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这里使用的是unity2020.1
对于unity编辑器开发也不是很了解,这方面的教程也不多,也是慢慢摸索的
效果显示
首先简单
介绍下Unity编辑器开发
1:Editor下打开新窗口需要继承EditorWindow,然后使用获取窗口即可,注意放在Editor文件夹下
- public class DrawGameLevel : EditorWindow
- {
- [MenuItem("Maps/Create Map &M")]
- public static void OpenMapCreate()
- {
- DrawGameLevel window = EditorWindow.GetWindow<DrawGameLevel>("地图编辑器");
- window.Show();
- window.minSize = new Vector2(500, 800);
- window.maxSize = new Vector2(600, 1200);
-
- }
- }
2:因为是在Scene视图下进行操作,所以注册SceneView.duringSceneGui事件,在OnEnable中
- void OnEnable()
- 2 {
- 3 SceneView.duringSceneGui += OnSceneGUI;
- 4 //初始化一些东西
- 5 }
- 6
- 7 void OnDestroy()
- 8 {
- 9 SceneView.duringSceneGui -= OnSceneGUI;
- 10 }
3:unity 编辑器开发,需要在GUI中写,使用EditorGUILayout或者GUILayout来显示ui,基本的组件都是有的
这是我实现的界面和代码
- #region GUI显示
- private string brushY = "";// 刷新的y坐标
- private string brushX = "";// 刷新的x坐标
- private string brushDisY = "0";// 刷新的y坐标间距
- private string brushDisX = "0";// 刷新的x坐标间距
- private string zIndex = "-0.2";// 显示的层级
- private string fixCount = "0";// 固定生成个数,设置0,一直生成
-
- private float _lastBrushY = -10000;// 保持Y合理间距 上次刷的y的坐标
- private float _lastBrushX = -10000;// 保持X合理间距 上一个刷的x的坐标
- private int _curImgIndex = -1;//当前正在使用的图
- private int _curFixCount = 0;// 当前已经生成的个数
-
- private bool _drag = false;// 鼠标拖拽?
- private int _select = 0;// 当前选择的图片 index
- private string ck = "1";// 关卡
- private Texture[] _items = null;// 地形基础图 要使用的地块
- private GameObject parentMap = null;// 地图节点的父节点
- private GameObject bgParent = null;// 背景图挂点
- private string[] bgNames = { "Forest", "Night", "Winter" };// 背景图名字
- private int selectMapIndex = 0;// 选择的地图背景图index
- private int lastSelectMapIndex = -1;// 上次选择的地图背景图index
-
- private int funcTypeIndex = 0;// 功能类型的index
- private string[] funcTypeArry = { "无","橡皮擦","选中单个物体"};// 选择单个物体
- private int selectTypeIndex = 0;
- private int lastSelectTypeIndex = 0;// 上次选择的类型
- private string[] typeArry = {"不显示选图", "地形图","障碍物",};
- // Update is called once per frame
- void OnGUI()
- {
- GUI.skin.label.normal.textColor = Color.yellow;
- GUI.skin.label.fontSize = 15;
-
- GUIStyle popStyle = new GUIStyle("Popup");
- popStyle.fontSize = 15;
- // 选择地图
- EditorGUILayout.Space();
- EditorGUILayout.BeginHorizontal();
- GUILayout.Label("1.选择地图", GUILayout.Width(200));
- this.selectMapIndex = EditorGUILayout.Popup(this.selectMapIndex, bgNames, popStyle, GUILayout.MaxWidth(100));
- EditorGUILayout.EndHorizontal();
- EditorGUILayout.Space();
- LoadBg();
-
- ck = EditorGUILayout.TextField("2.设置关卡", ck);
- // 输入数据
- EditorGUILayout.Space();
-
- GUILayout.Label("设置坐标,批量坐标保持一致的时候使用,不输入是按照鼠标位置刷新");
- brushY = EditorGUILayout.TextField("3.固定Y的坐标(从左到右刷)", brushY);
- brushX = EditorGUILayout.TextField("4.固定X的坐标(从上到下刷)", brushX);
- brushDisY = EditorGUILayout.TextField("5.固定Y间距(从左到右刷)", brushDisY);
- brushDisX = EditorGUILayout.TextField("6.固定X间距(从上到下刷)", brushDisX);
- fixCount = EditorGUILayout.TextField("7.固定生成的个数", fixCount);
- EditorGUILayout.Space(10);
- zIndex = EditorGUILayout.TextField("8.物体显示层级,小的靠前显示", zIndex);
-
- EditorGUILayout.Space();
- EditorGUILayout.BeginHorizontal();
- GUILayout.Label("9.选择橡皮擦 或者 选中一个场景物体", GUILayout.Width(250));
- this.funcTypeIndex = EditorGUILayout.Popup(this.funcTypeIndex, funcTypeArry, popStyle, GUILayout.MaxWidth(100));
- EditorGUILayout.EndHorizontal();
- EditorGUILayout.Space();
-
- EditorGUILayout.BeginHorizontal("box");
