Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEditor;
using UnityEditor.SceneManagement;
namespace GameplayIngredients.Editor
{
public class SceneViewPOV : PopupWindowContent
{
static ScenePOVRoot POVRoot;
const string kPOVObjectName = "__SceneView__POV__";
[InitializeOnLoadMethod]
static void Initialize()
{
SceneManager.activeSceneChanged -= EditorSceneManager_activeSceneChanged;
SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
SceneManager.sceneUnloaded -= SceneManager_sceneUnloaded;
SceneManager.activeSceneChanged += EditorSceneManager_activeSceneChanged;
SceneManager.sceneLoaded += SceneManager_sceneLoaded;
SceneManager.sceneUnloaded += SceneManager_sceneUnloaded;
}
private static void SceneManager_sceneUnloaded(Scene arg0)
{
CheckPOVGameObjects();
}
private static void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
{
CheckPOVGameObjects();
}
private static void EditorSceneManager_activeSceneChanged(Scene arg0, Scene arg1)
{
CheckPOVGameObjects();
}
public static void CheckPOVGameObjects()
{
var activeScene = SceneManager.GetActiveScene();
ScenePOVRoot[] allRoots = GameObject.FindObjectsOfType<ScenePOVRoot>();
ScenePOVRoot activePOV = null;
foreach (var povRoot in allRoots)
{
if (povRoot.Scene == activeScene)
activePOV = povRoot;
}
if (activePOV == null)
{
activePOV = CreatePOVRootObject();
}
POVRoot = activePOV;
}
static ScenePOVRoot CreatePOVRootObject()
{
var povRoot = new GameObject(kPOVObjectName);
povRoot.isStatic = true;
povRoot.hideFlags = HideFlags.HideInHierarchy;
return povRoot.AddComponent<ScenePOVRoot>();
}
static GameObject CreatePOV(GameObject povRoot, string name, Transform transform)
{
var pov = new GameObject(name);
pov.isStatic = true;
pov.hideFlags = HideFlags.HideInHierarchy;
pov.transform.position = transform.position;
pov.transform.rotation = transform.rotation;
pov.transform.parent = povRoot.transform;
return pov;
}
public static void ShowPopup(Rect buttonRect, SceneView sceneView)
{
PopupWindow.Show(buttonRect, new SceneViewPOV(sceneView));
}
private SceneView m_SceneView;
public SceneViewPOV(SceneView sceneView)
{
m_SceneView = sceneView;
}
public override Vector2 GetWindowSize()
{
CheckPOVGameObjects();
return new Vector2(256.0f, 80.0f + POVRoot.AllPOV.Length * 20);
}
string m_NewPOVName = "New POV";
public override void OnGUI(Rect rect)
{
if (POVRoot == null)
CheckPOVGameObjects();
if (m_SceneView != null)
{
Styles.Header("Add Point Of View");
using (new GUILayout.HorizontalScope())
{
GUILayout.Label("Name", GUILayout.Width(64));
m_NewPOVName = GUILayout.TextField(m_NewPOVName);
if (GUILayout.Button("+", GUILayout.Width(32)))
{
POVRoot.AddPOV(m_SceneView.camera.transform, m_NewPOVName);
}
}
GUILayout.Space(8);
var povs = POVRoot.AllPOV;
Styles.Header("Go to Point Of View");
foreach (var pov in povs.OrderBy(o => o.name))
{
using (new EditorGUILayout.HorizontalScope())
{
if (GUILayout.Button(pov.name, EditorStyles.foldout))
{
m_SceneView.AlignViewToObject(pov.transform);
}
if (GUILayout.Button("X", GUILayout.Width(32)))
{
if (EditorUtility.DisplayDialog("Destroy POV?", "Do you want to destroy this POV: " + pov.gameObject.name + " ?", "Yes", "No"))
GameObject.Destroy(pov.gameObject);
}
}
}
}
else
{
EditorGUILayout.HelpBox("No POV Root found (Create an Empty Game Object named 'POV_ROOT') or no SceneView currently active", MessageType.Warning) ;
}
}
static class Styles
{
public static void Header(string name)
{
var content = new GUIContent(name);
var rect = GUILayoutUtility.GetRect(content, EditorStyles.boldLabel);
rect.xMin = 0;
rect.xMax = EditorGUIUtility.currentViewWidth;
EditorGUI.DrawRect(rect, new Color(0.5f, 0.5f, 0.5f, 0.1f));
EditorGUI.LabelField(rect, content, EditorStyles.boldLabel);
}
}
}
}