UnityEditor学习笔记二

参考文章

Unity Editor 基础篇(四)Handles

下方转载自 Unity3D 场景编辑器扩展学习笔记-Handles&Event_kun1234567 ,时间较久有删改


Handles

Custom 3D GUI controls and drawing in the scene view.

Handles are the 3D controls that Unity uses to manipulate items in the scene view. There are a number of built-in Handle GUIs, such as the familiar tools to position, scale and rotate an object via the Transform component. However, it is also possible to define your own Handle GUIs to use with custom component editors. Such GUIs can be a very useful way to edit procedurally-generated scene content, "invisible" items and groups of related objects, such as waypoints and location markers.
You can also supplement the 3D Handle GUI in the scene with 2D buttons and other controls overlaid on the scene view. This is done by enclosing standard Unity GUI calls in a Handles.BeginGUI / EndGUI pair within the /OnSceneGUI/ function. You can use HandleUtility.GUIPointToWorldRay and HandleUtility.WorldToGUIPoint to convert coordinates between 2D GUI and 3D world coordinates.

总的来说,Handles就是在SceneView里画一些能响应用户操作的几何图案,并影响指定的变量数值。

这个类的接口大致分为以下几种:

Draw类

绘制元几何体,如点、线、面等。

DrawAAConvexPolygon Draw anti-aliased convex polygon specified with point array.
DrawAAPolyLine Draw anti-aliased line specified with point array and width.
DrawBezier Draw textured bezier line through start and end points with the given tangents. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The bezier curve will be swept using this texture.
DrawDottedLine Draw a dotted line from p1 to p2.
DrawDottedLines Draw a list of dotted line segments.
DrawLine Draw a line from p1 to p2.
DrawLines
DrawPolyLine Draw a line going through the list of all points.
DrawSelectionFrame Draw a camera facing selection frame.
DrawSolidArc Draw a circular sector (pie piece) in 3D space.
DrawSolidDisc Draw a solid flat disc in 3D space.
DrawSolidRectangleWithOutline Draw a solid outlined rectangle in 3D space.
DrawWireArc Draw a circular arc in 3D space.
DrawWireCube Draw a wireframe box with center and size.
DrawWireDisc Draw the outline of a flat disc in 3D space.

Handle类

可视化操作数值,比如Vector3,Vector2,float等

DoPositionHandle 类似对象移动的三向操作器
DoRotationHandle 类似对象旋转的三向圆环操作器
DoScaleHandle 类似对象缩放的三轴操作器
FreeMoveHandle Make an unconstrained movement handle.
FreeRotateHandle Make an unconstrained rotation handle.
PositionHandle Make a 3D Scene view position handle.
RadiusHandle Make a Scene view radius handle.
RotationHandle Make a Scene view rotation handle.
ScaleHandle Make a Scene view scale handle.
ScaleValueHandle Make a single-float draggable handle.

Caps类

绘制多边形几何体,比如方块,点精灵,球形,圆锥等。

ArrowHandleCap Draw an arrow like those used by the move tool.
SphereHandleHandleCap Draw a Sphere. Pass this into handle functions.
CircleHandleCap Draw a camera-facing Circle. Pass this into handle functions.
ConeHandleCap Draw a Cone. Pass this into handle functions.
CubeHandleCap Draw a cube. Pass this into handle functions.
CylinderHandleCap Draw a Cylinder. Pass this into handle functions.
DotHandleCap Draw a camera-facing dot. Pass this into handle functions.
RectangleHandleCap 画个矩形

2DGUI类

用GUILayout或EditorGUILayout代替吧。示例有原因

BeginGUI Begin a 2D GUI block inside the 3D handle GUI.
EndGUIEnd a 2D GUI block and get back to the 3D handle GUI.
Slider2D Slide a handle in a 2D plane.

Camera类

没弄懂,文档里反复提到Camera.Current,似乎可以设置作为参数的camera为Current

DrawCamera Draws a camera inside a rectangle.
SetCamera Set the current camera so all Handles and Gizmos are draw with its settings.
ClearCamera Clears the camera.

委托

CapFunction The function to use for drawing the handle e.g. Handles.RectangleCap.
SizeFunction A delegate type for getting a handle's size based on its current position.

Event

A UnityGUI event.

Events correspond to user input (key presses, mouse actions), or are UnityGUI layout or rendering events.
For each event OnGUI is called in the scripts; so OnGUI is potentially called multiple times per frame. Event.current corresponds to "current" event inside OnGUI call.

