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Unity场景道具模型拓展自定义编辑器

时间:2015-09-16 12:23:03      阅读:301      评论:0      收藏:0      [点我收藏+]

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(一)适用情况

当游戏主角进入特定的场景或者关卡,每个关卡需要加载不同位置的模型,道具等。这些信息需要先在unity编辑器里面配置好,一般由策划干这事,然后把这些位置道具信息保存在文件,当游戏主角进入后根据保存的文件信息加载模型道具。如 跑酷场景的金币 赛车赛道的道具 

(二)实例文件格式 Json

需要导入SimpleJson 具体使用方法可以看我另外一篇《Unity游戏数据用Json保存》,有详细介绍 http://www.cnblogs.com/July7th/p/4808095.html

(三)图例

 

技术分享

PathPropManager节点管理所有的道具信息.

(四)示例代码

//道具类型;
public enum PropsType
{
    PT_ACCEL = 0,
    PT_MISSILE = 1,
    PT_BULLET = 2,
    PT_SHIELD = 3,
    PT_NONE = 4,
}
技术分享
/*
 * filename : PathPropManager.cs ;
 * function : 道具点管理编辑;
 *
*/
#if UNITY_EDITOR

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using PathEdit;

public class PathPropManager : MonoBehaviour {

    private PathProp[] mPathPropList; // 所有的道具点;

    public TextAsset mData = null;  //道具点xml存储文件;
    public PropsType type = PropsType.PT_ACCEL; //默认道具;
    public bool AlignGround = true;     //是否对齐地面;
    public int Layer = 0;               //地面层级;
    public float GroundHeight = 0.5f;  //离地面距离;
    public bool ShowIcon = true;    //是否用图片显示路点上的道具;
    public bool ShowCube = true;    //是否用方块显示路点上的道具;

    void Awake()
    {
    }

    //刷新所有道具点;
    private void UpdateList()
    {
        mPathPropList = transform.GetComponentsInChildren<PathProp>();
    }

    //当删除某个道具点后自动重新计算序号;
    public void ResetList()
    {
        UpdateList();
        for (int i = 0; i < mPathPropList.Length; i++)
        {
            mPathPropList[i].gameObject.name = i.ToString();
            mPathPropList[i].index = i;
        }
    }

    //从json表中重新加载道具会清除当前编辑的所有道具;
    public bool CreatePropBySaveData()
    {
        if (mPathPropList == null)
        {
            return false;
        }
        string fullPath = UnityEditor.AssetDatabase.GetAssetPath(mData);
        if (string.IsNullOrEmpty(fullPath))
        {
            Debug.LogError("文件路径发生错误.");
            return false;
        }

        int startIndex = ("Assets/Resources/").Length;
        string filestr = fullPath.Substring(startIndex, fullPath.LastIndexOf(.) - startIndex);

        PathPropReader wpr = new PathPropReader(filestr);
        List<PathPropAttributes> ppsa =  wpr.Reader();

        if (ppsa == null)
        {
            Debug.LogError("加载道具配置表失败");
        }

        Transform[] trans = transform.GetComponentsInChildren<Transform>();
        foreach (Transform child in trans)
        {
            if (child == transform)
            {
                continue;
            }
            DestroyImmediate(child.gameObject);
        }
        for (int i = 0; i < ppsa.Count; i++)
        {
            GameObject go = new GameObject();
            go.transform.parent = transform;
            go.name = ppsa[i].index.ToString();           
            go.transform.position = ppsa[i].position;
            go.transform.rotation = Quaternion.Euler(ppsa[i].rotation);
            go.transform.localScale = ppsa[i].scale;
            PathProp pp = go.AddComponent<PathProp>();
            pp.index = ppsa[i].index;
            pp.type = ppsa[i].type;
        }
        return true;
    }

    //保存道具点信息到json;
    public bool CreateXmlByProps()
    {
        UpdateList();
        if (mData == null)
        {
            Debug.LogError("没有找到保存的路径,请拖动一个json文件到PathPropManager的第一个参数.");
            return false;
        }
        string fullPath = UnityEditor.AssetDatabase.GetAssetPath(mData);
        if (string.IsNullOrEmpty(fullPath))
        {
            Debug.LogError("文件路径发生错误.");
            return false;
        }
        int startIndex = ("Assets/Resources/").Length;
        string filestr = fullPath.Substring(startIndex, fullPath.LastIndexOf(.) - startIndex);
        PathPropReader pr = new PathPropReader(filestr);
        return pr.SaveData(mPathPropList);
    }

