AfSimpleExtension.cs 4.0 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEditor;
  5. using UnityEngine;
  6. /** AfSimpleExtension : Unity简单扩展插件
  7. *
  8. * 作者:邵发
  9. * 官网:https://afanihao.cn
  10. *
  11. * 本插件是【Unity3D入门教程】的配套插件,最新版本在课程网盘中获取!
  12. *
  13. * 更新日志:
  14. * - 2022-1-28
  15. *
  16. */
  17. public class AfSimpleExtension : Editor
  18. {
  19. static Quaternion lastRotation;
  20. //static int view = 0; // 当前视角
  21. /** 打印日志
  22. *
  23. */
  24. static void ShowLog(string message)
  25. {
  26. string time = DateTime.Now.ToString("HH:mm"); ;
  27. time = "[ " + time + " ] - ";
  28. Debug.Log(time + message);
  29. }
  30. [MenuItem("AF/正交顶视图 _1" , false , 100)]
  31. static void ISO_TopView()
  32. {
  33. SceneView view = SceneView.lastActiveSceneView;
  34. if (!view.orthographic)
  35. {
  36. ISO_View( new Vector3(90, 0, 0));
  37. ShowLog("正交顶视图");
  38. }
  39. else
  40. {
  41. Persp_View();
  42. }
  43. }
  44. [MenuItem("AF/正交后视图 _2", false, 100)]
  45. static void ISO_BackView()
  46. {
  47. SceneView view = SceneView.lastActiveSceneView;
  48. if (!view.orthographic)
  49. {
  50. ISO_View(new Vector3(0, 0, 0));
  51. ShowLog("正交后视图");
  52. }
  53. else
  54. {
  55. Persp_View();
  56. }
  57. }
  58. [MenuItem("AF/正交右视图 _3" , false, 100)]
  59. static void ISO_RightView()
  60. {
  61. SceneView view = SceneView.lastActiveSceneView;
  62. if (!view.orthographic)
  63. {
  64. ISO_View(new Vector3(0, -90, 0));
  65. ShowLog("正交右视图");
  66. }
  67. else
  68. {
  69. Persp_View();
  70. }
  71. }
  72. static void ISO_View( Vector3 angle )
  73. {
  74. SceneView view = SceneView.lastActiveSceneView;
  75. view.orthographic = true;
  76. lastRotation = view.rotation;
  77. view.rotation = Quaternion.Euler(angle);
  78. }
  79. [MenuItem("AF/透视图 _0", false, 100)]
  80. static void Persp_View()
  81. {
  82. SceneView view = SceneView.lastActiveSceneView;
  83. view.orthographic = false;
  84. view.rotation = lastRotation;
  85. ShowLog("透视图");
  86. }
  87. [MenuItem("AF/置于视图中心 _G", false, 200)]
  88. static void FocusAtObject()
  89. {
  90. GameObject obj = Selection.activeGameObject;
  91. if (obj == null)
  92. {
  93. ShowLog("Warn: 当前没有选中物体!");
  94. return;
  95. }
  96. SceneView view = SceneView.lastActiveSceneView;
  97. view.pivot = obj.transform.position;
  98. }
  99. //[MenuItem("AF/删除选中物体 _X" , false, 200)]
  100. //static void DeleteSelectObjects()
  101. //{
  102. // GameObject[] objs = Selection.gameObjects;
  103. // foreach ( GameObject obj in objs)
  104. // {
  105. // DestroyImmediate(obj);
  106. // }
  107. // ShowLog("删除了 " + objs.Length + " 个物体");
  108. //}
  109. [MenuItem("AF/物体测距 ", false, 300)]
  110. static void GetDistanceOfObject()
  111. {
  112. GameObject[] objs = Selection.gameObjects;
  113. if(objs.Length > 2)
  114. {
  115. ShowLog("Warn: 请只选择2个物体,不要选择太多物体!");
  116. return;
  117. }
  118. if(objs.Length != 2)
  119. {
  120. ShowLog("Warn: 请先选择2个物体,然后再执行测量!");
  121. return;
  122. }
  123. float distance = (objs[0].transform.position - objs[1].transform.position).magnitude;
  124. ShowLog("距离为: " + distance + ", " + objs[0].name + " -> " + objs[1].name);
  125. }
  126. [MenuItem("AF/物体尺寸 ", false, 300)]
  127. static void GetMeshDimension()
  128. {
  129. GameObject obj = Selection.activeGameObject;
  130. if (obj == null)
  131. {
  132. ShowLog("Warn: 当前没有选中物体!");
  133. return;
  134. }
  135. MeshRenderer renderer = obj.GetComponent<MeshRenderer>();
  136. if (renderer == null)
  137. {
  138. ShowLog("Warn: 当前物体没有网格,缺少MeshRenderer组件 !");
  139. return;
  140. }
  141. Vector3 size = renderer.bounds.size;
  142. ShowLog("物体: " + obj.name + " 尺寸: " + size.ToString("F2"));
  143. }
  144. }