推荐阅读
- CSDN主页
- GitHub开源地址
- Unity3D插件分享
- 简书地址
- 我的个人博客
大家好,我是佛系工程师☆恬静的小魔龙☆,不定时更新Unity开发技巧,觉得有用记得一键三连哦。
一、前言
在开发中,常常会遇到频繁复制粘贴物体的坐标、旋转、缩放的操作。
使用Unity自带的组件复制粘贴比较麻烦:
复制:
粘贴:
还有一些需要复制位置、旋转、缩放的值到到代码中,如果一个一个复制粘贴非常麻烦,还要一些需要复制添加自定义文本,也很不方便。
所以,就开发了一个小工具,来提升开发效率。
二、正文
2-1、实现快速复制/粘贴,位置/旋转/缩放功能
效果图:
在Editor文件夹中新建脚本,随便命名,然后编辑代码:
using UnityEngine;
using UnityEditor;
using System.Text;
using static UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle;
using static UnityEngine.UI.Image;[CanEditMultipleObjects]
[CustomEditor(typeof(Transform), true)]
public class TransformEditor : Editor
{static public TransformEditor instance;//当前的本地坐标SerializedProperty mPos;//当前的本地旋转SerializedProperty mRot;//当前的本地缩放SerializedProperty mScale;void OnEnable(){instance = this;if (this){try{var so = serializedObject;mPos = so.FindProperty("m_LocalPosition");mRot = so.FindProperty("m_LocalRotation");mScale = so.FindProperty("m_LocalScale");}catch { }}}void OnDestroy() { instance = null; }/// <summary>/// Draw the inspector widget.绘制inspector小部件。/// </summary>public override void OnInspectorGUI(){//设置label的宽度EditorGUIUtility.labelWidth = 15f;serializedObject.Update();DrawPosition();DrawRotation();DrawScale();DrawCopyAndPaste();serializedObject.ApplyModifiedProperties();}void DrawCopyAndPaste(){GUILayout.BeginHorizontal();bool reset = GUILayout.Button("Copy");bool reset2 = GUILayout.Button("Paste");GUILayout.EndHorizontal();if (reset){//把数值打印出来var select = Selection.activeGameObject;if (select == null)return;//Debug.Log(select.name+"("+ mPos.vector3Value.x.ToString()+ ","+ mPos.vector3Value.y.ToString() + ","+ mPos.vector3Value.z.ToString() + ")");//Debug.Log(select.name + mRot.quaternionValue);//Debug.Log(select.name + "(" + mScale.vector3Value.x.ToString() + "," + mScale.vector3Value.y.ToString() + "," + mScale.vector3Value.z.ToString() + ")");StringBuilder s = new StringBuilder();s.Append("TransformInspector_" + "(" + mPos.vector3Value.x.ToString() + "," + mPos.vector3Value.y.ToString() + "," + mPos.vector3Value.z.ToString() + ")" + "_");s.Append(mRot.quaternionValue + "_");s.Append("(" + mScale.vector3Value.x.ToString() + "," + mScale.vector3Value.y.ToString() + "," + mScale.vector3Value.z.ToString() + ")");//添加到剪贴板UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();}if (reset2){//把数值打印出来//Debug.Log(UnityEngine.GUIUtility.systemCopyBuffer);string s = UnityEngine.GUIUtility.systemCopyBuffer;string[] sArr = s.Split('_');if (sArr[0] != "TransformInspector"){Debug.LogError("未复制Transform组件内容!Transform component content not copied!");return;}//Debug.Log("Pos:" + sArr[1]);//Debug.Log("Rot:" + sArr[2]);//Debug.Log("Scale:" + sArr[3]);try{mPos.vector3Value = ParseV3(sArr[1]);mRot.quaternionValue = new Quaternion() { x = ParseV4(sArr[2]).x, y = ParseV4(sArr[2]).y, z = ParseV4(sArr[2]).z, w = ParseV4(sArr[2]).w };mScale.vector3Value = ParseV3(sArr[3]);}catch (System.Exception ex){Debug.LogError(ex);return;}}}/// <summary>/// String To Vector3/// </summary>/// <param name="strVector3"></param>/// <returns></returns>Vector3 ParseV3(string strVector3){strVector3 = strVector3.Replace("(", "").Replace(")", "");string[] s = strVector3.Split(',');return