    //添加新的道具点;
    public void AddProp()
    {
        UpdateList();
        GameObject go = new GameObject();
        go.transform.parent = transform;
        go.name = (mPathPropList.Length).ToString();
        PathProp pp = go.AddComponent<PathProp>();

        if (mPathPropList != null)
        {
            if (mPathPropList.Length < 1)
            {
                //生成的路标点移动到视窗内;
                Debug.Log("move to view");
                UnityEditor.EditorApplication.ExecuteMenuItem("GameObject/Move To View");
            }
            else
            {
                SetPathPropPos(go.transform, mPathPropList.Length - 1);
            }
        }
        pp.index = mPathPropList.Length;
        UnityEditor.Selection.activeTransform = go.transform;
        //UnityEditor.EditorApplication.ExecuteMenuItem("Edit/Lock View to Selected");
    }

    //生成的道具点在最后一个路标点的前方,index为前一个路标的index;
    private bool SetPathPropPos(Transform trans, int index)
    {
        if (index < 0 || index >= mPathPropList.Length)
        {
            return false;
        }
        Vector3 pos = mPathPropList[index].transform.position + Vector3.up * 10f;
        Quaternion q = mPathPropList[index].transform.rotation;

        //生成的路标点在最后一个路标点的前方;
        //当前位置 = 上个路标点位置 + 上个路标点旋转 * 世界位置前 * 最大两点距离;
        trans.position = pos + q * Vector3.forward * (10);
        trans.rotation = q;
        return true;
    }

    void OnDrawGizmos()
    {
        UpdateList();
        if (UnityEditor.Selection.activeTransform == null)
        {
            return;
        }

        //移动路点更新数据;
        if (UnityEditor.Selection.activeTransform.parent == transform)
        {
            int temIndex = int.Parse(UnityEditor.Selection.activeTransform.name);
            for (int i = 0; i < mPathPropList.Length; i++)
            {
                PathProp pp = mPathPropList[i].GetComponent<PathProp>();
                if (pp == null)
                {
                    Debug.LogError("get PathProp failed,i=" + i);
                    return;
                }
                if (temIndex == pp.index)
                {
                    if (AlignGround == false)
                    {
                        break;
                    }
                    //对齐地面;
                    RaycastHit hit;
                    if (Physics.Raycast(UnityEditor.Selection.activeTransform.position, -Vector3.up, out hit, 100.0f, 1 << Layer))
                    {
                        //float dis = Vector3.Distance(Selection.activeTransform.position, hit.point);
                        //调整高度;
                        UnityEditor.Selection.activeTransform.position = new Vector3(UnityEditor.Selection.activeTransform.position.x, hit.point.y + GroundHeight, UnityEditor.Selection.activeTransform.position.z);
                    }
                }
            }
        }

        //绘图;    
        for (int i = 0; i < mPathPropList.Length; i++)
        {
            if (ShowIcon)
            {
                string str = "";
                switch(mPathPropList[i].type)
                {
                    case PropsType.PT_ACCEL: str = "js"; break;
                    case PropsType.PT_BULLET: str = "zd"; break;
                    case PropsType.PT_MISSILE: str = "dd"; break;
                    case PropsType.PT_SHIELD: str = "fy"; break;

                }
                Gizmos.DrawIcon(mPathPropList[i].transform.position, str + ".png");
            }
            if (ShowCube)
            {
                Gizmos.color = Color.red;
                Gizmos.DrawCube(mPathPropList[i].transform.position,Vector3.one);
            }
        }
    }
}

#endif
PathPropManager.cs
技术分享
/*
 * filename : PathPropManagerWindow.cs ;
 * function : 道具点管理自定义编辑;
 *
*/
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;

[CustomEditor(typeof(PathPropManager))]
public class PathPropManagerWindow : Editor
{
    private PathPropManager mPathPropManager = null;

    void OnEnable()
    {

    }

    public override void OnInspectorGUI()
    {
        mPathPropManager = target as PathPropManager;
        if (mPathPropManager == null)
            return;

        EditorGUILayout.Space();
        GUILayout.BeginHorizontal();

        //刷新路标点;
        if (GUILayout.Button("ReLoad", GUILayout.Height(20)))
        {
            mPathPropManager.CreatePropBySaveData();
        }            
        //获取Json文件数据
        mPathPropManager.mData = (TextAsset)EditorGUILayout.ObjectField(mPathPropManager.mData, typeof(TextAsset), false);
        GUILayout.EndHorizontal();
        EditorGUILayout.Space();

        mPathPropManager.type = (PropsType)EditorGUILayout.EnumPopup("DefaultProp", mPathPropManager.type);
        mPathPropManager.Layer = EditorGUILayout.LayerField("AligndLayer", LayerMask.NameToLayer("Floor"));
        mPathPropManager.AlignGround = EditorGUILayout.Toggle("AlignGround", mPathPropManager.AlignGround);
        mPathPropManager.GroundHeight = EditorGUILayout.FloatField("GroundHeight", mPathPropManager.GroundHeight);
        mPathPropManager.ShowIcon = EditorGUILayout.Toggle("ShowIcon", mPathPropManager.ShowIcon);
        mPathPropManager.ShowCube = EditorGUILayout.Toggle("ShowCube", mPathPropManager.ShowCube);
        
