Editor-物體位置信息存儲

該工具主要用來快捷的存儲場景中物體的多個位置信息,并快捷的切換到相應(yīng)位置(用于相機(jī)位置切換及其他物體位置的切換)。效果如下:
首先在Hierarchy視圖框中右鍵創(chuàng)建“位置信息管理對象”


2978185-d24d96b2ec9408b3.png
321.png

接著添加管理對象,將場景中物體拖入指定位置。
效果如下:

343.png

具體實現(xiàn)代碼如下:

using System.Collections.Generic;
using UnityEngine;
[DisallowMultipleComponent]
public class MyPosition:MonoBehaviour
{
    private static MyPosition _instance = null;
    public static MyPosition Instance
    {
        get
        {
            if (_instance == null)
            {
                _instance = (new GameObject("位置信息管理")).AddComponent<MyPosition>();
            }
            return _instance;
        }
    }
    private void Awake()
    {
        _instance = this;
    }
    public List<PositionObject> _list = new List<PositionObject>();
    [System.Serializable]
    public class PositionObject
    {
        public bool _show = true;
        public GameObject _obj;
        public List<TransformInformation> _list = new List<TransformInformation>();
    }
    /// <summary>
    /// 獲取信息
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="desc"></param>
    /// <returns></returns>
    public TransformInformation GetInformation(GameObject obj, string desc)
    {
        for (int i = 0; i < _list.Count; i++)
        {
            if (_list[i]._obj == obj)
            {
                for (int j = 0; j < _list[i]._list.Count; j++)
                {
                    if (_list[i]._list[j]._desc == desc) return _list[i]._list[j];
                }
            }
        }
        return null;
    }
    /// <summary>
    /// 獲取局部位置坐標(biāo)
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="desc"></param>
    /// <returns></returns>
    public Vector3 GetLocalPosition(GameObject obj, string desc)
    {
        return GetInformation(obj, desc)._localPosition;
      
    }
    /// <summary>
    /// 獲取世界位置坐標(biāo)
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="desc"></param>
    /// <returns></returns>
    public Vector3 GetPosition(GameObject obj, string desc)
    {
        return GetInformation(obj, desc)._position;

    }
    /// <summary>
    /// 獲取旋轉(zhuǎn)角度
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="desc"></param>
    /// <returns></returns>
    public Quaternion GetRotation(GameObject obj, string desc)
    {
        return GetInformation(obj, desc)._rotation;

    }
    /// <summary>
    /// 獲取縮放大小
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="desc"></param>
    /// <returns></returns>
    public Vector3 GetScale(GameObject obj, string desc)
    {
        return GetInformation(obj, desc)._localScale;

    }
    /// <summary>
    /// 設(shè)置信息
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="desc"></param>
    /// <returns></returns>
    public TransformInformation SetInformation(GameObject obj, string desc)
    {
        TransformInformation information = GetInformation(obj, desc);
        obj.GetComponent<Transform>().localPosition = information._localPosition;
        obj.GetComponent<Transform>().rotation = information._rotation;
        obj.GetComponent<Transform>().localScale = information._localScale;
        return information;
    }
    /// <summary>
    /// 設(shè)置局部位置坐標(biāo)
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="desc"></param>
    /// <returns></returns>
    public TransformInformation SetLocalPosition(GameObject obj, string desc)
    {
        TransformInformation information = GetInformation(obj, desc);
        obj.GetComponent<Transform>().localPosition = information._localPosition;
        return information;
    }
    /// <summary>
    /// 設(shè)置世界位置坐標(biāo)
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="desc"></param>
    /// <returns></returns>
    public TransformInformation SetPosition(GameObject obj, string desc)
    {
        TransformInformation information = GetInformation(obj, desc);
        obj.GetComponent<Transform>().position = information._position;
        return information;
    }
    /// <summary>
    /// 設(shè)置旋轉(zhuǎn)角度
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="desc"></param>
    /// <returns></returns>
    public TransformInformation SetRotation(GameObject obj, string desc)
    {
        TransformInformation information = GetInformation(obj, desc);
        obj.GetComponent<Transform>().rotation = information._rotation;
        return information;
    }
    /// <summary>
    /// 設(shè)置縮放大小
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="desc"></param>
    /// <returns></returns>
    public TransformInformation SetScale(GameObject obj, string desc)
    {
        TransformInformation information = GetInformation(obj, desc);
        obj.GetComponent<Transform>().localScale = information._localScale;
        return information;
    }
}
[System.Serializable]
public class TransformInformation
{
    public string _desc = "描述";
    public bool _show = false;
    public Vector3 _localPosition;
    public Vector3 _position;
    public Quaternion _rotation;
    public Vector3 _localScale;
    public Vector3 _scale;
}