- GUIStyle btnStyle = new GUIStyle("Button");
- btnStyle.fontSize = 15;
- btnStyle.padding = new RectOffset(10, 10, 10, 10);
- if (GUILayout.Button("10.清除当前地图数据",btnStyle))
- {
- RemoveParentChild(parentMap);
- _lastBrushY = -10000;// 防止后面刷新跟着这个位置
- _lastBrushX = -10000;
- _curFixCount = 0;
- }
- if (GUILayout.Button("11.导出json数据",btnStyle))
- {
- DataMgr.Instance.OutFile(parentMap,ck);
- EditorUtility.DisplayDialog("导出数据成", "导出关卡数据成功"+ck, "确定");
- }
- if (GUILayout.Button("12.导入json数据",btnStyle))
- {
- DataMgr.Instance.ImportFile(parentMap,ck);
- EditorUtility.DisplayDialog("导入数据成功","导入关卡数据成功"+ck,"确定");
- }
- EditorGUILayout.EndHorizontal();
- // 选择图片类型
- GUILayout.Label("13.显示选图", GUILayout.Width(200));
- this.selectTypeIndex = EditorGUILayout.Popup(this.selectTypeIndex,typeArry, popStyle, GUILayout.MaxWidth(100));
-
- if (selectTypeIndex>0) LoadChooseImg();// 加载选图
- }
- #endregion

4:unity 编辑器开发,资源加载可以使用Resources,前提是需要把资源放到Editor->Resources中
5:地图文件导出和导入,通过FileStream和LitJson的解析实现的
- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.Linq;
- using System.Text;
- using LitJson;
- using UnityEngine;
- using UnityEditor;
-
-
- // 障碍物
- public class Obstacle
- {
- public int id;
- public string name;
- public int type;
- }
- // 导出的地图json文件数据格式
- public class DataFile
- {
- public int id;
- public string name; // 预制体名字
- public string path; // 加载路径
- public string tag;// 预制体的tag
- public string posX;// 坐标x
- public string posY;// 坐标y
- public string posZ;// 坐标z
- public string scaX;// scale x
- public string scaY;// scale y
- public string scaZ;// scale z
- public string rotX;// rotate x
- public string rotY;// rotate y
- public string rotZ;// rotate z
- // Todo,后面还可以加障碍物id,用于实现障碍物的功能
- public DataFile() { }
- public DataFile(int id1,string path1,string tag1, float px, float py, float pz, float sx, float sy, float sz, float rx, float ry, float rz)
- {
- id = id1;
- path = path1;
- string[] p = path.Split('/');
- name = p[p.Length - 1];
- tag = tag1;
- posX = px.ToString();
- posY = py.ToString();
- posZ = pz.ToString(); // 使用string类型,是因为转json不识别float和double
- scaX = sx.ToString();
- scaY = sy.ToString();
- scaZ = sz.ToString();
- rotX = rx.ToString();
- rotY = ry.ToString();
- rotZ = rz.ToString();
- }
- }
- public class DataMgr:Editor
- {
- private static DataMgr instance = null;
- public static DataMgr Instance
- {
- get
- {
- if (null == instance) instance = new DataMgr();
- return instance;
- }
- }
- public readonly List<Obstacle> m_table = null;
- public DataMgr()
- {
- // 注册json类型转换方法
- LitJson.JsonMapper.RegisterImporter<int, string>((int input) => { return input.ToString(); });
- LitJson.JsonMapper.RegisterImporter<string, int>((string input) => { return Convert.ToInt32(input); });
-
- // 加载障碍物表
- //TextAsset ts = Resources.Load<TextAsset>("jsonTable/config_obstacle");
- //m_table = JsonMapper.ToObject<List<Obstacle>>(ts.text);
- }
- // 导出文件json
- // ck 关卡id
- public void OutFile(GameObject parent,string ck)
- {
- int childCount = parent.transform.childCount;
- if (childCount <= 0)
- {
- Debug.Log("没有可以导出的数据节点");
- }
- List<DataFile> list = new List<DataFile>();
- for (int i = 0; i < childCount; i++)
- {
- GameObject obj = parent.transform.GetChild(i).gameObject;
- DataFile file = new DataFile(i+1,obj.name,obj.tag,obj.transform.localPosition.x, obj.transform.localPosition.y, obj.transform.localPosition.z, obj.transform.localScale.x, obj.transform.localScale.y,