        EditorGUILayout.Space();
        GUILayout.BeginHorizontal();
        //保存到Json文件;
        if (GUILayout.Button("SaveToXml", GUILayout.Height(20)))
        {
            if (mPathPropManager.CreateXmlByProps())
            {
                Debug.Log("保存成功");
            }
        }

        GUILayout.EndHorizontal();
        EditorGUILayout.Space();

        //标记路点已改变;
        EditorUtility.SetDirty(mPathPropManager);
    }

}
PathPropManagerWindow.cs
技术分享
/*
 * filename : PathPropReader.cs ;
 * function : 道具点l读取;
 *
*/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
   public class PathPropAttributes
    {
        public int index { get; set; }
        public Vector3 position { get; set; }
        public Vector3 rotation { get; set; }
        public Vector3 scale { get; set; }
        public PropsType type { get; set; }
    }

    public class PathPropReader
    {
        private string mPath { get; set; }
        private List<PathPropAttributes> mWpAList = new List<PathPropAttributes>();

        // resources目录下的相对路径;如路径为Assets/Resouces/Xml/PathWayPoint/test.xml,path = Xml/PathWayPoint/test</param>
        public PathPropReader(string path)
        {
            if (mWpAList == null)
            {
                mWpAList = new List<PathPropAttributes>();
            }
            if (string.IsNullOrEmpty(path))
            {
                return;
            }
            mPath = path;
        }
        public List<PathPropAttributes> GetPositionList()
        {
            return mWpAList;
        }

        public List<PathPropAttributes> Reader()
        {
            if (string.IsNullOrEmpty(mPath))
            {
                Debug.LogError("没有找到读取的路径.");
                return null;
            }
            mWpAList.Clear();
            //读入;
            TextAsset ta = (TextAsset)Resources.Load(mPath);
            if (ta == null)
            {
                Debug.LogError("load props txt failed.path = "+mPath);
                return null;
            }
            string txt = ta.text;
            SimpleJSON.JSONArray jsArray = SimpleJSON.JSON.Parse(txt).AsArray;

            for (int i = 0; i < jsArray.Count; i++)
            {
                SimpleJSON.JSONNode node = jsArray[i];
                PathPropAttributes wpa = new PathPropAttributes();
                wpa.index = node["index"].AsInt;
                wpa.position = Helper.StringToVector3(Helper.DeleteChar(node["position"], (, )));
                wpa.rotation = Helper.StringToVector3(Helper.DeleteChar(node["rotation"], (, )));
                wpa.scale = Helper.StringToVector3(Helper.DeleteChar(node["scale"], (, )));
                wpa.type = (PropsType)System.Enum.Parse(typeof(PropsType), node["type"]);
                mWpAList.Add(wpa);
            }
            return mWpAList;
        }

#if UNITY_EDITOR
        public bool SaveData(PathProp[] pathProps)
        {
            if (string.IsNullOrEmpty(mPath))
            {
                Debug.LogError("没有找到保存的路径.");
                return false;
            }
            if (pathProps.Length <= 0)
            {
                Debug.LogError("至少有一个道具点才能保存.");
                return false;
            }
            //读入;
            TextAsset ta = (TextAsset)Resources.Load(mPath);
            string txt = ta.text;
            SimpleJSON.JSONArray jsArray = SimpleJSON.JSON.Parse(txt).AsArray;
            jsArray.RemoveAll();
            string str = "{\"index\":\"0000\", \"position\":\"0000\" , \"rotation\":\"0000\", \"scale\":\"0000\" , \"type\":\"0000\"}";
            for (int j = 0; j < pathProps.Length; j++)
            {
                SimpleJSON.JSONNode newNode = SimpleJSON.JSON.Parse(str);
                newNode["index"].Value = pathProps[j].index.ToString();
                newNode["position"] = pathProps[j].gameObject.transform.position.ToString();
                newNode["rotation"] = pathProps[j].gameObject.transform.rotation.eulerAngles.ToString();
                newNode["scale"] = pathProps[j].gameObject.transform.localScale.ToString();
                newNode["type"] = pathProps[j].type.ToString();
                jsArray.Add(newNode);
            }
            //写入;
            string fp = Application.dataPath + "/Resources/" + mPath + ".json";
            byte[] myByte = System.Text.Encoding.UTF8.GetBytes(jsArray.ToString());
            using (System.IO.FileStream stream = new System.IO.FileStream(fp, System.IO.FileMode.Create))
            {
                stream.Write(myByte, 0, myByte.Length);
            }
            return true;
        }
#endif
    }
PathPropReader.cs

 

Unity场景道具模型拓展自定义编辑器

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原文地址:http://www.cnblogs.com/July7th/p/4812813.html

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