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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEditor;
- using UnityEngine;
- /** AfSimpleExtension : Unity简单扩展插件
- *
- * 作者:邵发
- * 官网:https://afanihao.cn
- *
- * 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!
- *
- * 更新日志:
- * - 2022-1-28
- *
- */
- public class AfSimpleExtension : Editor
- {
- static Quaternion lastRotation;
- //static int view = 0; // 当前视角
- /** 打印日志
- *
- */
- static void ShowLog(string message)
- {
- string time = DateTime.Now.ToString("HH:mm"); ;
- time = "[ " + time + " ] - ";
- Debug.Log(time + message);
- }
- [MenuItem("AF/正交顶视图 _1" , false , 100)]
- static void ISO_TopView()
- {
- SceneView view = SceneView.lastActiveSceneView;
- if (!view.orthographic)
- {
- ISO_View( new Vector3(90, 0, 0));
- ShowLog("正交顶视图");
- }
- else
- {
- Persp_View();
- }
- }
- [MenuItem("AF/正交后视图 _2", false, 100)]
- static void ISO_BackView()
- {
- SceneView view = SceneView.lastActiveSceneView;
- if (!view.orthographic)
- {
- ISO_View(new Vector3(0, 0, 0));
- ShowLog("正交后视图");
- }
- else
- {
- Persp_View();
- }
- }
- [MenuItem("AF/正交右视图 _3" , false, 100)]
- static void ISO_RightView()
- {
- SceneView view = SceneView.lastActiveSceneView;
- if (!view.orthographic)
- {
- ISO_View(new Vector3(0, -90, 0));
- ShowLog("正交右视图");
- }
- else
- {
- Persp_View();
- }
- }
-
- static void ISO_View( Vector3 angle )
- {
- SceneView view = SceneView.lastActiveSceneView;
- view.orthographic = true;
- lastRotation = view.rotation;
- view.rotation = Quaternion.Euler(angle);
-
- }
- [MenuItem("AF/透视图 _0", false, 100)]
- static void Persp_View()
- {
- SceneView view = SceneView.lastActiveSceneView;
- view.orthographic = false;
- view.rotation = lastRotation;
- ShowLog("透视图");
- }
- [MenuItem("AF/置于视图中心 _G", false, 200)]
- static void FocusAtObject()
- {
- GameObject obj = Selection.activeGameObject;
- if (obj == null)
- {
- ShowLog("Warn: 当前没有选中物体!");
- return;
- }
- SceneView view = SceneView.lastActiveSceneView;
- view.pivot = obj.transform.position;
- }
- //[MenuItem("AF/删除选中物体 _X" , false, 200)]
- //static void DeleteSelectObjects()
- //{
- // GameObject[] objs = Selection.gameObjects;
- // foreach ( GameObject obj in objs)
- // {
- // DestroyImmediate(obj);
- // }
- // ShowLog("删除了 " + objs.Length + " 个物体");
- //}
-
- [MenuItem("AF/物体测距 ", false, 300)]
- static void GetDistanceOfObject()
- {
- GameObject[] objs = Selection.gameObjects;
- if(objs.Length > 2)
- {
- ShowLog("Warn: 请只选择2个物体,不要选择太多物体!");
- return;
- }
- if(objs.Length != 2)
- {
- ShowLog("Warn: 请先选择2个物体,然后再执行测量!");
- return;
- }
- float distance = (objs[0].transform.position - objs[1].transform.position).magnitude;
- ShowLog("距离为: " + distance + ", " + objs[0].name + " -> " + objs[1].name);
- }
- [MenuItem("AF/物体尺寸 ", false, 300)]
- static void GetMeshDimension()
- {
- GameObject obj = Selection.activeGameObject;
- if (obj == null)
- {
- ShowLog("Warn: 当前没有选中物体!");
- return;
- }
- MeshRenderer renderer = obj.GetComponent<MeshRenderer>();
- if (renderer == null)
- {
- ShowLog("Warn: 当前物体没有网格,缺少MeshRenderer组件 !");
- return;
- }
- Vector3 size = renderer.bounds.size;
- ShowLog("物体: " + obj.name + " 尺寸: " + size.ToString("F2"));
- }
-
- }
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