unity让BoxCollider自适配大小

1.一个空物体下面有若干个子物体,想要为空物体添加碰撞盒且碰撞盒还得要包裹所有子物体,手动拖动的话有点费时,费力,费眼,这时候有个工具是最好用的(如下图所示)

 2.选中空物体点击(如下图所示)

 3.就会变成如下图所示方便快捷

 代码如下(编辑器脚本)

using UnityEngine;
using UnityEditor;
/// <summary>
/// 选择一个物体给当前物体添加自适应碰撞盒 编辑器脚本
/// </summary>
public class BoundsTool
{
    [MenuItem("Tools/添加自适应碰撞盒")]
    private static void AutoBoxCollider()
    {
        //如果未选中任何物体 返回
        GameObject gameObject = Selection.activeGameObject;
        if (gameObject == null) return;
        //计算中心点
        Vector3 center = Vector3.zero;
        var renders = gameObject.GetComponentsInChildren<Renderer>();
        for (int i = 0; i < renders.Length; i++)
        {
            center += renders[i].bounds.center;
        }
        center /= renders.Length;
        //创建边界盒
        Bounds bounds = new Bounds(center, Vector3.zero);
        foreach (var render in renders)
        {
            bounds.Encapsulate(render.bounds);
        }
        //先判断当前是否有碰撞器 进行销毁
        var currentCollider = gameObject.GetComponent<Collider>();
        if (currentCollider != null) Object.DestroyImmediate(currentCollider);
        //添加BoxCollider 设置中心点及大小
        var boxCollider = gameObject.AddComponent<BoxCollider>();
        boxCollider.center = bounds.center - gameObject.transform.position;
        boxCollider.size = bounds.size;
    }
}
编辑器脚本

 

(代码添加使用方法)

 /// <summary>
    /// 自动调节碰撞盒的大小
    /// </summary>
    /// <param name="obj_"></param>
    public void AutoBoxCollider(GameObject obj_)
    {
        //如果未选中任何物体 返回
        GameObject gameObject = obj_;
        if (gameObject == null) return;
        //计算中心点
        Vector3 center = Vector3.zero;
        var renders = gameObject.GetComponentsInChildren<Renderer>();
        for (int i = 0; i < renders.Length; i++)
        {
            center += renders[i].bounds.center;
        }
        center /= renders.Length;
        //创建边界盒
        Bounds bounds = new Bounds(center, Vector3.zero);
        foreach (var render in renders)
        {
            bounds.Encapsulate(render.bounds);
        }
        //先判断当前是否有碰撞器 进行销毁
        var currentCollider = gameObject.GetComponent<Collider>();
        if (currentCollider != null) UnityEngine.Object.DestroyImmediate(currentCollider);
        //添加BoxCollider 设置中心点及大小
        var boxCollider = gameObject.AddComponent<BoxCollider>();
        if (!gameObject.GetComponent<Highlighter>())
        {
            gameObject.AddComponent<Highlighter>();          
        }    
        boxCollider.center = bounds.center - gameObject.transform.position;
        boxCollider.size = bounds.size;
    }
程序调用使用

 

最后在加一个设置模型中心点的方法吧,简单记录一下

  List<GameObject> ObjZ = new List<GameObject>();
    Vector3 posZ = Vector3.zero;
    /// <summary>
    /// 设置模型的中心点,方便做模型的移动
    /// </summary>
    /// <param name="_trans"></param>
    public void SetModelPos(Transform _trans)
    {
        yield return new WaitForSeconds(0.2f);
        posZ = Vector3.zero;
        ObjZ.Clear();
        for (int i = 0; i < _trans.childCount; i++)
        {
            posZ += (_trans.GetChild(i).GetComponent<MeshCollider>().bounds.center);
            ObjZ.Add(_trans.GetChild(i).gameObject);
        }
        posZ /= _trans.childCount;
        for (int i = 0; i < ObjZ.Count; i++)
        {
            ObjZ[i].transform.parent = null;
        }
        _trans.position = posZ;
        for (int i = 0; i < ObjZ.Count; i++)
        {
            ObjZ[i].transform.parent = _trans;
        }     
    }
设置模型的中心点位置

 

本次就这么多了哦,有需要会继续添加

 

posted @ 2023-05-09 09:18  剑起苍穹  阅读(677)  评论(0编辑  收藏  举报
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