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Unity 坐标归零按钮小工具

Unity 坐标归零按钮小工具

作者: Boyce_Lig | 来源:发表于2021-12-02 15:15 被阅读0次

从NGUI的源代码中抽取出来的, 可以直接用在没有NGUI的项目中 (要放在Editor文件夹下才有效)


源码如下:

//----------------------------------------------

//   NGUI: Next-Gen UI kit
// Copyright © 2011-2014 Tasharen Entertainment
//----------------------------------------------


#if UNITY_3_5


using UnityEngine;
using UnityEditor;


[CustomEditor(typeof(Transform))]
public class NGUITransformInspector : Editor
{
/// <summary>
/// Draw the inspector widget.
/// </summary>


public override void OnInspectorGUI ()
{
Transform trans = target as Transform;
NGUIEditorTools.SetLabelWidth(15f);


Vector3 pos;
Vector3 rot;
Vector3 scale;


// Position
EditorGUILayout.BeginHorizontal();
{
if (DrawButton("P", "Reset Position", IsResetPositionValid(trans), 20f))
{
NGUIEditorTools.RegisterUndo("Reset Position", trans);
trans.localPosition = Vector3.zero;
}
pos = DrawVector3(trans.localPosition);
}
EditorGUILayout.EndHorizontal();


// Rotation
EditorGUILayout.BeginHorizontal();
{
if (DrawButton("R", "Reset Rotation", IsResetRotationValid(trans), 20f))
{
NGUIEditorTools.RegisterUndo("Reset Rotation", trans);
trans.localEulerAngles = Vector3.zero;
}
rot = DrawVector3(trans.localEulerAngles);
}
EditorGUILayout.EndHorizontal();


// Scale
EditorGUILayout.BeginHorizontal();
{
if (DrawButton("S", "Reset Scale", IsResetScaleValid(trans), 20f))
{
NGUIEditorTools.RegisterUndo("Reset Scale", trans);
trans.localScale = Vector3.one;
}
scale = DrawVector3(trans.localScale);
}
EditorGUILayout.EndHorizontal();


// If something changes, set the transform values
if (GUI.changed)
{
NGUIEditorTools.RegisterUndo("Transform Change", trans);
trans.localPosition = Validate(pos);
trans.localEulerAngles = Validate(rot);
trans.localScale = Validate(scale);
}
}


/// <summary>
/// Helper function that draws a button in an enabled or disabled state.
/// </summary>


static bool DrawButton (string title, string tooltip, bool enabled, float width)
{
if (enabled)
{
// Draw a regular button
return GUILayout.Button(new GUIContent(title, tooltip), GUILayout.Width(width));
}
else
{
// Button should be disabled -- draw it darkened and ignore its return value
Color color = GUI.color;
GUI.color = new Color(1f, 1f, 1f, 0.25f);
GUILayout.Button(new GUIContent(title, tooltip), GUILayout.Width(width));
GUI.color = color;
return false;
}
}


/// <summary>
/// Helper function that draws a field of 3 floats.
/// </summary>


static Vector3 DrawVector3 (Vector3 value)
{
GUILayoutOption opt = GUILayout.MinWidth(30f);
value.x = EditorGUILayout.FloatField("X", value.x, opt);
value.y = EditorGUILayout.FloatField("Y", value.y, opt);
value.z = EditorGUILayout.FloatField("Z", value.z, opt);
return value;
}


/// <summary>
/// Helper function that determines whether its worth it to show the reset position button.
/// </summary>


static bool IsResetPositionValid (Transform targetTransform)
{
Vector3 v = targetTransform.localPosition;
return (v.x != 0f || v.y != 0f || v.z != 0f);
}


/// <summary>
/// Helper function that determines whether its worth it to show the reset rotation button.
/// </summary>


static bool IsResetRotationValid (Transform targetTransform)
{
Vector3 v = targetTransform.localEulerAngles;
return (v.x != 0f || v.y != 0f || v.z != 0f);
}


/// <summary>
/// Helper function that determines whether its worth it to show the reset scale button.
/// </summary>


static bool IsResetScaleValid (Transform targetTransform)
{
Vector3 v = targetTransform.localScale;
return (v.x != 1f || v.y != 1f || v.z != 1f);
}


/// <summary>
/// Helper function that removes not-a-number values from the vector.
/// </summary>


static Vector3 Validate (Vector3 vector)
{
vector.x = float.IsNaN(vector.x) ? 0f : vector.x;
vector.y = float.IsNaN(vector.y) ? 0f : vector.y;
vector.z = float.IsNaN(vector.z) ? 0f : vector.z;
return vector;
}
}
#else
using UnityEngine;
using UnityEditor;