- obj.transform.localScale.z, obj.transform.localRotation.x, obj.transform.localRotation.y,obj.transform.localRotation.z);
- list.Add(file);
- }
- string jsons = JsonMapper.ToJson(list);
- FileStream fs = new FileStream(Application.dataPath + "/OutMap/mapCk_"+ck+".json", FileMode.Create);
- //存储时时二进制,所以这里需要把我们的字符串转成二进制
- byte[] bytes = new UTF8Encoding().GetBytes(jsons);
- fs.Write(bytes, 0, bytes.Length);
- //每次读取文件后都要记得关闭文件
- fs.Close();
- Debug.Log("导出成功"+ "/OutMap/mapCk_"+ck +".json");
- }
- // 导入文件 实例化数据
- public void ImportFile(GameObject parent,string ck)
- {
- if (!parent) return;
- FileStream fs = new FileStream(Application.dataPath + "/OutMap/mapCk_" + ck + ".json", FileMode.Open);
- byte[] bytes = new byte[fs.Length];
- fs.Read(bytes, 0, bytes.Length);
- //将读取到的二进制转换成字符串
- string s = new UTF8Encoding().GetString(bytes);
- List<DataFile> list = JsonMapper.ToObject<List<DataFile>>(s);
- if (list.Count <= 0)
- {
- Debug.Log("没有可导入的数据" + "/OutMap/mapCk_" + ck + ".json");
- return;
- }
- UnityEngine.Object a = Resources.Load<GameObject>(list[0].path);
- for (int i = 0; i < list.Count; i++)
- {
- if (a.name != list[i].path)
- {// 实例化新的
- a = Resources.Load<GameObject>(list[i].path);
- }
- GameObject obj = Instantiate(a) as GameObject;
- obj.tag = list[i].tag;
- obj.name = list[i].path;
- obj.transform.parent = parent.transform;
- obj.transform.localPosition = new Vector3(Convert.ToSingle(list[i].posX), Convert.ToSingle(list[i].posY), Convert.ToSingle(list[i].posZ));
- obj.transform.localRotation = Quaternion.Euler(Convert.ToSingle(list[i].rotX), Convert.ToSingle(list[i].rotY), Convert.ToSingle(list[i].rotZ));
- obj.transform.localScale = new Vector3(Convert.ToSingle(list[i].scaX), Convert.ToSingle(list[i].scaY), Convert.ToSingle(list[i].scaZ));
- }
-
- Debug.Log("导入成功" + "/OutMap/mapCk_" + ck + ".json");
- }
- }
-

6:地图编辑器面版的全部代码
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEditor;
- using UnityEditor.SceneManagement;
- using System;
-
- public class DrawGameLevel : EditorWindow
- {
- [MenuItem("Maps/Create Map &M")]
- public static void OpenMapCreate()
- {
- DrawGameLevel window = EditorWindow.GetWindow<DrawGameLevel>("地图编辑器");
- window.Show();
- window.minSize = new Vector2(500, 800);
- window.maxSize = new Vector2(600, 1200);
-
- }
- #region 初始化和关闭界面
- private void OnEnable()
- {
- // 在scene下操作,所以要注册,屏蔽scene原有事件
- SceneView.duringSceneGui += OnSceneGUI;
- InitUI();
- }
- private void OnDestroy()
- {
- // 取消事件,恢复scene
- SceneView.duringSceneGui -= OnSceneGUI;
- EndUI();
- }
- //初始化ui,判断是否需要创建挂点
- private void InitUI()
- {
- bgParent = GameObject.Find("BgCamera");
- // 判断有没有quad平面
- GameObject pa = GameObject.Find("Quad");
- if (!pa)
- {
- GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Quad);
- obj.transform.localScale = new Vector3(1000, 10, 1);
- obj.transform.position = new Vector3(0, 0, 0);
- pa = obj;
- }
- pa.tag = "Plane";
-
- // 判断地图的父节点 要刷的地形的父节点
- GameObject map = GameObject.Find("MapInfo");
- if (!map)
- {
- map = new GameObject("MapInfo");
- map.transform.position = Vector3.zero;
- }
- parentMap = map;
- }
- // 关闭界面的时候
- private void EndUI()
- {
- // 删除背景图
- RemoveParentChild(bgParent);
- // 保存数据道json 再
- //DataMgr.Instance.OutFile(parentMap,ck);
- // 删除parentMap下的
- RemoveParentChild(parentMap);
- // 保存场景 原始场景
- EditorSceneManager.SaveScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene());