using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
[CustomEditor(typeof(MyPosition))]
public class MyPositionEditor : Editor
{
    private MyPosition _myPosition;
    private MyPosition.PositionObject _positionObject;
    private TransformInformation _information;
    private string _flodOutName;
    private int _deleteObjectIndex = -1;
    private int _deletePositionIndex = -1;
    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        _myPosition = target as MyPosition;
        EditorGUILayout.LabelField("拖動場景對象到下面任意區(qū)域");
        GUILayout.Space(30);
        _deleteObjectIndex = -1;
        _deletePositionIndex = -1;
        for (int i = 0; i < _myPosition._list.Count; i++)
        {
            _positionObject = _myPosition._list[i];
            _flodOutName = "待賦值";
            if (_positionObject._obj != null) _flodOutName = _positionObject._obj.name;
            EditorGUILayout.BeginHorizontal();
            _positionObject._show = EditorGUILayout.Foldout(_positionObject._show, _flodOutName);
            if (GUILayout.Button("刪除"))
            {
                if (EditorUtility.DisplayDialog("警告", "你確定要刪除該對象嗎?", "確定", "取消"))
                {
                    _deleteObjectIndex = i;
                }
            } 
            EditorGUILayout.EndHorizontal();
            if (_positionObject._show)
            {
                EditorGUILayout.BeginHorizontal();
                _myPosition._list[i]._obj = (GameObject)EditorGUILayout.ObjectField(_myPosition._list[i]._obj, typeof(GameObject), true);
                if (GUILayout.Button("添加位置"))
                {
                    _positionObject._list.Add(new TransformInformation());
                    SavePosition(_positionObject._list[_positionObject._list.Count - 1], _positionObject._obj.GetComponent<Transform>());
                }
                EditorGUILayout.EndHorizontal();
                for (int j = 0; j < _positionObject._list.Count; j++)
                {
                    _information = _positionObject._list[j];
                    EditorGUILayout.BeginHorizontal();
                    _information._desc = EditorGUILayout.TextField(_information._desc);
                    if (GUILayout.Button("切換到該位置"))
                    {
                        Transform transform = _positionObject._obj.GetComponent<Transform>();
                        transform.localPosition = _information._localPosition;
                        transform.rotation = _information._rotation;
                        transform.localScale = _information._localScale;
                    }
                    if (GUILayout.Button("保存當(dāng)前位置"))
                    {
                        SavePosition(_information, _positionObject._obj.GetComponent<Transform>());
                    }
                    if (GUILayout.Button("刪除"))
                    {
                        if (EditorUtility.DisplayDialog("警告", "你確定要刪除當(dāng)前保存的位置信息嗎?", "確定", "取消"))
                        {
                            _deletePositionIndex = j;
                        }
                    }
                    EditorGUILayout.EndHorizontal();
                    GUILayout.Space(20);
                }
                if (_deletePositionIndex != -1) _positionObject._list.RemoveAt(_deletePositionIndex);
            }
            GUILayout.Space(50);
        }
        if (_deleteObjectIndex != -1) _myPosition._list.RemoveAt(_deleteObjectIndex);
        if (Event.current.type == EventType.DragExited)
        {
            if (DragAndDrop.objectReferences.Length != 0)
            {
                for (int i = 0; i < DragAndDrop.objectReferences.Length; i++)
                {
                    if (DragAndDrop.objectReferences[i].GetType() == typeof(GameObject))
                    {
                        if (IsExistGameObject(_myPosition, (GameObject)DragAndDrop.objectReferences[i]) == false)
                        {
                            _positionObject = new MyPosition.PositionObject();
                            _positionObject._obj = (GameObject)DragAndDrop.objectReferences[i];
                            _myPosition._list.Add(_positionObject);
                        }
                        else
                        {
                            Debug.LogError("列表已存在該對象");
                        }
                    }
                }
            }
        }
        GUILayout.Space(1000);
        serializedObject.ApplyModifiedProperties();
        EditorUtility.SetDirty(_myPosition);
        if (GUI.changed) EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
    }
    /// <summary>
    /// 是否存在該對象
    /// </summary>
    /// <param name="myPosition"></param>
    /// <param name="obj"></param>
    /// <returns></returns>
    public bool IsExistGameObject(MyPosition myPosition,GameObject obj)
    {
        for (int i = 0; i < myPosition._list.Count; i++)
        {
            if (myPosition._list[i]._obj == obj)
            {
                return true;
            }
        }
        return false;
    }
    /// <summary>
    /// 保存位置
    /// </summary>
    /// <param name="information"></param>
    /// <param name="transform"></param>
    private void SavePosition(TransformInformation information, Transform transform)
    {
        information._localPosition = transform.localPosition;
        information._position = transform.position;
        information._rotation = transform.rotation;
        information._localScale = transform.localScale;
    }
    [MenuItem("GameObject/自定義/創(chuàng)建位置信息管理對象", false, MenuItemConfig.位置信息管理)]
    private static void CreateSoundControlObject()
    {
        GameObject gameObject = new GameObject("位置信息管理");
        gameObject.AddComponent<MyPosition>();
        EditorUtility.FocusProjectWindow();
        Selection.activeObject = gameObject;
        EditorGUIUtility.PingObject(Selection.activeObject);
        Undo.RegisterCreatedObjectUndo(gameObject, "Create GameObject");
        EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
    }
}

使用代碼快速切換到相應(yīng)位置

MyPosition.Instance.SetInformation(gameObject, "左邊位置");
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