miduo_client/Assets/Scripts/Editor/UGuiRectTransformTool.cs

227 lines
6.2 KiB
C#

using UnityEngine;
using UnityEditor;
[CanEditMultipleObjects]
[CustomEditor(typeof(Transform), true)]
public class UGuiRectTransformInspector : Editor
{
static public UGuiRectTransformInspector 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>
/// 开始绘制Transform
/// </summary>
public override void OnInspectorGUI()
{
EditorGUIUtility.labelWidth = 15;
serializedObject.Update();
DrawPosition();
DrawRotation();
DrawScale();
serializedObject.ApplyModifiedProperties();
}
/// <summary>
/// 绘制坐标
/// </summary>
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();
}
/// <summary>
/// 绘制形变
/// </summary>
void DrawScale()
{
GUILayout.BeginHorizontal();
{
bool reset = GUILayout.Button("S", GUILayout.Width(20f));
EditorGUILayout.PropertyField(mScale.FindPropertyRelative("x"));
EditorGUILayout.PropertyField(mScale.FindPropertyRelative("y"));
EditorGUILayout.PropertyField(mScale.FindPropertyRelative("z"));
if (reset) mScale.vector3Value = Vector3.one;
}
GUILayout.EndHorizontal();
}
#region 旋转个坑爹玩意......因为四元属性绘制没有原生支持
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>
/// 绘制一个可编辑的浮动区域
/// </summary>
/// <param name="hidden">是否值用 -- 代替</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>
/// 由于 Mathf.Approximately 太敏感.
/// </summary>
static bool Differs(float a, float b) { return Mathf.Abs(a - b) > 0.0001f; }
/// <summary>
/// 绘制旋转
/// </summary>
void DrawRotation()
{
GUILayout.BeginHorizontal();
{
bool reset = GUILayout.Button("R", GUILayout.Width(20f));
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;
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();
}
/// <summary>
/// 保证角在 180到-180度之间
/// </summary>
[System.Diagnostics.DebuggerHidden]
[System.Diagnostics.DebuggerStepThrough]
static public float WrapAngle(float angle)
{
while (angle > 180f) angle -= 360f;
while (angle < -180f) angle += 360f;
return angle;
}
/// <summary>
/// 创建制定对象的撤消点
/// </summary>
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);
}
}
}
#endregion
}