- }
- #endregion
- #region 点击事件和射线检测刷地形
- private void OnSceneGUI(SceneView sceneView)
- {
- // 替换Scene视图以前的相应事件,发射线检测要绘制的地图,射线必须要要有碰撞体,所以在场景中准备一个plane,整对着屏幕,只要射线碰撞到plane才进行绘制
- HandleUtility.AddDefaultControl(GUIUtility.GetControlID(FocusType.Passive));// 添加默认响应,来屏蔽以前的
- if (Event.current.type == EventType.MouseDown && Event.current.button == 0)// 点击
- {
- }
- else if (Event.current.type == EventType.MouseUp && Event.current.button == 0)// 抬起
- {
- if (!_drag)
- {
- OnMouseEvent();
- }
- _drag = false;
- // 清楚上次记录的 拖动位置,上次记录的刷出数量
- _lastBrushY = -10000;
- _lastBrushX = -10000;
- _curFixCount = 0;
- }
- else if (Event.current.type == EventType.MouseDrag && Event.current.button == 0)
- {
- OnMouseEvent();
- _drag = true;
- }
- }
- // 检测射线
- private void OnMouseEvent()
- {
- Vector2 mousePos = Event.current.mousePosition;
- mousePos.y = Camera.current.pixelHeight - mousePos.y;// 这里的鼠标原点在左上,而屏幕空间原点在左下,翻转他
- Ray ray = Camera.current.ScreenPointToRay(mousePos);
- RaycastHit hit;
- if (Physics.Raycast(ray, out hit, 3000f))
- {
- // 检测是不是要选中一个已经铺设的物体
- if (this.funcTypeIndex == 2)
- {// 选择了铺设的地图点
- if (hit.transform.parent == parentMap.transform)
- {// 选中场景中物体
- EditorGUIUtility.PingObject(hit.transform);
- Selection.activeGameObject = hit.transform.gameObject;
- }
- return ;
- }
- // 固定生成的个数够了,不生成了
- if (Convert.ToInt32(fixCount) > 0 && Convert.ToInt32(fixCount) <= _curFixCount) return;
- //
- if ((hit.transform.tag == "Plane" || hit.transform.tag == "Ground") && this.funcTypeIndex!=1)
- {// 实例化图 点击的是地面,或者点击的是ground
- GameObject obj = GetBrushName();
- float x = 0;// 这里使用临时的,是为了防止引用变量带来的错误
- float y = 0;
- Vector3 pos = Camera.current.ScreenToWorldPoint(mousePos);
-
- if (brushX != "")
- {// x一致 刷的物体 ,记录本次的y坐标,下次方便调整间距
- pos.x = Convert.ToSingle(brushX);
- if (_lastBrushY != -10000)
- {// 前面有刷的同物体,计算本次位置
- var box = obj.GetComponent<BoxCollider>();
- if (box)
- {// 必须从上往下刷
- _lastBrushY -= (box.size.y * obj.transform.localScale.y) + Convert.ToSingle(brushDisY);
- y = _lastBrushY;
- }
- }
- else _lastBrushY = pos.y;
- }
- else if (brushY != "")
- {// 刷的物体y一致 ,记录本次的x坐标,下次方便调整间距
- pos.y = Convert.ToSingle(brushY);
- if (_lastBrushX != -10000)
- {// 前面有刷的同物体,计算本次位置
- var box = obj.GetComponent<BoxCollider>();
- if (box)
- {// 必须从左往右刷
- _lastBrushX += box.size.x * obj.transform.localScale.x + Convert.ToSingle(brushDisX);
- x = _lastBrushX;
- }
- }
- else _lastBrushX = pos.x;
- }
- obj.transform.localPosition = new Vector3(x != 0 ? x : pos.x, y != 0 ? y : pos.y,Convert.ToSingle(zIndex));
- if (Convert.ToInt32(fixCount) > 0 && (brushY != "" || brushX != ""))
- {// 有刷x或者y,并且固定个数,数量加
- _curFixCount++;
- }
- }
- else if ((hit.transform.tag == "Ground" || hit.transform.tag == "Obstacle") && this.funcTypeIndex == 1)
- {// 选择了橡皮擦,擦除地面 或者 障碍物
- UnityEngine.Object.DestroyImmediate(hit.transform.gameObject);
- }
- }
- }
- #endregion
- #region GUI显示
- private string brushY = "";// 刷新的y坐标
- private string brushX = "";// 刷新的x坐标
- private string brushDisY = "0";// 刷新的y坐标间距
- private string brushDisX = "0";// 刷新的x坐标间距
- private string zIndex = "-0.2";// 显示的层级
- private string fixCount = "0";// 固定生成个数,设置0,一直生成
-
- private float _lastBrushY = -10000;// 保持Y合理间距 上次刷的y的坐标
- private float _lastBrushX = -10000;// 保持X合理间距 上一个刷的x的坐标
- private int _curImgIndex = -1;//当前正在使用的图
- private int _curFixCount = 0;// 当前已经生成的个数
-
- private bool _drag = false;// 鼠标拖拽?
