我创建了一个编辑器工具,可以在一个圆圈中创建游戏对象,彼此相同(下面的代码).它有一个创建按钮,因此在创建被粉碎之前调整参数.我想在场景视图中看到动态变化.如何使用滑块调整
>使用对象计数滑块创建或销毁游戏对象,同时调整以保持对象保持相同的角度
>通过更改半径滑块动态调整游戏对象
>使用角度滑块旋转圆上的所有对象(如旋转滚轮)
CircleSpawn
public class CircleSpawn : MonoBehaviour {
public float radius;
public int numOfItems;
public GameObject clonedObject;
public List<GameObject> spawnedObjects;
}
CircleSpawnEditor
[CustomEditor(typeof(CircleSpawn))]
public class CircleSpawnEditor : Editor
{
public override void OnInspectorGUI()
{
var tar = (CircleSpawn)target;
//set its values
tar.radius = EditorGUILayout.FloatField("Radius:", tar.radius);
tar.numOfItems = EditorGUILayout.IntField("Number of Items:", tar.numOfItems);
tar.clonedObject = (GameObject)EditorGUILayout.ObjectField(tar.clonedObject,
typeof(GameObject), true);
//Inspector button for creating the objects in the Editor
if (GUILayout.Button("Create"))
{
//clean up old objects
if (tar.spawnedObjects != null)
{
foreach (var ob in tar.spawnedObjects)
{
DestroyImmediate(ob);
}
}
tar.spawnedObjects = new List<GameObject>();
float angleBetween = 360.0f / tar.numOfItems;
float angle = 0;
for (int i = 0; i <= tar.numOfItems; i++)
{
//for each object, find a rotation and position
var rot = Quaternion.Euler(0, 0, angle);
var localPos = rot * Vector3.right * tar.radius;
tar.spawnedObjects.Add(Instantiate(tar.clonedObject,
tar.transform.position + localPos, rot));
angle += angleBetween;
}
}
}
}
Create or destroy game objects using an object count slider, whiles adjusting to keep the objects the same angle apart
使用IntSlider for numOfItems并在以下情况下重新创建对象:
numOfItems != spawnedObjects.Count
Dynamically adjust the game objects by changing a radius slider
使用Slider作为半径,当它发生变化时,迭代生成的对象并移动它们:
pos = rot * Vector3.right * tar.radius
Rotate all objects on the circle (like spinning a wheel) using an angle slider
使用Slider进行旋转,当它发生变化时,迭代生成的对象并通过以下方式旋转它们:
rot = Quaternion.Euler(0, 0, tar.spin + angle)
CircleSpawn:
public class CircleSpawn : MonoBehaviour
{
public float radius, radiusLast, spin, spinLast;
public int numOfItems;
public GameObject clonedObject;
public List<GameObject> spawnedObjects;
}
CircleSpawnEditor:
[CustomEditor(typeof(CircleSpawn))]
public class CircleSpawnEditor : Editor
{
public override void OnInspectorGUI ()
{
var tar = (CircleSpawn)target;
EditorGUILayout.LabelField("Radius"); // Set as required
tar.radius = EditorGUILayout.Slider(tar.radius, 0f, 100f);
EditorGUILayout.LabelField("Angle"); // Set as required
tar.spin = EditorGUILayout.Slider(tar.spin, 0f, 360f);
EditorGUILayout.LabelField("Number of Items"); // Set as required
tar.numOfItems = EditorGUILayout.IntSlider(tar.numOfItems, 0, 36);
EditorGUILayout.LabelField("Object");
tar.clonedObject = (GameObject)EditorGUILayout.ObjectField(tar.clonedObject,
typeof(GameObject), true);
float angle, angleBetween = 360.0f / tar.numOfItems;
if (tar.spawnedObjects == null)
tar.spawnedObjects = new List<GameObject>();
// Solution #1
if (tar.spawnedObjects.Count != tar.numOfItems)
{
foreach (var ob in tar.spawnedObjects)
DestroyImmediate(ob);
tar.spawnedObjects.Clear();
angle = 0f;
for (int i = 0; i < tar.numOfItems; i++)
{
var rot = Quaternion.Euler(0f, 0f, tar.spin + angle);
var localPos = rot * Vector3.right * tar.radius;
tar.spawnedObjects.Add(Instantiate(tar.clonedObject,
tar.transform.position + localPos, rot));
angle += angleBetween;
}
}
// Solutions #2 & 3
if (!Mathf.Approximately(tar.spin, tar.spinLast) ||
!Mathf.Approximately(tar.radius, tar.radiusLast))
{
tar.spinLast = tar.spin;
tar.radiusLast = tar.radius;
angle = 0f;
for (int i = 0; i < tar.numOfItems; i++)
{
var rot = Quaternion.Euler(0f, 0f, tar.spin + angle);
var localPos = rot * Vector3.right * tar.radius;
tar.spawnedObjects[i].transform.position =
tar.transform.position + localPos;
tar.spawnedObjects[i].transform.rotation = rot;
angle += angleBetween;
}
}
}
}