new Vector3(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]));}/// <summary>/// String To Vector4/// </summary>/// <param name="strVector4"></param>/// <returns></returns>Vector4 ParseV4(string strVector4){strVector4 = strVector4.Replace("(", "").Replace(")", "");string[] s = strVector4.Split(',');return new Vector4(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]), float.Parse(s[3]));}#region Position 位置void DrawPosition(){GUILayout.BeginHorizontal();EditorGUILayout.PropertyField(mPos.FindPropertyRelative("x"));EditorGUILayout.PropertyField(mPos.FindPropertyRelative("y"));EditorGUILayout.PropertyField(mPos.FindPropertyRelative("z"));bool reset = GUILayout.Button("P", GUILayout.Width(20f));GUILayout.EndHorizontal();if (reset) mPos.vector3Value = Vector3.zero;}#endregion#region Scale 缩放void DrawScale(){GUILayout.BeginHorizontal();{EditorGUILayout.PropertyField(mScale.FindPropertyRelative("x"));EditorGUILayout.PropertyField(mScale.FindPropertyRelative("y"));EditorGUILayout.PropertyField(mScale.FindPropertyRelative("z"));bool reset = GUILayout.Button("S", GUILayout.Width(20f));if (reset) mScale.vector3Value = Vector3.one;}GUILayout.EndHorizontal();}#endregion#region Rotation is ugly as hell... since there is no native support for quaternion property drawing 旋转是丑陋的地狱。。。因为四元数属性绘图没有本地支持enum Axes : int{None = 0,X = 1,Y = 2,Z = 4,All = 7,}Axes CheckDifference(Transform t, Vector3 original){Vector3 next = t.localEulerAngles;Axes axes = Axes.None;if (Differs(next.x, original.x)) axes |= Axes.X;if (Differs(next.y, original.y)) axes |= Axes.Y;if (Differs(next.z, original.z)) axes |= Axes.Z;return axes;}Axes CheckDifference(SerializedProperty property){Axes axes = Axes.None;if (property.hasMultipleDifferentValues){Vector3 original = property.quaternionValue.eulerAngles;foreach (Object obj in serializedObject.targetObjects){axes |= CheckDifference(obj as Transform, original);if (axes == Axes.All) break;}}return axes;}/// <summary>/// Draw an editable float field. 绘制可编辑的浮动字段。/// </summary>/// <param name="hidden">Whether to replace the value with a dash 是否将值替换为破折号</param>/// <param name="greyedOut">Whether the value should be greyed out or not 值是否应灰显</param>static bool FloatField(string name, ref float value, bool hidden, GUILayoutOption opt){float newValue = value;GUI.changed = false;if (!hidden){newValue = EditorGUILayout.FloatField(name, newValue, opt);}else{float.TryParse(EditorGUILayout.TextField(name, "--", opt), out newValue);}if (GUI.changed && Differs(newValue, value)){value = newValue;return true;}return false;}/// <summary>/// Because Mathf.Approximately is too sensitive.因为数学近似值太敏感了。/// </summary>static bool Differs(float a, float b) { return Mathf.Abs(a - b) > 0.0001f; }/// <summary>/// 注册Undo/// </summary>/// <param name="name"></param>/// <param name="objects"></param>static public void RegisterUndo(string name, params Object[] objects){if (objects != null && objects.Length > 0){UnityEditor.Undo.RecordObjects(objects, name);foreach (Object obj in objects){if (obj == null) continue;EditorUtility.SetDirty(obj);}}}/// <summary>/// 角度处理/// </summary>/// <param name="angle"></param>/// <returns></returns>static