- private int _select = 0;// 当前选择的图片 index
- private string ck = "1";// 关卡
- private Texture[] _items = null;// 地形基础图 要使用的地块
- private GameObject parentMap = null;// 地图节点的父节点
- private GameObject bgParent = null;// 背景图挂点
- private string[] bgNames = { "Forest", "Night", "Winter" };// 背景图名字
- private int selectMapIndex = 0;// 选择的地图背景图index
- private int lastSelectMapIndex = -1;// 上次选择的地图背景图index
-
- private int funcTypeIndex = 0;// 功能类型的index
- private string[] funcTypeArry = { "无","橡皮擦","选中单个物体"};// 选择单个物体
- private int selectTypeIndex = 0;
- private int lastSelectTypeIndex = 0;// 上次选择的类型
- private string[] typeArry = {"不显示选图", "地形图","障碍物",};
- // Update is called once per frame
- void OnGUI()
- {
- GUI.skin.label.normal.textColor = Color.yellow;
- GUI.skin.label.fontSize = 15;
-
- GUIStyle popStyle = new GUIStyle("Popup");
- popStyle.fontSize = 15;
- // 选择地图
- EditorGUILayout.Space();
- EditorGUILayout.BeginHorizontal();
- GUILayout.Label("1.选择地图", GUILayout.Width(200));
- this.selectMapIndex = EditorGUILayout.Popup(this.selectMapIndex, bgNames, popStyle, GUILayout.MaxWidth(100));
- EditorGUILayout.EndHorizontal();
- EditorGUILayout.Space();
- LoadBg();
-
- ck = EditorGUILayout.TextField("2.设置关卡", ck);
- // 输入数据
- EditorGUILayout.Space();
-
- GUILayout.Label("设置坐标,批量坐标保持一致的时候使用,不输入是按照鼠标位置刷新");
- brushY = EditorGUILayout.TextField("3.固定Y的坐标(从左到右刷)", brushY);
- brushX = EditorGUILayout.TextField("4.固定X的坐标(从上到下刷)", brushX);
- brushDisY = EditorGUILayout.TextField("5.固定Y间距(从左到右刷)", brushDisY);
- brushDisX = EditorGUILayout.TextField("6.固定X间距(从上到下刷)", brushDisX);
- fixCount = EditorGUILayout.TextField("7.固定生成的个数", fixCount);
- EditorGUILayout.Space(10);
- zIndex = EditorGUILayout.TextField("8.物体显示层级,小的靠前显示", zIndex);
-
- EditorGUILayout.Space();
- EditorGUILayout.BeginHorizontal();
- GUILayout.Label("9.选择橡皮擦 或者 选中一个场景物体", GUILayout.Width(250));
- this.funcTypeIndex = EditorGUILayout.Popup(this.funcTypeIndex, funcTypeArry, popStyle, GUILayout.MaxWidth(100));
- EditorGUILayout.EndHorizontal();
- EditorGUILayout.Space();
-
- EditorGUILayout.BeginHorizontal("box");
- GUIStyle btnStyle = new GUIStyle("Button");
- btnStyle.fontSize = 15;
- btnStyle.padding = new RectOffset(10, 10, 10, 10);
- if (GUILayout.Button("10.清除当前地图数据",btnStyle))
- {
- RemoveParentChild(parentMap);
- _lastBrushY = -10000;// 防止后面刷新跟着这个位置
- _lastBrushX = -10000;
- _curFixCount = 0;
- }
- if (GUILayout.Button("11.导出json数据",btnStyle))
- {
- DataMgr.Instance.OutFile(parentMap,ck);
- EditorUtility.DisplayDialog("导出数据成", "导出关卡数据成功"+ck, "确定");
- }
- if (GUILayout.Button("12.导入json数据",btnStyle))
- {
- DataMgr.Instance.ImportFile(parentMap,ck);
- EditorUtility.DisplayDialog("导入数据成功","导入关卡数据成功"+ck,"确定");
- }
- EditorGUILayout.EndHorizontal();
- // 选择图片类型
- GUILayout.Label("13.显示选图", GUILayout.Width(200));