Event类和常见的Input系统里传递的参数差不多,只是多了来自于U3D编辑器的菜单栏操作信息。

其他(没有查证过是否还存在)

鼠标相关

button Which mouse button was pressed.
clickCount How many consecutive mouse clicks have we received.
mousePosition The mouse position.

键盘相关

character The character typed.
keyCode The raw key code for keyboard events.
modifiers Which modifier keys are held down.

其他信息

delta The relative movement of the mouse compared to last event.
type The type of event.

编辑器类-特别的

commandName The name of an ExecuteCommand or ValidateCommand Event.

查询类

command Is Command/Windows key held down? (Read Only)
isKey Is this event a keyboard event? (Read Only)
isMouse Is this event a mouse event? (Read Only)
alt Is Alt/Option key held down? (Read Only)
shift Is Shift held down? (Read Only)
capsLock Is Caps Lock on? (Read Only)
control Is Control key held down? (Read Only)
functionKey Is the current keypress a function key? (Read Only)
numeric Is the current keypress on the numeric keyboard? (Read Only)

范例代码

using UnityEngine;
using System.Collections;
 
public class SceneTag : MonoBehaviour {
 
	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
	
	}
 
	public Vector3 vectorPoint = Vector3.zero;
	public Vector3 vectorPoint2 = Vector3.zero;
	
	public float shieldArea = 5;
	public Quaternion rot = Quaternion.identity;
}
using UnityEngine;
using UnityEditor;
using System.Collections;
using System;
using System.Text;
 
[CustomEditor(typeof(SceneTag))]
public class SceneEditor : Editor {
	
	void OnSceneGUI()
	{
		Test_Handles();
		Test_Event();
	}
 
	private static void·· Test_Event()
	{
		Vector2 mousePosition = Event.current.mousePosition;
		StringBuilder sb = new StringBuilder();
		sb.AppendFormat("({0},{1})"
			, mousePosition.x
			, mousePosition.y);
		//Debug.Log(sb.ToString());
	}
 
	private void Test_Handles()
	{
		SceneTag scene = target as SceneTag;
		Test_Color(scene);
		//Test_Button(scene);
		Test_ArrowCap(scene);
		Test_CircleCap(scene);
		Test_ChangeValue(scene);
		Test_DrawAAPolyLine(scene);
		Test_DrawSolidArc(scene);
		Test_ScaleValueHandle(scene);
		Test_FreeRotateHandle(scene);
		Test_FreeMoveHandle(scene);
		Test_BeginGUI(scene);
 
		if (GUI.changed)
			EditorUtility.SetDirty(target);
	}
 
	private static void Test_FreeMoveHandle(SceneTag scene)
	{
		scene.vectorPoint = Handles.FreeMoveHandle(scene.vectorPoint,
								  Quaternion.identity,
								  2.0f,
								  Vector3.zero,
								  Handles.ArrowCap);
	}
 
	private static void Test_FreeRotateHandle(SceneTag scene)
	{
		scene.transform.rotation = Handles.FreeRotateHandle(scene.transform.rotation, scene.transform.position, 0.5f);
	}
 
	private static void Test_ScaleValueHandle(SceneTag scene)
	{
		scene.shieldArea
				  = Handles.ScaleValueHandle(scene.shieldArea,
								  scene.transform.position + scene.transform.forward * scene.shieldArea,
								  scene.transform.rotation,
								  1,
								  Handles.ConeCap,
								  1);
	}
 
	private static void Test_DrawSolidArc(SceneTag scene)
	{
		Handles.color = new Color(1, 1, 1, 0.2f);
		Handles.DrawSolidArc(scene.transform.position,
				scene.transform.up,
				-scene.transform.right,
				270,
				scene.shieldArea);
		Handles.color = Color.white;
		scene.shieldArea =
		Handles.ScaleValueHandle(scene.shieldArea,
						scene.transform.position + scene.transform.forward * scene.shieldArea,
						scene.transform.rotation,
						1,
						Handles.ConeCap,
						1);
	}
 
	private static void Test_DrawAAPolyLine(SceneTag scene)
	{
		Vector3[] positions = new Vector3[]
		{
			new Vector3(2,0,0),
			new Vector3(2,1,0),
			new Vector3(2,1,1),
			new Vector3(1,2,1),
			new Vector3(1,2,2),
		};
		for (int i = 0; i < positions.Length; ++i)
		{
			positions[i] += scene.transform.position;
		}
		Handles.DrawAAPolyLine(positions);
	}
 
	private static void Test_ChangeValue(SceneTag scene)
	{
		scene.rot =
					 Handles.Disc(scene.rot,
							 scene.transform.position,
							 new Vector3(1, 1, 0),
							 5,
							 false,
							 1);
		scene.vectorPoint = Handles.DoPositionHandle(scene.vectorPoint, Quaternion.identity);
		scene.vectorPoint2 = Handles.DoPositionHandle(scene.vectorPoint2, Quaternion.identity);
	}
 