public float WrapAngle(float angle){while (angle > 180f) angle -= 360f;while (angle < -180f) angle += 360f;return angle;}void DrawRotation(){GUILayout.BeginHorizontal();{Vector3 visible = (serializedObject.targetObject as Transform).localEulerAngles;visible.x = WrapAngle(visible.x);visible.y = WrapAngle(visible.y);visible.z = WrapAngle(visible.z);Axes changed = CheckDifference(mRot);Axes altered = Axes.None;GUILayoutOption opt = GUILayout.MinWidth(30f);if (FloatField("X", ref visible.x, (changed & Axes.X) != 0, opt)) altered |= Axes.X;if (FloatField("Y", ref visible.y, (changed & Axes.Y) != 0, opt)) altered |= Axes.Y;if (FloatField("Z", ref visible.z, (changed & Axes.Z) != 0, opt)) altered |= Axes.Z;bool reset = GUILayout.Button("R", GUILayout.Width(20f));if (reset){mRot.quaternionValue = Quaternion.identity;}else if (altered != Axes.None){RegisterUndo("Change Rotation", serializedObject.targetObjects);foreach (Object obj in serializedObject.targetObjects){Transform t = obj as Transform;Vector3 v = t.localEulerAngles;if ((altered & Axes.X) != 0) v.x = visible.x;if ((altered & Axes.Y) != 0) v.y = visible.y;if ((altered & Axes.Z) != 0) v.z = visible.z;t.localEulerAngles = v;}}}GUILayout.EndHorizontal();}#endregion
}
运行结果:
这样就实现了基本的快速复制/粘贴,位置/旋转/缩放功能。
接下来,就实现单独的位置、旋转、缩放的复制和粘贴吧。
2-2、单独的位置、旋转、缩放的赋值粘贴功能
效果图:
示例代码:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEditor;
using UnityEngine;public class ButtonHandler
{public string showDescription;public Action onClickCallBack;public ButtonHandler(string showDescription, Action onClickCallBack){this.showDescription = showDescription;this.onClickCallBack = onClickCallBack;}
}
[CanEditMultipleObjects]
[CustomEditor(typeof(Transform))]
public class TransformEditor2 : Editor
{static public Editor instance;private bool extensionBool;ButtonHandler[] buttonHandlerArray;//当前的本地坐标SerializedProperty mPos;//当前的本地旋转SerializedProperty mRot;//当前的本地缩放SerializedProperty mScale;private void OnEnable(){instance = this;var editorType = Assembly.GetAssembly(typeof(Editor)).GetTypes().FirstOrDefault(m => m.Name == "TransformInspector");instance = CreateEditor(targets, editorType);if (this){try{var so = serializedObject;mPos = so.FindProperty("m_LocalPosition");mRot = so.FindProperty("m_LocalRotation");mScale = so.FindProperty("m_LocalScale");}catch { }}extensionBool = EditorPrefs.GetBool("extensionBool");buttonHandlerArray = new ButtonHandler[9];buttonHandlerArray[0] = new ButtonHandler("Position Copy", () =>{var select = Selection.activeGameObject;if (select == null)return;StringBuilder s = new StringBuilder();// x,y,zs.Append(mPos.vector3Value.x.ToString() + "," + mPos.vector3Value.y.ToString() + "," + mPos.vector3Value.z.ToString());//添加到剪贴板UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();});buttonHandlerArray[1] = new ButtonHandler("Position Paste", () =>{//把数值打印出来string s = UnityEngine.GUIUtility.systemCopyBuffer;try{mPos.vector3Value = ParseV3(s);}catch (System.Exception ex){Debug.LogError(ex);return;}});buttonHandlerArray[2] = new ButtonHandler("Position Reset", () =>{mPos.vector3Value = Vector3.zero;});buttonHandlerArray[3] = new ButtonHandler("Rotation Copy", () =>{//把数值打印出来var