[CanEditMultipleObjects]
[CustomEditor(typeof(Transform), true)]
public class TransformInspector : Editor
{
    static public TransformInspector instance;


    SerializedProperty mPos;
    SerializedProperty mRot;
    SerializedProperty mScale;


    void OnEnable()
    {
        instance = this;


        mPos = serializedObject.FindProperty("m_LocalPosition");
        mRot = serializedObject.FindProperty("m_LocalRotation");
        mScale = serializedObject.FindProperty("m_LocalScale");
    }


    void OnDestroy() { instance = null; }


    /// <summary>
    /// Draw the inspector widget.
    /// </summary>


    public override void OnInspectorGUI()
    {
        EditorGUIUtility.labelWidth = 15f;


        serializedObject.Update();


        DrawPosition();
        DrawRotation(false);
        DrawScale(false);


        serializedObject.ApplyModifiedProperties();
    }


    void DrawPosition()
    {
        GUILayout.BeginHorizontal();
        {
            bool reset = GUILayout.Button("P", GUILayout.Width(20f));


            EditorGUILayout.PropertyField(mPos.FindPropertyRelative("x"));
            EditorGUILayout.PropertyField(mPos.FindPropertyRelative("y"));
            EditorGUILayout.PropertyField(mPos.FindPropertyRelative("z"));


            if (reset) mPos.vector3Value = Vector3.zero;
        }
        GUILayout.EndHorizontal();
    }


    void DrawScale(bool isWidget)
    {
        GUILayout.BeginHorizontal();
        {
            bool reset = GUILayout.Button("S", GUILayout.Width(20f));


            if (isWidget) GUI.color = new Color(0.7f, 0.7f, 0.7f);
            EditorGUILayout.PropertyField(mScale.FindPropertyRelative("x"));
            EditorGUILayout.PropertyField(mScale.FindPropertyRelative("y"));
            EditorGUILayout.PropertyField(mScale.FindPropertyRelative("z"));
            if (isWidget) GUI.color = Color.white;


            if (reset) mScale.vector3Value = Vector3.one;
        }
        GUILayout.EndHorizontal();
    }


    #region Rotation is ugly as hell... since there is no native support for quaternion property drawing
    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.
    /// </summary>
    /// <param name="hidden">Whether to replace the value with a dash</param>
    /// <param name="greyedOut">Whether the value should be greyed out or not</param>


    static bool FloatField(string name, ref float value, bool hidden, bool greyedOut, GUILayoutOption opt)
    {
        float newValue = value;
        GUI.changed = false;


        if (!hidden)
        {
            if (greyedOut)
            {
                GUI.color = new Color(0.7f, 0.7f, 0.7f);
                newValue = EditorGUILayout.FloatField(name, newValue, opt);
                GUI.color = Color.white;
            }
            else
            {
                newValue = EditorGUILayout.FloatField(name, newValue, opt);
            }
        }
        else if (greyedOut)
        {
            GUI.color = new Color(0.7f, 0.7f, 0.7f);
            float.TryParse(EditorGUILayout.TextField(name, "--", opt), out newValue);
            GUI.color = Color.white;
        }
        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.
    /// </summary>


    static bool Differs(float a, float b) { return Mathf.Abs(a - b) > 0.0001f; }


    void DrawRotation(bool isWidget)
    {
        GUILayout.BeginHorizontal();
        {
            bool reset = GUILayout.Button("R", GUILayout.Width(20f));


            Vector3 visible = (serializedObject.targetObject as Transform).localEulerAngles;


            //visible.x = NGUIMath.WrapAngle(visible.x);
            //visible.y = NGUIMath.WrapAngle(visible.y);
            //visible.z = NGUIMath.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, isWidget, opt)) altered |= Axes.X;
            if (FloatField("Y", ref visible.y, (changed & Axes.Y) != 0, isWidget, opt)) altered |= Axes.Y;
            if (FloatField("Z", ref visible.z, (changed & Axes.Z) != 0, false, opt)) altered |= Axes.Z;


            if (reset)
            {
                mRot.quaternionValue = Quaternion.identity;
            }
            else if (altered != Axes.None)
            {
                //NGUIEditorTools.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
}
#endif

因为现在好多都不用NGUI了,所以我精简了一下,并且做了一个判断。如果为复位状态,按钮则不可用。(源码也可以直接用,他做了个版本的判断。)

using UnityEngine;
using UnityEditor;


