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using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor.Experimental.SceneManagement;
#endif
namespace Unity.DemoTeam.DigitalHuman
{
public class PrefabTransformHierarchy : MonoBehaviour
{
[Serializable]
public struct TransformDefaults
{
public Transform transform;
public Vector3 localPosition;
public Quaternion localRotation;
}
public TransformDefaults[] data;
public void LoadDefaults()
{
if (data == null)
return;
for (int i = 0; i != data.Length; i++)
{
if (data[i].transform == null)
continue;
data[i].transform.localPosition = data[i].localPosition;
data[i].transform.localRotation = data[i].localRotation;
}
}
public void SaveDefaults()
{
var transforms = this.transform.GetComponentsInChildren<Transform>(includeInactive: true);
var transformCount = transforms.Length;
data = new TransformDefaults[transformCount];
for (int i = 0; i != transformCount; i++)
{
data[i].transform = transforms[i];
data[i].localPosition = transforms[i].localPosition;
data[i].localRotation = transforms[i].localRotation;
}
}
#if UNITY_EDITOR
static PrefabTransformHierarchy()
{
PrefabStage.prefabSaving += (GameObject prefab) =>
{
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null)
{
var roots = prefab.GetComponentsInChildren<PrefabTransformHierarchy>(includeInactive: true);
foreach (var root in roots)
{
root.SaveDefaults();
}
}
};
}
#endif
}
}