select = Selection.activeGameObject;if (select == null)return;StringBuilder s = new StringBuilder();s.Append(mRot.quaternionValue.eulerAngles.x + "," + mRot.quaternionValue.eulerAngles.y + "," + mRot.quaternionValue.eulerAngles.z);//添加到剪贴板UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();});buttonHandlerArray[4] = new ButtonHandler("Rotation Paste", () =>{//把数值打印出来Debug.Log(UnityEngine.GUIUtility.systemCopyBuffer);string s = UnityEngine.GUIUtility.systemCopyBuffer;try{mRot.quaternionValue = Quaternion.Euler(ParseV3(s));}catch (System.Exception ex){Debug.LogError(ex);return;}});buttonHandlerArray[5] = new ButtonHandler("Rotation Reset", () =>{mRot.quaternionValue = Quaternion.identity;});buttonHandlerArray[6] = new ButtonHandler("Scale Copy", () =>{//把数值打印出来var select = Selection.activeGameObject;if (select == null)return;StringBuilder s = new StringBuilder();s.Append(mScale.vector3Value.x.ToString() + "," + mScale.vector3Value.y.ToString() + "," + mScale.vector3Value.z.ToString());//添加到剪贴板UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();});buttonHandlerArray[7] = new ButtonHandler("Scale Paste", () =>{//把数值打印出来Debug.Log(UnityEngine.GUIUtility.systemCopyBuffer);string s = UnityEngine.GUIUtility.systemCopyBuffer;try{mScale.vector3Value = ParseV3(s);}catch (System.Exception ex){Debug.LogError(ex);return;}});buttonHandlerArray[8] = new ButtonHandler("Scale Reset", () =>{mScale.vector3Value = Vector3.one;});}private void OnDisable(){EditorPrefs.SetBool("extensionBool", extensionBool);}public override void OnInspectorGUI(){instance.OnInspectorGUI();GUI.color = Color.cyan;extensionBool = EditorGUILayout.Foldout(extensionBool, "拓展功能");if (extensionBool){EditorGUILayout.BeginHorizontal();for (int i = 0; i < buttonHandlerArray.Length; i++){ButtonHandler temporaryButtonHandler = buttonHandlerArray[i];if (GUILayout.Button(temporaryButtonHandler.showDescription, "toolbarbutton"))//, GUILayout.MaxWidth(150){temporaryButtonHandler.onClickCallBack();}GUILayout.Space(5);if ((i + 1) % 3 == 0 || i + 1 == buttonHandlerArray.Length){EditorGUILayout.EndHorizontal();if (i + 1 < buttonHandlerArray.Length){GUILayout.Space(5);EditorGUILayout.BeginHorizontal();}}}}GUI.color = Color.white;serializedObject.ApplyModifiedProperties();}Vector3 ParseV3(string strVector3){string[] s = strVector3.Split(',');return new Vector3(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]));}
}
演示:
这样就实现了单独的位置/旋转/缩放复制/粘贴功能。
接下来,就实现单独的位置/旋转/缩放复制/粘贴功能以及位置/旋转/缩放一起复制和粘贴功能。
以及,自定义文本拼接的功能。
2-3、自定义文本拼接的功能
效果图:
参考代码:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEditor;
using UnityEditor.AnimatedValues;
using UnityEngine;
using static UnityEditor.IMGUI.Controls.PrimitiveBoundsHandle;
using static UnityEngine.GraphicsBuffer;
using static UnityEngine.UI.Image;[CanEditMultipleObjects]
[CustomEditor(typeof(Transform))]
public class TransformEditor : Editor