- this.selectTypeIndex = EditorGUILayout.Popup(this.selectTypeIndex,typeArry, popStyle, GUILayout.MaxWidth(100));
-
- if (selectTypeIndex>0) LoadChooseImg();// 加载选图
- }
- #endregion
- #region 加载图片和删除
- // 加载地形需要图 选择使用
- private void LoadChooseImg()
- {
- // 根据类型,加载相应地形图,障碍,还是金币,还是基础地形
- string name = bgNames[this.selectMapIndex].ToLower();
- switch (selectTypeIndex)
- {
- case 2:name = "obstacle";break;
- case 3:name = "gold"; break;
- }
- Texture[] ts = Resources.LoadAll<Texture>("baseImg/" + name);
- if (ts.Length<=0) return;// 无图
- _items = ts;
- int sizeY = 100 * Mathf.CeilToInt(_items.Length / 5f);
- _select = GUI.SelectionGrid(new Rect(new Vector2(0, 385), new Vector2(100 * 5, sizeY)), _select, _items, 5); //可以给出grid选择框,需要传入贴图数组_items
- if (_select != _curImgIndex || lastSelectTypeIndex != selectTypeIndex)
- {// 切换图片了,清楚上次使用的同时刷的最后一个物体的x y 记录的刷出来的固定数量
- lastSelectTypeIndex = selectTypeIndex;
- _curImgIndex = _select;
- _lastBrushY = -10000;
- _lastBrushX = -10000;
- _curFixCount = 0;
- }
- }
- // 加载背景图
- private void LoadBg()
- {
- if (lastSelectMapIndex == selectMapIndex) return;
- if (!bgParent) return;
- lastSelectMapIndex = selectMapIndex;
- RemoveParentChild(bgParent);// 删除之前的背景
- RemoveParentChild(parentMap);// 删除之前铺设的
- int dis = 19;//间距 根据实际背景图算的
- UnityEngine.Object a = Resources.Load<GameObject>("Prefabs/" + bgNames[selectMapIndex]);
-
- for (int i = 0; i < 100; i++)
- {
- GameObject o1 = Instantiate(a) as GameObject;
- o1.transform.parent = bgParent.transform;
- o1.transform.localPosition = new Vector3(-488 + dis * i, o1.transform.position.y, o1.transform.position.z);
- // -488是根据实际的quad的长度一半得到的
- }
- }
- // 获取要刷的图片
- private GameObject GetBrushName()
- {
- string tag = "Ground";// 设置物体的tag
- string name = bgNames[this.selectMapIndex].ToLower();
- switch (selectTypeIndex)
- {
- case 2: name = "obstacle"; tag = "Obstacle"; break;
- case 3: name = "gold"; tag = "Gold"; break;
- }
- name = "Prefabs_block/" + name + "/" + _items[_select].name;
- UnityEngine.Object a = Resources.Load<GameObject>(name);
- GameObject obj = Instantiate(a) as GameObject;
- obj.tag = tag;
- obj.name = name;
- obj.transform.parent = parentMap.transform;
- return obj;
- }
-
- // 删除父节点的所有子
- private void RemoveParentChild(GameObject parent)
- {
- if (parent)
- {
- while (parent.transform.childCount > 0)
- {
- UnityEngine.Object.DestroyImmediate(parent.transform.GetChild(0).gameObject);
- }
- }
- }
- #endregion
- private void Update()
- {
- if (this.funcTypeIndex != 2)// 点击
- {// 不单独选择,那就把选择取消,取消编辑器的选中物体
- EditorGUIUtility.PingObject(null);
- Selection.activeGameObject = null;
- }
- // 修改鼠标样式
- //if(_items!=null) Cursor.SetCursor(_items[_select] as Texture2D, Vector2.zero, CursorMode.Auto);
- }
- }

项目github地址:https://github.com/SuiFengErQu/unity----map-Editor
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