector3(
MatrixSize.x > 0 ? i : -i,
MatrixSize.y > 0 ? j : -j,
MatrixSize.z > 0 ? -z : z
);
Vector3 Location = new Vector3(
CurLoc.x * MatrixInterval.x,
CurLoc.y * MatrixInterval.y,
CurLoc.z * MatrixInterval.z
);
if (ChildIndex < transform.childCount)
{
if (transform.GetChild(ChildIndex).localPosition != Location)
{
transform.GetChild(ChildIndex).localPosition = Location;
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
}
Gizmos.color = MatrixColor;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawCube(Location, Radius * Vector3.one);
ChildIndex++;
}
}
}
}
public void CopyInfo()
{
if (locations.Count == 0)
{
foreach (var item in GetComponentsInChildren<Transform>())
{
locations.Add(new Location(item.name, item.position, item.rotation));
}
}
}
public string PasteInfo()
{
Transform[] transforms = GetComponentsInChildren<Transform>();
if (transforms.Length != locations.Count)
{
return "子物体数量不对等!停止赋值!";
}
for (int i = 0; i < transforms.Length; i++)
{
if (transforms[i].name == locations[i].name)
{
transforms[i].position = locations[i].position;
transforms[i].rotation = locations[i].rotation;
}
else
{
return "子物体" + locations[i].name + "有变动!停止赋值!";
}
}
return "赋值成功!";
}
public class Location
{
public string name;
public Vector3 position;
public Quaternion rotation;
public Location(string name, Vector3 position, Quaternion rotation)
{
this.name = name;
this.position = position;
this.rotation = rotation;
}
}
#endif
}