{static public Editor instance;Transform m_Transform;private bool extensionBool;string axisName = "Local";bool isAxis = false;bool isDefined = false;string row1;string row2;string row3;string row4;//当前的本地坐标SerializedProperty mPos;//当前的本地旋转SerializedProperty mRot;//当前的本地缩放SerializedProperty mScale;private void OnEnable(){instance = this;var editorType = Assembly.GetAssembly(typeof(Editor)).GetTypes().FirstOrDefault(m => m.Name == "TransformInspector");instance = CreateEditor(targets, editorType);isAxis = EditorPrefs.GetBool("isAxis");isDefined = EditorPrefs.GetBool("isDefined");m_Transform = this.target as Transform;if (this){try{var so = serializedObject;mPos = so.FindProperty("m_LocalPosition");mRot = so.FindProperty("m_LocalRotation");mScale = so.FindProperty("m_LocalScale");}catch { }}}private void OnDisable(){EditorPrefs.SetBool("extensionBool", extensionBool);EditorPrefs.SetBool("isDefined", isDefined);}public override void OnInspectorGUI(){instance.OnInspectorGUI();extensionBool = EditorPrefs.GetBool("extensionBool");extensionBool = EditorGUILayout.Foldout(extensionBool, "拓展功能");if (extensionBool){OnTopGUI();OnTransformGUI();OnPositionGUI();OnRotationGUI();OnScaleGUI();OnDefindGUI();}}void OnTopGUI(){EditorGUILayout.BeginHorizontal();GUILayout.Label("Name");if (GUILayout.Button("Local/Global")){isAxis = !isAxis;EditorPrefs.SetBool("isAxis", isAxis);}axisName = isAxis ? "Local" : "Global";GUILayout.Label("当前坐标轴:" + axisName);EditorGUILayout.EndHorizontal();}void OnTransformGUI(){EditorGUILayout.BeginHorizontal();GUILayout.Label("Transform");if (GUILayout.Button("Copy")){var select = Selection.activeGameObject;if (select == null)return;StringBuilder s = new StringBuilder();s.Append("Transform_");if (isAxis){s.Append(FormatVe3(m_Transform.localPosition) + "_");s.Append(FormatVe3(m_Transform.localRotation.eulerAngles) + "_");s.Append(FormatVe3(m_Transform.localScale));}else{s.Append(FormatVe3(m_Transform.position) + "_");s.Append(FormatVe3(m_Transform.rotation.eulerAngles) + "_");s.Append(FormatVe3(m_Transform.localScale));}UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();}if (GUILayout.Button("Paste")){if (isDefined){Debug.LogError("不支持自定义文本!");UnityEngine.GUIUtility.systemCopyBuffer = "";return;}string s = UnityEngine.GUIUtility.systemCopyBuffer;string[] sArr = s.Split('_');if (sArr[0] != "Transform" || s == ""){Debug.LogError("未复制Transform组件内容!");return;}try{m_Transform.position = ParseV3(sArr[1]);m_Transform.rotation = Quaternion.Euler(ParseV3(sArr[2]));m_Transform.localScale = ParseV3(sArr[3]);}catch (System.Exception ex){Debug.LogError(ex);return;}}if (GUILayout.Button("Reset")){m_Transform.position = Vector3.zero;m_Transform.rotation = Quaternion.identity;m_Transform.localScale = Vector3.one;}EditorGUILayout.EndHorizontal();}void OnPositionGUI(){EditorGUILayout.BeginHorizontal();GUILayout.Label("Position");if (GUILayout.Button("Copy")){var select = Selection.activeGameObject;if (select == null)return;StringBuilder s = new StringBuilder();if (isAxis){s.Append(FormatVe3(m_Transform.localPosition));}else{s.Append(FormatVe3(m_Transform.position));}UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();Debug.Log(s);}if (GUILayout.Button("Paste")){if (isDefined){Debug.LogError("不支持自定义文本!");UnityEngine.GUIUtility.systemCopyBuffer = "";return;}string s = UnityEngine.GUIUtility.systemCopyBuffer;if (s == ""){Debug.LogError("未复制Position内容!");return;}try{m_Transform.position = ParseV3(s);}catch (System.Exception ex){Debug.LogError(ex);return;}}if (GUILayout.Button("Reset")){m_Transform.position = Vector3.zero;}EditorGUILayout.EndHorizontal();}void OnRotationGUI(){EditorGUILayout.BeginHorizontal();GUILayout.Label("Rotation");if (GUILayout.Button("Copy")){var select = Selection.activeGameObject;if (select == null)return;StringBuilder s = new StringBuilder();if (isAxis){s.Append(FormatVe3(m_Transform.localRotation.eulerAngles));}else{s.Append(FormatVe3(m_Transform.rotation.eulerAngles));}UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();}if (GUILayout.Button("Paste")){if (isDefined){Debug.LogError("不支持自定义文本!");UnityEngine.GUIUtility.systemCopyBuffer = "";return;}string s = UnityEngine.GUIUtility.systemCopyBuffer;if (s == ""){Debug.LogError("未复制Rotation内容!");return;}try{m_Transform.rotation = Quaternion.Euler(ParseV3(s));}catch (System.Exception ex){Debug.LogError(ex);return;}}if (GUILayout.Button("Reset")){m_Transform.rotation = Quaternion.identity;}EditorGUILayout.EndHorizontal();}void OnScaleGUI(){EditorGUILayout.BeginHorizontal();GUILayout.Label("Scale");if (GUILayout.Button("Copy")){var select = Selection.activeGameObject;if (select == null)return;StringBuilder s = new StringBuilder();s.Append(FormatVe3(m_Transform.localScale));UnityEngine.GUIUtility.systemCopyBuffer = s.ToString();}if (GUILayout.Button("Paste")){if (isDefined){Debug.LogError("不支持自定义文本!");UnityEngine.GUIUtility.systemCopyBuffer = "";return;}string s = UnityEngine.GUIUtility.systemCopyBuffer;if (s == ""){Debug.LogError("未复制Scale内容!");return;}try{m_Transform.localScale = ParseV3(s);}catch (System.Exception ex){Debug.LogError(ex);return;}}if (GUILayout.Button("Reset")){m_Transform.localScale = Vector3.one;}EditorGUILayout.EndHorizontal();}void OnDefindGUI(){GUILayout.BeginVertical();isDefined = GUILayout.Toggle(isDefined, "启用自定义文本拼接");if (isDefined){GUILayout.BeginHorizontal();row1 = GUILayout.TextField(row1);GUILayout.Label("X");row2 = GUILayout.TextField(row2);GUILayout.Label("Y");row3 = GUILayout.TextField(row3);GUILayout.Label("Z");row4 = GUILayout.TextField(row4);GUILayout.EndHorizontal();}GUILayout.EndVertical();}// x,y,zVector3 ParseV3(string strVector3){string[] s = strVector3.Split(',');return new Vector3(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]));}// x,y,zstring FormatVe3(Vector3 ve3){string str;if (!isDefined){str = ve3.x + "," + ve3.y + "," + ve3.z;}else{str = row1 + ve3.x + row2 + ve3.y + row3 + ve3.z + row4;}return str;}
}
三、后记
如果觉得本篇文章有用别忘了点个关注,关注不迷路,持续分享更多Unity干货文章。
你的点赞就是对博主的支持,有问题记得留言:
博主主页有联系方式。
博主还有跟多宝藏文章等待你的发掘哦:
专栏 | 方向 | 简介 |
---|---|---|
Unity3D开发小游戏 | 小游戏开发教程 | 分享一些使用Unity3D引擎开发的小游戏,分享一些制作小游戏的教程。 |
Unity3D从入门到进阶 | 入门 | 从自学Unity中获取灵感,总结从零开始学习Unity的路线,有C#和Unity的知识。 |
Unity3D之UGUI | UGUI | Unity的UI系统UGUI全解析,从UGUI的基础控件开始讲起,然后将UGUI的原理,UGUI的使用全面教学。 |
Unity3D之读取数据 | 文件读取 | 使用Unity3D读取txt文档、json文档、xml文档、csv文档、Excel文档。 |
Unity3D之数据集合 | 数据集合 | 数组集合:数组、List、字典、堆栈、链表等数据集合知识分享。 |
Unity3D之VR/AR(虚拟仿真)开发 | 虚拟仿真 | 总结博主工作常见的虚拟仿真需求进行案例讲解。 |
Unity3D之插件 | 插件 | 主要分享在Unity开发中用到的一些插件使用方法,插件介绍等 |
Unity3D之日常开发 | 日常记录 | 主要是博主日常开发中用到的,用到的方法技巧,开发思路,代码分享等 |
Unity3D之日常BUG | 日常记录 | 记录在使用Unity3D编辑器开发项目过程中,遇到的BUG和坑,让后来人可以有些参考。 |