[CanEditMultipleObjects]
[CustomEditor(typeof(Transform), true)]
public class TransformInspector : Editor
{
    static public TransformInspector instance;


    SerializedProperty mPos;
    SerializedProperty mRot;
    SerializedProperty mScale;


    void OnEnable()
    {
        instance = this;


        mPos = serializedObject.FindProperty("m_LocalPosition");
        mRot = serializedObject.FindProperty("m_LocalRotation");
        mScale = serializedObject.FindProperty("m_LocalScale");
    }


    void OnDestroy() { instance = null; }


    /// <summary>
    /// Draw the inspector widget.
    /// </summary>


    public override void OnInspectorGUI()
    {
        EditorGUIUtility.labelWidth = 15f;


        serializedObject.Update();


        DrawPosition();
        DrawRotation(false);
        DrawScale(false);


        serializedObject.ApplyModifiedProperties();
    }


    void DrawPosition()
    {
        GUILayout.BeginHorizontal();
        {
            EditorGUI.BeginDisabledGroup(mPos.vector3Value == Vector3.zero);
            bool reset = GUILayout.Button("P", GUILayout.Width(20f));
            EditorGUI.EndDisabledGroup();

            EditorGUILayout.PropertyField(mPos.FindPropertyRelative("x"));
            EditorGUILayout.PropertyField(mPos.FindPropertyRelative("y"));
            EditorGUILayout.PropertyField(mPos.FindPropertyRelative("z"));


            if (reset) mPos.vector3Value = Vector3.zero;
        }
        GUILayout.EndHorizontal();

    }


    void DrawScale(bool isWidget)
    {
        GUILayout.BeginHorizontal();
        {
            EditorGUI.BeginDisabledGroup(mScale.vector3Value == Vector3.one);
            bool reset = GUILayout.Button("S", GUILayout.Width(20f));
            EditorGUI.EndDisabledGroup();

            if (isWidget) GUI.color = new Color(0.7f, 0.7f, 0.7f);
            EditorGUILayout.PropertyField(mScale.FindPropertyRelative("x"));
            EditorGUILayout.PropertyField(mScale.FindPropertyRelative("y"));
            EditorGUILayout.PropertyField(mScale.FindPropertyRelative("z"));
            if (isWidget) GUI.color = Color.white;


            if (reset) mScale.vector3Value = Vector3.one;
        }
        GUILayout.EndHorizontal();
    }


    #region Rotation is ugly as hell... since there is no native support for quaternion property drawing
    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.
    /// </summary>
    /// <param name="hidden">Whether to replace the value with a dash</param>
    /// <param name="greyedOut">Whether the value should be greyed out or not</param>


    static bool FloatField(string name, ref float value, bool hidden, bool greyedOut, GUILayoutOption opt)
    {
        float newValue = value;
        GUI.changed = false;


        if (!hidden)
        {
            if (greyedOut)
            {
                GUI.color = new Color(0.7f, 0.7f, 0.7f);
                newValue = EditorGUILayout.FloatField(name, newValue, opt);
                GUI.color = Color.white;
            }
            else
            {
                newValue = EditorGUILayout.FloatField(name, newValue, opt);
            }
        }
        else if (greyedOut)
        {
            GUI.color = new Color(0.7f, 0.7f, 0.7f);
            float.TryParse(EditorGUILayout.TextField(name, "--", opt), out newValue);
            GUI.color = Color.white;
        }
        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.
    /// </summary>


    static bool Differs(float a, float b) { return Mathf.Abs(a - b) > 0.0001f; }


    void DrawRotation(bool isWidget)
    {
        GUILayout.BeginHorizontal();
        {
            EditorGUI.BeginDisabledGroup(mRot.quaternionValue == Quaternion.identity);
            bool reset = GUILayout.Button("R", GUILayout.Width(20f));
            EditorGUI.EndDisabledGroup();

            Vector3 visible = (serializedObject.targetObject as Transform).localEulerAngles;

            Axes changed = CheckDifference(mRot);
            Axes altered = Axes.None;


            GUILayoutOption opt = GUILayout.MinWidth(30f);


            if (FloatField("X", ref visible.x, (changed & Axes.X) != 0, isWidget, opt)) altered |= Axes.X;
            if (FloatField("Y", ref visible.y, (changed & Axes.Y) != 0, isWidget, opt)) altered |= Axes.Y;
            if (FloatField("Z", ref visible.z, (changed & Axes.Z) != 0, false, opt)) altered |= Axes.Z;


            if (reset)
            {
                mRot.quaternionValue = Quaternion.identity;
            }
            else if (altered != Axes.None)
            {

                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
}

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