一:功能
1.实例化
//设置插件在菜单栏的位置 和快捷键
[MenuItem("YCC's Tools/模型更改/更改父物体和测量长度 %W")]
//实例化窗体
static void Init()
{
myTools window = (myTools)EditorWindow.GetWindow(typeof(myTools));
window.titleContent.text = "更改父物体/测长";
window.Show();
}
2.选项卡制作
//用GUI画出窗体的空间布局
void OnGUI()
{
toolbarOption = GUILayout.Toolbar(toolbarOption, toolbarTexts);
switch (toolbarOption)
{
case :
fnChangeParent();
break;
case :
fnLength();
break;
}
}
3.多个物体更改模型父物体
void fnChangeParent()
{
GUILayout.BeginHorizontal("box");
GUILayout.Label("父物体:", EditorStyles.boldLabel);
ObjParent = EditorGUILayout.ObjectField(ObjParent, typeof(Transform)) as Transform;
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal("box");
iChildCount = Selection.transforms.Length;//获取当前鼠标选中的物体个数
if (Selection.transforms.Length > )
{
GUILayout.Label("当前选中子物体个数:"+iChildCount, EditorStyles.boldLabel);
if (GUILayout.Button("应用"))
{
if (ObjParent != null)
{
for (int i = ; i < iChildCount; i++)
{
if (Selection.transforms[i].parent != ObjParent)
Selection.transforms[i].parent = ObjParent;
}
EditorUtility.DisplayDialog("提示", "已更换父物体", "确定");//显示对话框 DisplayDialog (title : string, message : string, ok : string, cancel : string = "") : bool
}
else
this.ShowNotification(new GUIContent("当前没有父物体!"));//显示通知
}
}
else
GUILayout.Label("当前没有选中子物体" , EditorStyles.boldLabel);
GUILayout.EndHorizontal();
}
4.测量两个物体在场景中的距离
void fnLength()
{
GUILayout.BeginHorizontal("box");
GUILayout.Label("测量基准物体1:", EditorStyles.boldLabel);
T1 = EditorGUILayout.ObjectField(T1, typeof(Transform)) as Transform;
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal("box");
GUILayout.Label("测量参考物体2:", EditorStyles.boldLabel);
T2 = EditorGUILayout.ObjectField(T2, typeof(Transform)) as Transform;
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (T1 != null && T2 != null)
{
Debug.DrawLine(T1.position, T2.position, Color.red);
//if (GUILayout.Button("查 寻"))
//{
fDistance = Vector3.Distance(T1.position, T2.position);
//}
GUILayout.Label("距离:", EditorStyles.boldLabel);
EditorGUILayout.FloatField(fDistance, EditorStyles.boldLabel);
}
GUILayout.EndHorizontal();
}
二:注意
1.重绘
//在OnInspectorUpdate上调用重绘,因为它在窗口上较少重绘,就好象是OnGUI/Update
void OnInspectorUpdate()
{
Repaint();//重绘
}
2.错误
出现错误: Invalid editor window UnityEditor.FallbackEditorWindow 解决方法:Layout-> Revert Factory Settings