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160 行
4.7 KiB
160 行
4.7 KiB
using System.Linq;
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using UnityEngine;
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using UnityEditor;
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// This code has been adapted from a tutorial by Patryk Galach
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// https://www.patrykgalach.com/2019/08/26/replace-tool-for-level-designers
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/// <summary>
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/// Replace tool window,available under the Tools menu.
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/// </summary>
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public class ReplaceTool : EditorWindow
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{
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ReplaceData data;
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SerializedObject serializedData;
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// Prefab variable from data object. Using SerializedProperty for integrated Undo
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SerializedProperty replaceObjectField;
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// Scroll position for list of selected objects
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Vector2 selectObjectScrollPosition;
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private void InitDataIfNeeded()
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{
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if (!data)
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{
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data = ScriptableObject.CreateInstance<ReplaceData>();
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serializedData = null;
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}
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// If data was not wrapped into SerializedObject, wrap it
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if (serializedData == null)
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{
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serializedData = new SerializedObject(data);
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replaceObjectField = null;
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}
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// If prefab field was not assigned as SerializedProperty, assign it
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if (replaceObjectField == null)
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{
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replaceObjectField = serializedData.FindProperty("replacementPrefab");
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}
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}
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// Register menu item to open Window
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[MenuItem("Tools/Replace with Prefab")]
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public static void ShowWindow()
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{
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var window = GetWindow<ReplaceTool>();
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window.Show();
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}
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private void OnGUI()
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{
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InitDataIfNeeded();
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EditorGUILayout.Separator();
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EditorGUILayout.PropertyField(replaceObjectField);
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EditorGUILayout.Separator();
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EditorGUILayout.LabelField("Selected objects to replace", EditorStyles.boldLabel);
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EditorGUILayout.Separator();
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// Saving number of objects to replace.
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int objectToReplaceCount = data.objectsToReplace != null ? data.objectsToReplace.Length : 0;
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EditorGUILayout.IntField("Object count", objectToReplaceCount);
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EditorGUI.indentLevel++;
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// Printing information when no object is selected on scene.
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if (objectToReplaceCount == 0)
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{
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EditorGUILayout.Separator();
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EditorGUILayout.LabelField("Select objects in the hierarchy to replace them", EditorStyles.wordWrappedLabel);
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}
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// Read-only scroll view with selected game objects.
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selectObjectScrollPosition = EditorGUILayout.BeginScrollView(selectObjectScrollPosition);
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GUI.enabled = false;
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if (data && data.objectsToReplace != null)
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{
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foreach (var go in data.objectsToReplace)
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{
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EditorGUILayout.ObjectField(go, typeof(GameObject), true);
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}
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}
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GUI.enabled = true;
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EditorGUILayout.EndScrollView();
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EditorGUI.indentLevel--;
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EditorGUILayout.Separator();
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if (GUILayout.Button("Replace"))
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{
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// Check if replace object is assigned.
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if (!replaceObjectField.objectReferenceValue)
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{
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Debug.LogErrorFormat("{0}", "No prefab to replace with!");
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return;
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}
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// Check if there are objects to replace.
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if (data.objectsToReplace.Length == 0)
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{
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Debug.LogErrorFormat("{0}", "No objects to replace!");
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return;
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}
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ReplaceSelectedObjects(data.objectsToReplace, data.replacementPrefab);
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}
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EditorGUILayout.Separator();
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serializedData.ApplyModifiedProperties();
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}
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private void OnInspectorUpdate()
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{
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if (serializedData != null && serializedData.UpdateIfRequiredOrScript())
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{
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this.Repaint();
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}
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}
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private void OnSelectionChange()
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{
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InitDataIfNeeded();
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SelectionMode objectFilter = SelectionMode.Unfiltered ^ ~(SelectionMode.Assets | SelectionMode.DeepAssets | SelectionMode.Deep);
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Transform[] selection = Selection.GetTransforms(objectFilter);
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data.objectsToReplace = selection.Select(s => s.gameObject).ToArray();
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if (serializedData.UpdateIfRequiredOrScript())
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{
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this.Repaint();
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}
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}
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/// <summary>
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/// Replaces game objects with provided replace object.
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/// </summary>
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/// <param name="objectToReplace">Game Objects to replace.</param>
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/// <param name="replaceObject">Prefab that will be instantiated in place of the objects to replace.</param>
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private void ReplaceSelectedObjects(GameObject[] objectToReplace, GameObject replaceObject)
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{
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Debug.Log("[Replace Tool] Replace process");
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for (int i = 0; i < objectToReplace.Length; i++)
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{
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var go = objectToReplace[i];
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Undo.RegisterCompleteObjectUndo(go, "Saving game object state");
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var inst = Instantiate(replaceObject, go.transform.position, go.transform.rotation, go.transform.parent);
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inst.transform.localScale = go.transform.localScale;
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Undo.RegisterCreatedObjectUndo(inst, "Replacement creation.");
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foreach (Transform child in go.transform)
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{
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Undo.SetTransformParent(child, inst.transform, "Parent Change");
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}
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Undo.DestroyObjectImmediate(go);
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}
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Debug.LogFormat("[Replace Tool] {0} objects replaced on scene with {1}", objectToReplace.Length, replaceObject.name);
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}
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}
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/// <summary>
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/// Data class for replace tool.
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/// </summary>
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public class ReplaceData : ScriptableObject
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{
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public GameObject replacementPrefab;
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public GameObject[] objectsToReplace;
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}
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