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.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.Reflection;
using UnityEngine.SceneManagement;
namespace GameplayIngredients.Editor
{
public static class MenuItems
{
const int kPlayMenuPriority = 160;
const int kMenuPriority = 330;
#region PLAY HERE
[MenuItem("Edit/Play from SceneView Position #%&P", priority = kPlayMenuPriority)]
static void PlayHere()
{
EditorApplication.isPlaying = true;
}
[MenuItem("Edit/Play from SceneView Position #%&P", priority = kPlayMenuPriority, validate = true)]
static bool PlayHereValidate()
{
return PlayFromHere.IsReady;
}
#endregion
#region GROUP_UNGROUP
const int kGroupMenuIndex = 500;
const string kGroupMenuString = "Edit/Group Selected %G";
const string kUnGroupMenuString = "Edit/Un-Group Selected %#G";
[MenuItem(kGroupMenuString, priority = kGroupMenuIndex, validate = false)]
static void Group()
{
if (Selection.gameObjects.Length <= 1)
return;
var selected = Selection.gameObjects;
Transform parent = selected[0].transform.parent;
Scene scene = selected[0].scene;
bool sparseParents = false;
foreach (var obj in selected)
{
if (obj.transform.parent != parent || obj.scene != scene)
{
sparseParents = true;
break;
}
}
if (sparseParents)
{
parent = null;
scene = SceneManager.GetActiveScene();
}
Vector3 posSum = Vector3.zero;
foreach (var go in selected)
{
posSum += go.transform.position;
}
GameObject groupObj = new GameObject("Group");
groupObj.transform.position = posSum / selected.Length;
groupObj.transform.parent = parent;
groupObj.isStatic = true;
foreach (var go in selected)
go.transform.parent = groupObj.transform;
// Expand by pinging the first object
EditorGUIUtility.PingObject(selected[0]);
}
[MenuItem(kGroupMenuString, priority = kGroupMenuIndex, validate = true)]
static bool GroupCheck()
{
return (Selection.gameObjects.Length > 1);
}
[MenuItem(kUnGroupMenuString, priority = kGroupMenuIndex+1, validate = false)]
static void UnGroup()
{
if (Selection.gameObjects.Length == 0)
return;
var selected = Selection.gameObjects;
List<Transform> oldParents = new List<Transform>();
foreach(var go in selected)
{
if(go.transform.parent != null)
{
if(!oldParents.Contains(go.transform.parent))
oldParents.Add(go.transform.parent);
go.transform.parent = go.transform.parent.parent;
}
}
List<GameObject> toDelete = new List<GameObject>();
// Cleanup old parents
foreach(var parent in oldParents)
{
var go = parent.gameObject;
if(parent.childCount == 0 && parent.GetComponents<Component>().Length == 1) // if no more children and only transform/rectTransform
{
toDelete.Add(go);
}
}
foreach (var trash in toDelete)
GameObject.DestroyImmediate(trash);
}
[MenuItem(kUnGroupMenuString, priority = kGroupMenuIndex+1, validate = true)]
static bool UnGroupCheck()
{
return (Selection.gameObjects.Length > 0);
}
#endregion
#region ASSETS
[UnityEditor.MenuItem("Assets/Create/Game Level")]
static void CreateGameLevel()
{
GameplayIngredients.Editor.AssetFactory.CreateAssetInProjectWindow<GameLevel>("", "New Game Level.asset");
}
#endregion
}
}