扩展需求
在Scene视图中获取鼠标的位置
Demo
在Scene视图中,当鼠标点击时实例化一个Cube
重点部分
实现代码
using UnityEngine; using UnityEditor; [CustomEditor(typeof(MyGrid))] public class MyGridInspector : Editor { MyGrid grid; public void OnEnable() { grid = (MyGrid)target;//初始化时获取引用 SceneView.onSceneGUIDelegate += GridUpdate;//获取SceneView的输入 } public void OnDisable() { // SceneView.onSceneGUIDelegate -= GridUpdate; } public override void OnInspectorGUI() { GUILayout.BeginHorizontal(); GUILayout.Label("网格宽度"); grid.width = EditorGUILayout.FloatField(grid.width, GUILayout.Width(50)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("网格高度"); grid.height = EditorGUILayout.FloatField(grid.height, GUILayout.Width(50)); GUILayout.EndHorizontal(); if (GUILayout.Button("打开Grid Window", GUILayout.Width(255))) { MyGridWindow window = (MyGridWindow)EditorWindow.GetWindow(typeof(MyGridWindow)); window.Init(); } SceneView.RepaintAll();//SceneView重绘 } void GridUpdate(SceneView sceneview) { Event e = Event.current;//获取事件 if (e.isKey && e.character == 'a') { //GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube); GameObject obj; //如果选中Object //if (Selection.activeObject) //{ // obj = (GameObject)Instantiate(Selection.activeObject); // obj.transform.position = Vector3.zero; //} //在Editor模式实例化一个Prefab //if (Selection.activeObject) //{ // //找到Prefab // Object prefab = PrefabUtility.GetPrefabParent(Selection.activeObject); // if (prefab) // { // obj = (GameObject)PrefabUtility.InstantiatePrefab(prefab); // obj.transform.position = Vector3.zero; // } //} //根据鼠标点击的位置实例化Prefab if (Selection.activeObject) { //屏幕的鼠标坐标转换成世界坐标 /** * 1、从屏幕发出射线 * 2、我们需要转化事件的屏幕空间的空间是可以接受的screenpointtoray() * 3、e.mousePosition 左上角坐标(0,0),右下角坐标(Camera.current.pixelWidth, -Camera.current.pixelHeight), 把它转换成世界坐标变为左下角(0,9),右上角(Camera.current.pixelWidth, Camera.current.pixelHeight) */ /* Ray r = Camera.current.ScreenPointToRay(new Vector3(e.mousePosition.x, -e.mousePosition.y + Camera.current.pixelHeight)); Vector3 mousePos = r.origin;//mousepos向量保存射线的来源 //找到Prefab Object prefab = PrefabUtility.GetPrefabParent(Selection.activeObject); if (prefab) { obj = (GameObject)PrefabUtility.InstantiatePrefab(prefab); obj.transform.position = new Vector3(mousePos.x,mousePos.y,0.0f); }*/ } //将Cube对齐到网格中心位置? if (Selection.activeObject) { Ray r = Camera.current.ScreenPointToRay(new Vector3(e.mousePosition.x, -e.mousePosition.y + Camera.current.pixelHeight)); Vector3 mousePos = r.origin;//mousepos向量保存射线的来源 //找到Prefab Object prefab = PrefabUtility.GetPrefabParent(Selection.activeObject); if (prefab) { obj = (GameObject)PrefabUtility.InstantiatePrefab(prefab); Vector3 aligned = new Vector3(Mathf.Floor(mousePos.x / grid.width) * grid.width + grid.width / 2.0f, Mathf.Floor(mousePos.y / grid.height) * grid.height + grid.height / 2.0f, 0.0f); obj.transform.position = aligned; } } } else if (e.isKey && e.character == 'n' && e.clickCount==0) //在当前鼠标位置创建一个Cube { Ray r = Camera.current.ScreenPointToRay(new Vector3(e.mousePosition.x, -e.mousePosition.y + Camera.current.pixelHeight)); Vector3 mousePos = r.origin;//mousepos向量保存射线的来源 GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube); Vector3 aligned = new Vector3(Mathf.Floor(mousePos.x / grid.width) * grid.width + grid.width / 2.0f, Mathf.Floor(mousePos.y / grid.height) * grid.height + grid.height / 2.0f, 0.0f); obj.transform.position = aligned; //注册撤消操作 Undo.RegisterCreatedObjectUndo(obj, "Create" + obj.name); Debug.Log("create"); } else if (e.isKey && e.character == 'd')//删除选中的GameObject { foreach (GameObject obj in Selection.gameObjects) { Debug.Log(obj.name); DestroyImmediate(obj); } } else if (e.isKey && e.character == '1') { GameObject obj; if (Selection.activeObject) { Ray r = Camera.current.ScreenPointToRay(new Vector3(e.mousePosition.x, -e.mousePosition.y + Camera.current.pixelHeight)); Vector3 mousePos = r.origin;//mousepos向量保存射线的来源 //找到Prefab Object prefab = PrefabUtility.GetPrefabParent(Selection.activeObject); if (prefab) { obj = (GameObject)PrefabUtility.InstantiatePrefab(prefab); Vector3 aligned = new Vector3(Mathf.Floor(mousePos.x / grid.width) * grid.width + grid.width / 2.0f, Mathf.Floor(mousePos.y / grid.height) * grid.height + grid.height / 2.0f, 0.0f); obj.transform.position = aligned; //注册撤消操作 Undo.RegisterCreatedObjectUndo(obj, "Create" + obj.name); Debug.Log("create"); } } } //撤消单个对象实例 else if (e.isKey && e.character == '4') { GameObject obj; if (Selection.activeObject) { Ray r = Camera.current.ScreenPointToRay(new Vector3(e.mousePosition.x, -e.mousePosition.y + Camera.current.pixelHeight)); Vector3 mousePos = r.origin;//mousepos向量保存射线的来源 //找到Prefab Object prefab = PrefabUtility.GetPrefabParent(Selection.activeObject); if (prefab) { Undo.IncrementCurrentGroup(); obj = (GameObject)PrefabUtility.InstantiatePrefab(prefab); Vector3 aligned = new Vector3(Mathf.Floor(mousePos.x / grid.width) * grid.width + grid.width / 2.0f, Mathf.Floor(mousePos.y / grid.height) * grid.height + grid.height / 2.0f, 0.0f); obj.transform.position = aligned; //注册撤消操作 Undo.RegisterCreatedObjectUndo(obj, "Create" + obj.name); Debug.Log("create"); } } } } }
参考资料
http://code.tutsplus.com/tutorials/how-to-add-your-own-tools-to-unitys-editor--active-10047
本文转自赵青青博客园博客,原文链接:http://www.cnblogs.com/zhaoqingqing/p/3801342.html,如需转载请自行联系原作者