	private static void Test_CircleCap(SceneTag scene)
	{
		float circleSize = 1;
		Handles.color = Color.red;
		Handles.CircleCap(0,
				scene.transform.position + new Vector3(5, 0, 0),
				scene.transform.rotation,
				circleSize);
		Handles.color = Color.green;
		Handles.CircleCap(0,
				scene.transform.position + new Vector3(0, 5, 0),
				scene.transform.rotation,
				circleSize);
		Handles.color = Color.blue;
		Handles.CircleCap(0,
				scene.transform.position + new Vector3(0, 0, 5),
				scene.transform.rotation,
				circleSize);
 
		Handles.color = Color.red;
		Vector3 newpos = scene.transform.position + new Vector3(5, 0, 0);
		circleSize = HandleUtility.GetHandleSize(newpos);
		Handles.CircleCap(0,
				newpos,
				scene.transform.rotation,
				circleSize);
		Handles.color = Color.green;
		newpos = scene.transform.position + new Vector3(0, 5, 0);
		circleSize = HandleUtility.GetHandleSize(newpos);
		Handles.CircleCap(0,
				newpos,
				scene.transform.rotation,
				circleSize);
		Handles.color = Color.blue;
		newpos = scene.transform.position + new Vector3(0, 0, 5);
		circleSize = HandleUtility.GetHandleSize(newpos);
		Handles.CircleCap(0,
				newpos,
				scene.transform.rotation,
				circleSize);
 
	}
 
	//note by kun 2014.2.18
	// 这玩意有啥用?巨难操作!;
	// 3D按钮还会因为视角问题呈现不一样的大小。;
	// 而且按钮的当前状态也更新不及时,逗么?;
	private static void Test_Button(SceneTag scene)
	{
		Handles.Button(scene.transform.position + new Vector3(0, 2, 0),
							  Quaternion.identity,
							  3,
							  3,
							  Handles.RectangleCap);
	}
 
	private static void Test_BeginGUI(SceneTag scene)
	{
		Handles.color = Color.blue;
		Handles.Label(scene.transform.position + Vector3.up * 2,
				scene.transform.position.ToString() + "\nShieldArea: " +
				scene.shieldArea.ToString());
		
		Handles.color = Color.red;
		Handles.DrawWireArc(scene.transform.position,
				scene.transform.up,
				-scene.transform.right,
				180,
				scene.shieldArea);
		scene.shieldArea =
		Handles.ScaleValueHandle(scene.shieldArea,
						scene.transform.position + scene.transform.forward * scene.shieldArea,
						scene.transform.rotation,
						1,
						Handles.ConeCap,
						1);
 
		//comment by kun 2014.2.18
		// GUI相关的绘制需要在Handles的绘制之后,否则会被覆盖掉;
		// 使用Handles.BeginGUI会导致无法旋转摄像机,原因不详;
		GUILayout.BeginArea(new Rect(Screen.width - 100, Screen.height - 80, 90, 50));
		//Handles.BeginGUI(new Rect(Screen.width - 100, Screen.height - 80, 90, 50));
		try
		{
			float a = float.Parse(GUILayout.TextField(scene.shieldArea.ToString()));
			scene.shieldArea = a;
		}
		catch (System.Exception ex)
		{
			
		}
		if (GUILayout.Button("Reset Area"))
			scene.shieldArea = 5;
		//Handles.EndGUI();
		GUILayout.EndArea();
	}
 
	private static void Test_ArrowCap(SceneTag scene)
	{
		float arrowSize = 1;
		Handles.color = Color.red;
		Handles.ArrowCap(0,
				scene.transform.position + new Vector3(5, 0, 0),
				scene.transform.rotation,
				arrowSize);
		Handles.color = Color.green;
		Handles.ArrowCap(0,
				scene.transform.position + new Vector3(0, 5, 0),
				scene.transform.rotation,
				arrowSize);
		Handles.color = Color.blue;
		Handles.ArrowCap(0,
				scene.transform.position + new Vector3(0, 0, 5),
				scene.transform.rotation,
				arrowSize);
	}
 
	private void Test_Color(SceneTag scene)
	{
		Handles.color = Color.magenta;
		scene.vectorPoint = Handles.Slider(scene.vectorPoint,
								Vector3.zero - scene.transform.position);
	}
 
}
posted @ 2018-12-16 15:26  Wunsam_Chan  阅读(945)  评论(0编辑  收藏  举报